From 7f8e28db4e1989ff249ccd10682e2f9f7e81d780 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Mon, 2 Nov 2020 08:50:22 -0700 Subject: [PATCH] feature: Add Everything collection for new XML format - Restructured source files - Added new sources - Updated README --- Collections/Complete.xml | 44 +- Collections/CoreOnly.xml | 44 +- Collections/CorePlusHomebrew-NoUA.xml | 44 +- Collections/CorePlusUA-NoHomebrew.xml | 44 +- Collections/CorePlusUnreleasedUA.xml | 46 +- Collections/CoreRulebooksAndSupplements.xml | 26 +- Collections/Everything.xml | 154 + FightClub5eXML/CHANGELOG.md | 4 + FightClub5eXML/README.md | 24 +- .../AcquisitionsIncorporated.xml | 0 .../AcquisitionsIncorporated/bestiary-ai.xml | 1288 + .../AcquisitionsIncorporated/spells-ai.xml | 114 + .../BaldursGateDescentIntoAvernus.xml | 0 .../bestiary-bgdia.xml | 2930 ++ .../Sources/CurseOfStrahd/bestiary-cos.xml | 4347 +++ .../DivineContention.xml | 0 .../Sources/DivineContention/bestiary-dc.xml | 61 + .../DragonOfIcespirePeak.xml | 0 .../DragonOfIcespirePeak/bestiary-dip.xml | 252 + .../DungeonMastersGuide/bestiary-dmg.xml | 108 + .../EberronRisingFromTheLastWar.xml | 0 .../bestiary-erlw.xml | 2717 ++ .../ExplorersGuideToWildemount.xml | 0 .../bestiary-egw.xml | 2680 ++ .../ExplorersGuideToWildemount/spells-egw.xml | 262 + .../GhostsOfSaltmarsh/bestiary-gos.xml | 2987 ++ .../GuildmastersGuideToRavnica.xml | 0 .../bestiary-ggr.xml | 4566 +++ .../GuildmastersGuideToRavnica/spells-ggr.xml | 18 + .../HoardOfTheDragonQueen/bestiary-hotdq.xml | 1223 + .../HuntForTheThesselhydra.xml | 0 .../HuntForTheThesselhydra/bestiary-hftt.xml | 120 + .../bestiary-idrotf.xml | 4360 +++ .../spells-idrotf.xml | 53 + .../InfernalMachineRebuild.xml | 0 .../InfernalMachineRebuild/bestiary-imr.xml | 1384 + .../Sources/KrenkosWay/bestiary-kkw.xml | 140 + .../{ => LocathahRising}/LocathahRising.xml | 0 .../Sources/LocathahRising/bestiary-lr.xml | 411 + .../LostLaboratoryOfKwalish.xml | 0 .../LostLaboratoryOfKwalish/bestiary-llk.xml | 311 + .../LostLaboratoryOfKwalish/spells-llk.xml | 61 + .../LostMineOfPhandelver/bestiary-lmop.xml | 398 + .../Sources/Miscellaneous/bestiary-esk.xml | 154 + .../Sources/Miscellaneous/bestiary-mag.xml | 65 + .../Sources/Miscellaneous/bestiary-sads.xml | 129 + .../Sources/Miscellaneous/bestiary-stream.xml | 45 + .../Sources/Miscellaneous/spells-stream.xml | 64 + .../Sources/MonsterManual/bestiary-mm.xml | 27660 ++++++++++++++ .../MordenkainensFiendishFolio.xml | 0 .../bestiary-mff.xml | 975 + .../MordenkainensTomeOfFoes.xml | 0 .../MordenkainensTomeOfFoes/bestiary-mtf.xml | 9595 +++++ .../MythicOdysseysOfTheros.xml | 0 .../MythicOdysseysOfTheros/bestiary-mot.xml | 3114 ++ .../{ => OneGrungAbove}/OneGrungAbove.xml | 0 .../Sources/OutOfTheAbyss/bestiary-oota.xml | 4676 +++ .../Sources/PlaneShift/bestiary-ps-a.xml | 1328 + .../Sources/PlaneShift/bestiary-ps-d.xml | 169 + .../Sources/PlaneShift/bestiary-ps-i.xml | 810 + .../Sources/PlaneShift/bestiary-ps-k.xml | 112 + .../Sources/PlaneShift/bestiary-ps-x.xml | 844 + .../Sources/PlaneShift/bestiary-ps-z.xml | 209 + .../Sources/PlayersHandbook/bestiary-phb.xml | 198 + .../Sources/PlayersHandbook/spells-phb.xml | 6160 +++ .../PrincesOfTheApocalypse/bestiary-pota.xml | 3328 ++ .../Sources/RickAndMorty/bestiary-rmbre.xml | 371 + .../Sources/RiseOfTiamat/bestiary-rot.xml | 1491 + .../SleepingDragonsWake.xml | 0 .../SleepingDragonsWake/bestiary-sdw.xml | 172 + .../StormKingsThunder/bestiary-skt.xml | 6051 +++ .../{ => StormLordsWrath}/StormLordsWrath.xml | 0 .../Sources/StormLordsWrath/bestiary-slw.xml | 340 + .../SwordCoastAdventurersGuide.xml | 0 .../spells-scag.xml | 71 + .../bestiary-tftyp.xml | 7022 ++++ .../TheOrreryOfTheWanderer/bestiary-oow.xml | 826 + .../TheTortlePackage.xml | 0 .../Sources/TheTortlePackage/bestiary-ttp.xml | 193 + .../TombOfAnnihilation/bestiary-toa.xml | 4652 +++ .../UnearthedArcana/bestiary-ua-2020smt.xml | 431 + .../UnearthedArcana/bestiary-ua-20s2.xml | 47 + .../UnearthedArcana/bestiary-ua-20s5.xml | 47 + .../UnearthedArcana/bestiary-ua-ar.xml | 102 + .../UnearthedArcana/bestiary-ua-cdw.xml | 47 + .../UnearthedArcana/bestiary-ua-cfv.xml | 99 + .../UnearthedArcana/spells-ua-2020por.xml | 52 + .../UnearthedArcana/spells-ua-2020smt.xml | 198 + .../Sources/UnearthedArcana/spells-ua-ar.xml | 20 + .../Sources/UnearthedArcana/spells-ua-frw.xml | 135 + .../Sources/UnearthedArcana/spells-ua-mm.xml | 219 + .../Sources/UnearthedArcana/spells-ua-saw.xml | 21 + .../Sources/UnearthedArcana/spells-ua-ss.xml | 286 + .../UnearthedArcana/spells-ua-tobm.xml | 83 + .../VolosGuideToMonsters.xml | 0 .../VolosGuideToMonsters/bestiary-vgm.xml | 8345 +++++ .../WaterdeepDragonHeist/bestiary-wdh.xml | 4964 +++ .../bestiary-wdmm.xml | 5557 +++ .../WayfindersGuideToEberron.xml | 0 .../XanatharsGuideToEverything.xml | 0 .../bestiary-xge.xml | 36 + .../XanatharsGuideToEverything/spells-xge.xml | 1707 + FightClub5eXML/Sources/backgrounds.xml | 6574 ++++ .../Sources/classes/class-artificer.xml | 2340 ++ .../Sources/classes/class-barbarian.xml | 1121 + FightClub5eXML/Sources/classes/class-bard.xml | 1183 + .../Sources/classes/class-cleric.xml | 2536 ++ .../Sources/classes/class-druid.xml | 1137 + .../Sources/classes/class-fighter.xml | 2407 ++ FightClub5eXML/Sources/classes/class-monk.xml | 1362 + .../Sources/classes/class-mystic.xml | 655 + .../Sources/classes/class-paladin.xml | 1656 + .../Sources/classes/class-ranger.xml | 8326 +++++ .../Sources/classes/class-rogue.xml | 1568 + .../Sources/classes/class-rune-scribe.xml | 145 + .../Sources/classes/class-sidekick.xml | 767 + .../Sources/classes/class-sorcerer.xml | 1794 + .../Sources/classes/class-warlock.xml | 1539 + .../Sources/classes/class-wizard.xml | 1742 + FightClub5eXML/Sources/feats.xml | 1308 + FightClub5eXML/Sources/items.xml | 31176 ++++++++++++++++ FightClub5eXML/Sources/races.xml | 10639 ++++++ FightClub5eXML/Sources/vehicles.xml | 1533 + 123 files changed, 215815 insertions(+), 134 deletions(-) create mode 100644 Collections/Everything.xml rename FightClub5eXML/Sources/{ => AcquisitionsIncorporated}/AcquisitionsIncorporated.xml (100%) create mode 100755 FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml create mode 100755 FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml rename FightClub5eXML/Sources/{ => BaldursGateDescentIntoAvernus}/BaldursGateDescentIntoAvernus.xml (100%) create mode 100755 FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml create mode 100755 FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml rename FightClub5eXML/Sources/{ => DivineContention}/DivineContention.xml (100%) create mode 100755 FightClub5eXML/Sources/DivineContention/bestiary-dc.xml rename FightClub5eXML/Sources/{ => DragonOfIcespirePeak}/DragonOfIcespirePeak.xml (100%) create mode 100755 FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml create mode 100755 FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml rename FightClub5eXML/Sources/{ => EberronRisingFromTheLastWar}/EberronRisingFromTheLastWar.xml (100%) create mode 100755 FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml rename FightClub5eXML/Sources/{ => ExplorersGuideToWildemount}/ExplorersGuideToWildemount.xml (100%) create mode 100755 FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml create mode 100755 FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml create mode 100755 FightClub5eXML/Sources/GhostsOfSaltmarsh/bestiary-gos.xml rename FightClub5eXML/Sources/{ => GuildmastersGuideToRavnica}/GuildmastersGuideToRavnica.xml (100%) create mode 100755 FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml create mode 100755 FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml create mode 100755 FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml rename FightClub5eXML/Sources/{ => HuntForTheThesselhydra}/HuntForTheThesselhydra.xml (100%) create mode 100755 FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml create mode 100755 FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml create mode 100755 FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml rename FightClub5eXML/Sources/{ => InfernalMachineRebuild}/InfernalMachineRebuild.xml (100%) create mode 100755 FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml create mode 100755 FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml rename FightClub5eXML/Sources/{ => LocathahRising}/LocathahRising.xml (100%) create mode 100755 FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml rename FightClub5eXML/Sources/{ => LostLaboratoryOfKwalish}/LostLaboratoryOfKwalish.xml (100%) create mode 100755 FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml create mode 100755 FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml create mode 100755 FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml create mode 100755 FightClub5eXML/Sources/Miscellaneous/bestiary-esk.xml create mode 100755 FightClub5eXML/Sources/Miscellaneous/bestiary-mag.xml create mode 100755 FightClub5eXML/Sources/Miscellaneous/bestiary-sads.xml create mode 100755 FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml create mode 100755 FightClub5eXML/Sources/Miscellaneous/spells-stream.xml create mode 100755 FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml rename FightClub5eXML/Sources/{ => MordenkainensFiendishFolio}/MordenkainensFiendishFolio.xml (100%) create mode 100755 FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml rename FightClub5eXML/Sources/{ => MordenkainensTomeOfFoes}/MordenkainensTomeOfFoes.xml (100%) create mode 100755 FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml rename FightClub5eXML/Sources/{ => MythicOdysseysOfTheros}/MythicOdysseysOfTheros.xml (100%) create mode 100755 FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml rename FightClub5eXML/Sources/{ => OneGrungAbove}/OneGrungAbove.xml (100%) create mode 100755 FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml create mode 100755 FightClub5eXML/Sources/PlaneShift/bestiary-ps-a.xml create mode 100755 FightClub5eXML/Sources/PlaneShift/bestiary-ps-d.xml create mode 100755 FightClub5eXML/Sources/PlaneShift/bestiary-ps-i.xml create mode 100755 FightClub5eXML/Sources/PlaneShift/bestiary-ps-k.xml create mode 100755 FightClub5eXML/Sources/PlaneShift/bestiary-ps-x.xml create mode 100755 FightClub5eXML/Sources/PlaneShift/bestiary-ps-z.xml create mode 100755 FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml create mode 100755 FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml create mode 100755 FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml create mode 100755 FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml create mode 100755 FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml rename FightClub5eXML/Sources/{ => SleepingDragonsWake}/SleepingDragonsWake.xml (100%) create mode 100755 FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml create mode 100755 FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml rename FightClub5eXML/Sources/{ => StormLordsWrath}/StormLordsWrath.xml (100%) create mode 100755 FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml rename FightClub5eXML/Sources/{ => SwordCoastAdventurersGuide}/SwordCoastAdventurersGuide.xml (100%) create mode 100755 FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml create mode 100755 FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml create mode 100755 FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml rename FightClub5eXML/Sources/{ => TheTortlePackage}/TheTortlePackage.xml (100%) create mode 100755 FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml create mode 100755 FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-2020smt.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s2.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s5.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-ar.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cdw.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cfv.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/spells-ua-frw.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/spells-ua-saw.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/spells-ua-ss.xml create mode 100755 FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml rename FightClub5eXML/Sources/{ => VolosGuideToMonsters}/VolosGuideToMonsters.xml (100%) create mode 100755 FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml create mode 100755 FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml create mode 100755 FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml rename FightClub5eXML/Sources/{ => WayfindersGuideToEberron}/WayfindersGuideToEberron.xml (100%) rename FightClub5eXML/Sources/{ => XanatharsGuideToEverything}/XanatharsGuideToEverything.xml (100%) create mode 100755 FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml create mode 100755 FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml create mode 100755 FightClub5eXML/Sources/backgrounds.xml create mode 100755 FightClub5eXML/Sources/classes/class-artificer.xml create mode 100755 FightClub5eXML/Sources/classes/class-barbarian.xml create mode 100755 FightClub5eXML/Sources/classes/class-bard.xml create mode 100755 FightClub5eXML/Sources/classes/class-cleric.xml create mode 100755 FightClub5eXML/Sources/classes/class-druid.xml create mode 100755 FightClub5eXML/Sources/classes/class-fighter.xml create mode 100755 FightClub5eXML/Sources/classes/class-monk.xml create mode 100755 FightClub5eXML/Sources/classes/class-mystic.xml create mode 100755 FightClub5eXML/Sources/classes/class-paladin.xml create mode 100755 FightClub5eXML/Sources/classes/class-ranger.xml create mode 100755 FightClub5eXML/Sources/classes/class-rogue.xml create mode 100755 FightClub5eXML/Sources/classes/class-rune-scribe.xml create mode 100755 FightClub5eXML/Sources/classes/class-sidekick.xml create mode 100755 FightClub5eXML/Sources/classes/class-sorcerer.xml create mode 100755 FightClub5eXML/Sources/classes/class-warlock.xml create mode 100755 FightClub5eXML/Sources/classes/class-wizard.xml create mode 100755 FightClub5eXML/Sources/feats.xml create mode 100755 FightClub5eXML/Sources/items.xml create mode 100755 FightClub5eXML/Sources/races.xml create mode 100755 FightClub5eXML/Sources/vehicles.xml diff --git a/Collections/Complete.xml b/Collections/Complete.xml index 443ae15..a4ccad4 100644 --- a/Collections/Complete.xml +++ b/Collections/Complete.xml @@ -4,31 +4,31 @@ - - - - - - - - - - - - - + + + + + + + + + + + + + - - - - - - - - - + + + + + + + + + diff --git a/Collections/CoreOnly.xml b/Collections/CoreOnly.xml index 6d84621..27ce66d 100644 --- a/Collections/CoreOnly.xml +++ b/Collections/CoreOnly.xml @@ -4,29 +4,29 @@ - - - - - - - - - - - - - + + + + + + + + + + + + + - - - - - - - - - + + + + + + + + + diff --git a/Collections/CorePlusHomebrew-NoUA.xml b/Collections/CorePlusHomebrew-NoUA.xml index de3ee08..68a213a 100644 --- a/Collections/CorePlusHomebrew-NoUA.xml +++ b/Collections/CorePlusHomebrew-NoUA.xml @@ -4,31 +4,31 @@ - - - - - - - - - - - - - + + + + + + + + + + + + + - - - - - - - - - + + + + + + + + + diff --git a/Collections/CorePlusUA-NoHomebrew.xml b/Collections/CorePlusUA-NoHomebrew.xml index c5012cc..356151f 100644 --- a/Collections/CorePlusUA-NoHomebrew.xml +++ b/Collections/CorePlusUA-NoHomebrew.xml @@ -4,31 +4,31 @@ - - - - - - - - - - - - - + + + + + + + + + + + + + - - - - - - - - - + + + + + + + + + diff --git a/Collections/CorePlusUnreleasedUA.xml b/Collections/CorePlusUnreleasedUA.xml index 72495a8..59964bf 100644 --- a/Collections/CorePlusUnreleasedUA.xml +++ b/Collections/CorePlusUnreleasedUA.xml @@ -4,31 +4,31 @@ - - - - - - - - - - - - - - + + + + + + + + + + + + + + - - - - - - - - - + + + + + + + + + diff --git a/Collections/CoreRulebooksAndSupplements.xml b/Collections/CoreRulebooksAndSupplements.xml index c0dee9a..6222d73 100644 --- a/Collections/CoreRulebooksAndSupplements.xml +++ b/Collections/CoreRulebooksAndSupplements.xml @@ -4,17 +4,17 @@ - - - - - - - - - - - - - + + + + + + + + + + + + + diff --git a/Collections/Everything.xml b/Collections/Everything.xml new file mode 100644 index 0000000..9ff6f22 --- /dev/null +++ b/Collections/Everything.xml @@ -0,0 +1,154 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index 54cccf7..db37c19 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -1,5 +1,9 @@ ## CHANGE LOG +### 2020-11-02 + +Added "Everything" collection, a preview for the new format. + ### 2020-06-06 Added Mythic Odysseys of Theros as a supplement source. diff --git a/FightClub5eXML/README.md b/FightClub5eXML/README.md index 9a19470..5b998a2 100644 --- a/FightClub5eXML/README.md +++ b/FightClub5eXML/README.md @@ -3,18 +3,18 @@ ## About -Being a big fan of Lion Den’s Fight Club 5e and Game Master 5e apps for iOS and Android I was happy to see a kind soul (@fightclub5exml on twitter) had picked up the mantle of updating the compendium with content. +We have been a dedicated group of D&D fans who manually added XML for Lion's Den Fight Club 5e and Game Master 5e apps. We've now found a reliable source to auto-generate the XML, and we'll be transitioning to that completely by 2021. -Unfortunately he seems to have deleted his twitter account so I am picking up where he left off by expanding on his work by adding Waterdeep Dragon Heist, Waterdeep Dungeon of the Mad Mage and Ghosts of Saltmarsh content to the XML. +If you'd like to try out the new format, you can import the "Everything" collection. If you have feedback, follow the instructions in [Issues](#Issues). -Will take some time but will be making my way through each book and adding the items and monsters to bring it up to date. - -Any questions hit me up on twitter [@dragonahcas](http://twitter.com/dragonahcas). +We are unaffiliated with Lion's Den and Wizards of the Coast. ## How-To -Import one of the Collection files into the Fight Club app. +Import only one of the Collection files into the Fight Club app. + +**Everything**: Newly formatted XML that includes all rulebooks, supplements, adventures, Unearthed Arcana, and some unofficial content. **CoreRulebooks**: Player's Handbook, Dungeon Master's Guide, and Monster Manual @@ -33,18 +33,22 @@ Import one of the Collection files into the Fight Club app. ## Additional Contributors -`@kinkofer` for XML generation systems to allow github collections to be auto generated +`@kinkofer` for XML generation systems to allow github collections to be auto generated. -`@felix_mil_` for XML creation tools [https://felixmil.shinyapps.io/compendiumbuildr/](https://felixmil.shinyapps.io/compendiumbuildr/) +`@felix_mil_` for XML creation tools [https://felixmil.shinyapps.io/compendiumbuildr/](https://felixmil.shinyapps.io/compendiumbuildr/). -`@rrgeorge` and `zamrod` for their JSON to XML scripts +`@rrgeorge` and `zamrod` for their JSON to XML scripts. + +`@MrFarland` for Artificer Infusions and other XML. + +`@fightclub5exml` and `@dragonahcas` for carrying the mantle. -`@MrFarland` for Artificer Infusions and other XML ## Contribute Visit the [FightClub5eXML Github](https://github.com/kinkofer/FightClub5eXML) to contribute. + ## Issues Find a mistake in the compendium? Report it on our [Github Issues](https://github.com/kinkofer/FightClub5eXML/issues). diff --git a/FightClub5eXML/Sources/AcquisitionsIncorporated.xml b/FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml similarity index 100% rename from FightClub5eXML/Sources/AcquisitionsIncorporated.xml rename to FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml diff --git a/FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml b/FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml new file mode 100755 index 0000000..c61d2bc --- /dev/null +++ b/FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml @@ -0,0 +1,1288 @@ + + + + Ancient Deep Crow + H + monstrosity + Unaligned + 18 (natural armor) + 187 (15d12+90) + walk 20 ft., fly 80 ft. + 23 + 16 + 23 + 10 + 15 + 19 + Con +11, Wis +7 + Perception +7, Stealth +13 + 17 + Deep Crow + 15 + bludgeoning, piercing, slashing from nonmagical attacks + + + + blindsight 60 ft., darkvision 120 ft. + + Magic Resistance + The ancient deep crow has advantage on saving throws against spells and other magical effects. + + + Shadow Stealth + While in dim light or darkness, the ancient deep crow can take the Hide action as a bonus action. + + + Multiattack + The ancient deep crow makes three attacks: one with its mandibles and two with its claws. + + + Mandibles + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the ancient deep crow can't use its mandibles on another target. + Mandibles|+11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+11|2d6+6 + + + Shadow Caw + The ancient deep crow releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a DC 17 Constitution saving throw. On a failure, a creature takes 10 (3d6) psychic damage. + Shadow Caw||3d6 + + + The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn. + + + Detect + The deep crow makes a Wisdom (Perception) check. + + + Shadow Caw (Costs 2 Actions) + The ancient deep crow uses Shadow Caw. + + + Wing Attack (Costs 2 Actions) + The ancient deep crow beats its wings. Each creature within 10 feet of the deep crow must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The ancient deep crow can then fly up to half its flying speed. + + + Regional Effects + + + The region containing an ancient deep crow's lair is transformed by the creature's presence, which creates one or more of the following effects: + • Supernatural shadow turns all bright light to dim light in underground regions within 6 miles of the lair. + • Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair. + • Subterranean beasts within 1 mile of the ancient deep crow's lair serve as the creature's eyes and ears, alerting it to the presence of intruders and making it all but impossible to surprise the ancient deep crow. If the ancient deep crow dies, these effects fade immediately. + + So little is known of the deep crows that even less is known of their monstrous leviathan cousins, the ancient deep crows. Whether these gargantuan specimens are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally by someone else. Seriously, stay away from these things. +Source: Acquisitions Incorporated p. 211 + + + + Auspicia Dran + M + humanoid (half-elf) + Neutral Good + 15 (chain shirt) + 52 (8d8+16) + walk 30 ft. + 16 + 14 + 14 + 15 + 12 + 10 + + Athletics +5, Perception +3 + 13 + Common, Elvish + 2 + + + + + + + Multiattack + Auspicia makes two attacks. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+5|1d8+3 + + + Light Crossbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage. + Light Crossbow|+4|1d8+2 + + + Innate Spellcasting (Psionics) + Auspicia's innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no components: + At will: detect thoughts + 1/day each: augury + + detect thoughts, augury + The youngest sister of Omin Dran, the half-elf Auspicia Dran had her life torn apart as a child when she was seized by a mysterious creature called the Wandering Crypt. Having spent long years in a kind of dark dream within the crypt, she was saved in the end by her brother Omin's tireless efforts and the valor of his handpicked "C" Team. Now returned safely to the world-and with the false Auspicia of the crypt's creation slain-she focuses on trying to discover her own identity and to work through the ongoing complications arising from her ordeal. +When Auspicia emerged from the Wandering Crypt, she carried within her a growing level of psionic power. She can't help but read others' minds, but finds that wearing a diamond earring helps tamp that unwitting ability down. This magic has also left her connected to the crypt in a way she doesn't understand, even as it grants her occasional memories of others still trapped there and an awareness of faraway places. In combat, she manifests an instinctive knowledge of events before they happen, often making use of this ability to bring a fight to a standstill that encourages parley. But she has only just begun to explore her full precognitive potential. +Source: Acquisitions Incorporated p. 208 + + + + Brahma Lutier + M + humanoid (elf) + Neutral + 12 + 33 (6d8+6) + walk 30 ft. + 12 + 15 + 12 + 11 + 13 + 16 + + Perception +3, Performance +5, Persuasion +5 + 13 + Common, Elvish + 2 + + + + + + + Fey Ancestry + Brahma has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Taunt (2/Day) + Brahma can use a bonus action to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Brahma's next turn. + + + War Lute + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + War Lute|+4|1d6+2 + + + Song of Domination (3/Day) + Brahma targets one creature that can see or hear her, which must succeed on a DC 13 Wisdom saving throw or be charmed by her for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. It has disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or Charisma checks made as part of a contest with Brahma. + + + Spellcasting + Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells prepared: + Cantrips (at will): mage hand, message, vicious mockery + • 1st level (4 slots): charm person, heroism, illusory script, sleep, unseen servant + • 2nd level (3 slots): cloud of daggers, invisibility + + 4, 3 + mage hand, message, vicious mockery, charm person, heroism, illusory script, sleep, unseen servant, cloud of daggers, invisibility + Formally a former member of the "B" Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those vocations by Audra Courtier (wife of Propha Dran and co-owner of the Dran & Courtier inn of Red Larch), Brahma's specialty is a song of domination that is legendarily difficult to resist. +Her retirement is said to be connected to a falling out with husband Oak Truestrike, and Brahma has been operating as a solo agent for some time now. Known for a personality that is murderous and cheery in equal part, she utilizes an instrument of dragonborn design in combat. Known as a war lute, this unique item comes replete with hidden storage and powerful weaponry. +Source: Acquisitions Incorporated p. 205 + + + + Chaos Quadrapod + L + aberration + Chaotic Evil + 14 (natural armor) + 52 (7d10+14) + walk 40 ft., climb 40 ft. + 18 + 13 + 15 + 6 + 10 + 4 + + Acrobatics +5, Perception +4 + 14 + + 4 + + + + + blindsight 120 ft. (blind beyond this radius) + + Magic Resistance + The chaos quadrapod has advantage on saving throws against spells and other magical effects. + + + Multiattack + The chaos quadrapod makes up to two tentacle attacks. + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no more than two targets at a time. + Tentacle|+6|2d6+4 + + + Chaos Cloud (Recharges after a Short or Long Rest) + The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn. + + A cluster of four suckered tentacles with a pulsing mass of ethereal light as its central body, the chaos quadrapod is a creature of the Far Realm, and it channels the anarchic power of that plane as it destroys all in its path. The quadrapod ambulates by flinging its mucus-covered tentacles out and dragging itself along, creating a horrid slurping sound as it advances relentlessly toward its prey. +Source: Acquisitions Incorporated p. 209 + + + + Clockwork Dragon + M + construct + Neutral + 16 (natural armor) + 22 (4d8+4) + walk 30 ft., fly 60 ft. + 14 + 10 + 12 + 10 + 11 + 13 + + Acrobatics +2, Perception +4 + 14 + Common, Draconic + 1 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft., darkvision 60 ft. + + False Appearance + While the clockwork dragon remains motionless, it is indistinguishable from a metal statue. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage. + Bite|+4|1d10+2 + + + Fire Breath (Recharge 5-6) + The clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||4d6 + + These intricately crafted constructs are typically made to reflect the forms of the metallic dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats. +Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims. +Source: Acquisitions Incorporated p. 209 + + + + Deep Crow + L + monstrosity + Unaligned + 17 (natural armor) + 133 (14d10+56) + walk 20 ft., fly 80 ft. + 20 + 16 + 18 + 8 + 15 + 14 + Con +8, Wis +6 + Perception +6, Stealth +11 + 16 + Deep Crow + 9 + + + + + blindsight 30 ft., darkvision 120 ft. + + Magic Resistance + The deep crow has advantage on saving throws against spells and other magical effects. + + + Shadow Stealth + While in dim light or darkness, the deep crow can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The deep crow makes three attacks: one with its mandibles and two with its claws. + + + Mandibles + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the deep crow can't use its mandibles on another target. + Mandibles|+9|2d10+5 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claw|+9|2d6+5 + + The only warning you'll get is that fearsome, far-off caw, echoing from the darkness like a death knell. For by the time those glowing red eyes fix on you, it's far too late to run... +Some adventurers and sages whisper that deep crows were first spawned as the familiars of evil arcane casters, abandoned in the subterranean depths and left to grow to enormous size. Others claim these creatures were once normal crows transmuted by vile essence and viler powers. But one thing all agree on is that ending up a meal for one of these monstrosities is a too-real threat for those who stumble into their deadly lairs. +Though the deep crow most immediately resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed feet, and the cluster of red eyes that are the most unsettling part of its appearance. +Terror from Above. The deep crow's most fearsome attack is the bite of its mandibles, which can seize and hold almost any creature. Their preferred attack is a snatch-and-grab that sees a deep crow flying off with a living victim before its companions have any chance of counterattack. Provided the doomed prey doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit. +Family Ties. Deep crows live alone for an unknown length of years, emerging from the lair only to hunt, to look for potential threats, and to mate. Mating is a once-in-a-lifetime urge that sees each deep crow involved in the pairing produce a cluster of four to eight eggs. Incubation lasts a year, followed by a year during which the fledgling deep crows stay close by their parent's side. The young then set out to establish lairs of their own. +Unknown and Inscrutable. The mindset of these intelligent yet alien creatures is a mystery, but some who have encountered them relate that they are quick to hold a grudge. For years. Of even greater importance, they can teach their chicks to harbor the same resentments, instilling a cross-generational hatred of chosen foes that can last for centuries. +A Deep Crow's Lair. Deep crows and ancient deep crows roost in places both deep and warm, favoring sites with access to exposed lava. The spires of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature's eggs. +Source: Acquisitions Incorporated p. 210 + + + + Donaar Blit'zen + M + humanoid (dragonborn) + Chaotic Good + 18 (plate armor) + 45 (7d8+14) + walk 30 ft. + 17 + 8 + 14 + 10 + 10 + 16 + Wis +2, Cha +5 + History +2, Insight +2, Intimidation +5, Persuasion +5 + 10 + Common, Draconic, Orc + 3 + acid + + + + + + Champion Challenge (Recharges after a Short or Long Rest) + As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a failure, a creature can't willingly move more than 30 feet away from Donaar. This effect ends on the creature if Donaar is incapacitated or dies, or if the creature is moved more than 30 feet away from him. + + + Multiattack + Donaar makes two attacks with his greatsword or his whip. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. Whenever Donaar rolls a 1 or 2 on a damage die, he can reroll the die and must use the new roll. + Greatsword|+5|2d6+3 + + + Whip + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 5 (1d4 + 3) slashing damage. + Whip|+5|1d4+3 + + + Acid Vomit + Donaar regurgitates acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. + Acid Vomit||2d6 + + + Spellcasting + Donaar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following paladin spells prepared: + • 1st level (4 slots): command, compelled duel, cure wounds, wrathful smite + • 2nd level (2 slots): aid, branding smite, lesser restoration, warding bond, zone of truth + + 4, 2 + command, compelled duel, cure wounds, wrathful smite, aid, branding smite, lesser restoration, warding bond, zone of truth + +Everybody cooooool out! + +The hulking dragonborn decisionist of the "C" Team, Donaar Blit'zen is an icon of brash confidence and warrior chill. He is known for his furious skill in battle, and for his propensity to fall asleep as soon as a fight is done (as well as countless other inopportune times). More immediately notable is the unique physical trait that all members of his clan bear-a stylish tail that is rare and often considered a deformity among dragonborn. +As with his tail, an odd quirk of heritage makes Donaar's acid breath more of a signature vomiting, giving rise to a driving paranoia that this regurgitation might damage his teeth. As testaments to his obsession with dental hygiene, Donaar named his greatsword Toothbrush and calls his whip Floss. He carries an actual toothbrush (named Percival) and actual floss at all times. +Those who know Donaar quickly come to recognize that the braggadocio that defines him involves a certain amount of artifice. When the young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was once like. As such, Donaar has learned that no amount of bravado and compensation is too much-provided he leaves no openings for strangers to call him on it. By the same token, strangers quickly come to realize that reinforcing Donaar's self-congratulating sense of draconic entitlement makes it remarkably easy to win his favor. +Despite his easily massaged vanity, the dragonborn sometimes shows the occasional streak of selflessness. Most notably, Donaar serves in his off-hours as parttime godfather to a young dragonborn named Chronaar, who had inadvertently imprinted on Donaar as a parental figure while he watched over her while she was in her egg. +Source: Acquisitions Incorporated p. 201 + + + + Flabbergast + M + humanoid (human) + Lawful Neutral + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 10 + 14 + 10 + 17 + 13 + 13 + Int +5, Wis +3 + Arcana +5, Persuasion +3, History +5, Perception +3 + 13 + Common, Draconic, Elvish, Gnomish + 4 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Spellcasting + Flabbergast is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, distort value* + • 2nd level (3 slots): gift of gab*, suggestion + • 3rd level (3 slots): fast friends*, lightning bolt + • 4th level (3 slots): greater invisibility + • 5th level (1 slots): cone of cold + *New spell introduced in chapter 3 + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, distort value, gift of gab, suggestion, fast friends, lightning bolt, greater invisibility, cone of cold + Not much is known of the mysterious and aloof majordomo of Acquisitions Incorporated Head Office, the mage known as Flabbergast. It's said that he hails from Neverwinter, and that his wealthy family helped erect and carve the famous Dolphin Bridge in that city. Although he detests physical labor, Flabbergast is a bit of a bridge builder in his own way, always striving to bring people together and flexing his diplomatic muscles. A pacifist bureaucrat, he abhors violence, and rarely puts his magical prowess on display. +One thing that is known (though it's seldom spoken of) is that Flabbergast once worked for Dran Enterprises, and specifically for Portentia Dran. He carries a certain amount of guilt around being complicit in certain Dran Enterprises' dealings, and helped Acquisitions Incorporated on the side even before taking up an official role with the company. Though Head Office certainly trusts him, others might wonder where his true loyalties lie. +Flabbergast's familiar, Mister Snibbly, uses the cat stat block. +Source: Acquisitions Incorporated p. 200 + + + + Jim Darkmagic + M + humanoid (human) + Chaotic Neutral + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 8 + 14 + 10 + 18 + 12 + 14 + Int +7, Wis +4 + Acrobatics +5, Animal handling +4, Arcana +7, History +7, Performance +5 + 11 + Common + 5 + + + + + + + Special Equipment + Jim carries a wand of wonder. Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Minor Conjuration + Jim conjures an inanimate object, no larger than 3 feet on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again. + + + Spellcasting + Jim is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): fire bolt, friends, mage hand, minor illusion, prestidigitation + • 1st level (4 slots): disguise self, Jim's magic missile*, mage armor + • 2nd level (3 slots): invisibility, Jim's glowing coin* + • 3rd level (3 slots): incite greed*, fireball + • 4th level (3 slots): conjure minor elementals, polymorph + • 5th level (1 slots): mislead + *New spell introduced in chapter 3 + + 4, 3, 3, 3, 1 + fire bolt, friends, mage hand, minor illusion, prestidigitation, disguise self, Jim's magic missile, mage armor, invisibility, Jim's glowing coin, incite greed, fireball, conjure minor elementals, polymorph, mislead + +Have a magical day! + +James Winifred Darkmagic III is the scion of a mysterious, multiplanar wizarding family. Jim's arcane pedigree has long preceded him, incorporating equally healthy amounts of magical training and innate eldritch prowess. However, despite a natural talent that could have allowed him to make a name for himself as a court wizard, or perhaps "that strange old man in the village," Jim's original penchant was not for the magic of scroll or spell, but for the stage. +As an entertainer and purveyor of the "Jim Darkmagic Experience," the legendary mage can often be found in markets and town squares, performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to become a "real wizard"-by which he means a fake wizard-full time. +Source: Acquisitions Incorporated p. 197 + + + + K'thriss Drow'b + M + humanoid (elf) + Chaotic Neutral + 14 (studded leather armor) + 44 (8d8+8) + walk 30 ft. + 8 + 14 + 12 + 14 + 11 + 18 + Str +0, Dex +3, Con +2, Int +3, Wis +3, Cha +7 + Arcana +4, Insight +2, Investigation +4, Perception +2, Religion +4 + 12 + Celestial, Common, Elvish, Undercommon; can read all writing + 3 + + + + + darkvision 120 ft. + + Special Equipment + K'thriss wears a robe of stars (accounted for in his statistics). The robe allows him to cast the following spells: 6/day: magic missile (7 missiles) + + + Awakened Mind + K'thriss can telepathically speak to any creature he can see within 30 feet of him, provided the creature can understand at least one language. + + + Fey Ancestry + K'thriss has advantage on saving throws against being charmed, and magic can't put him to sleep. Sunlight Sensitivity. While in sunlight, K'thriss has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + K'thriss makes two attacks with his sickle. + + + Sickle + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Sickle|+4|1d4+2 + + + Innate Spellcasting + K'thriss's innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components: + At will: dancing lights, disguise self + 1/day each: darkness, faerie fire + + + Spellcasting + K'thriss is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast, mending, prestidigitation, thorn whip, vicious mockery + • 3rd level (2 slots): dissonant whispers, fly, hex, misty step, sending, shatter + + 2 + dancing lights, disguise self, darkness, faerie fire, chill touch, eldritch blast, mending, prestidigitation, thorn whip, vicious mockery, dissonant whispers, fly, hex, misty step, sending, shatter + +All things are divided into meat and mouths-but even a mouth is just meat. + +The drow warlock K'thriss Drow'b cuts a dashing figure as the worldly representative of the Ur-a ravenous, inscrutable, and largely indifferent elder entity from beyond reality. Tapped into this dark power, the "C" Team's hoards person sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning and purpose in the structures of so-called "reality." Still, all things considered, he is most often polite and affable. Because after a long adventuring career, he understands that he can't afford to make more enemies. +Given his blue skin tone, rumors suggest that K'thriss is of mixed heritage, but no one knows for sure. As a young and doubting adherent of Lolth, he stumbled upon fragments of a relic known as the Black Altar, exposing him to their infinite truths and shocking the drow's hair jet-black. His matching "beard" is actually a slow-growing colony of inert spores that K'thriss believes makes him look distinguished. Possessed of alarming and asymmetric crystalline eyes, he often wears a blindfold to spare others his visage, seeing through the eyes of his familiar while he does. +Tentacles play a big part in K'thriss's spellcasting, whether wrenching him through the sky when he uses magic to fly, or manifesting in dark, suckered form when he casts spells such as thorn whip. And when enemies hear K'thriss whisper the deep truths of the Ur-typically something about how on a geologic time scale, everyone's desires are meaningless-they remember it. +K'thriss's familiar, Ligotti, is a semisapient remnant of a tentacle attack, spawned by the warlock's intercessor patron god. Though entirely alien to the material plane (and often appearing in the form of a staff), Ligotti uses the stat block of a poisonous snake with these changes: +• It has an Intelligence score of 12 (+2). +• It has telepathy out to a range of 30 feet. +Source: Acquisitions Incorporated p. 202 + + + + Keg Robot + M + construct + Unaligned + 14 (natural armor) + 39 (6d8+12) + walk 30 ft. + 16 + 16 + 15 + 6 + 8 + 5 + + Perception +1 + 11 + understands Common but can't speak + 2 + bludgeoning, piercing, slashing from nonmagical attacks + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Customizable Storage + A keg robot can hold up to three types of liquid payload totaling 12 gallons within its hollow, barrel-shaped body. A full keg robot can make one liquid attack per gallon before the liquid must be refilled. Filling a keg robot takes 2 rounds per gallon. Differing payloads can alter the keg robot's attacks from those presented here. + + + Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. + Fist|+5|1d8+3 + + + Acid Squirt + Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. 7 (1d8 + 3) acid damage. + Acid Squirt|+5|1d8+3 + + + Beer Shower + The keg robot spews an unnaturally potent beer in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must succeed on a DC 13 Constitution saving throw or be poisoned. While poisoned in this way, a creature has its speed halved by exposure to the potent brew. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Additionally, the beer shower extinguishes any fires or open flames in its area. + + + Hot Oil Spray (Recharge 5-6) + The keg robot sprays hot oil in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (1d8 + 3) fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn't fall prone. + Hot Oil Spray (Recharge 5-6)||1d8+3 + Any creature affected by the hot oil spray that takes fire damage before the oil dries (after 1 minute) takes an additional 3 (1d6) fire damage, and the oil burns away. + If the oil that remains in the area of the spray is lit, it burns for 1d4 rounds and deals 3 (1d6) fire damage to any creature that enters the area for the first time on a turn or ends its turn there. + + +This beer is delicious. But did the spigot really have to be placed in that spot? + +A keg robot is a stout wood-and-metal construct, vaguely reminiscent of a dwarf wearing a horned helm and possessing a barrel for a body. These constructs are another achievement of the Heuristic Arcane Research and Development (HARD) department of Acquisitions Incorporated. These devices have a number of practical purposes, including the ability to be filled with a variety of substances of use to an adventuring party. Specific models are nominally named for their primary function, including "ambulatory fermenter," "mobile alchemical dispensary," and so forth. But their prominent use as portable beer dispensers has placed the name "keg robot" firmly into public consciousness. +A keg robot can hold up to three different kinds of liquid in its body cavity, from water and other potables to alchemical substances and lamp oil. Its individual storage compartments can leak, providing drinkable liquids with a unique but mostly safe flavor. These constructs have a rudimentary intellect that allows them to operate independently and discern friend from foe-and which sometimes causes them to operate with a crass sense of humor that has never been fully explained. +Source: Acquisitions Incorporated p. 212 + + + + Môrgæn + M + humanoid (elf) + Chaotic Neutral + 16 (studded leather armor) + 66 (12d8+12) + walk 30 ft. + 12 + 18 + 12 + 12 + 14 + 10 + Str +3, Dex +6 + Athletics +3, Insight +4, Nature +3, Perception +4, Stealth +6, Survival +4 + 14 + Common, Draconic, Dwarvish, Giant, Goblin + 4 + + + + + darkvision 60 ft. + + Fey Ancestry + Môrgæn has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Multiattack + Môrgæn makes three attacks with her scimitars or her longbow. + + + Scimitars + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Scimitars|+6|1d6+4 + + + Longbow + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage. + Longbow|+6|1d8+4 + + + Innate Spellcasting + Môrgæn's spellcasting ability is Intelligence. She can innately cast the following spells, requiring no material components: + At will: mage hand + + + Spellcasting + Môrgæn is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following ranger spells prepared: + • 1st level (4 slots): alarm, animal friendship, hunter's mark + • 2nd level (3 slots): pass without trace, spike growth + • 3rd level (2 slots): conjure animals + + 4, 3, 2 + mage hand, alarm, animal friendship, hunter's mark, pass without trace, spike growth, conjure animals + +If I had wanted to kill, I would have killed. + +The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser. Her legendary ability with the longbow and the custom arrows she crafts instills fear into the hearts of her many enemies-and more than a few of her coworkers. Famously, she is the only member of Acquisitions Incorporated known to be paid in advance, lest a missed invoice lead to dire repercussions. +A child of the forest, Môrgæn defends the natural world with singular ferocity and an impressive rate of sustained fire. Her core philosophy is that one should shoot first and then ask no questions later. Because what's the point of asking questions when the person you've shot first is already dead? Still, when the situation calls for it, this protector of the woodlands is equally at home on missions of subterfuge and social interaction in the big city, provided her well-known love of ale, wine, and other intoxicants doesn't get the better of her. +Source: Acquisitions Incorporated p. 199 + + + + Oak Truestrike + M + humanoid (elf) + Neutral Good Neutral Evil + 15 (studded leather armor) + 32 (5d8+10) + walk 30 ft. + 13 + 16 + 14 + 10 + 13 + 11 + + Nature +4, Perception +3, Performance +2, Stealth +5, Survival +3 + 13 + Common + 2 + + + + + + + Fey Ancestry + Oak has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Keen Hearing and Sight + Oak has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + Oak makes three attacks with his hooked daggers or his hand crossbow. + + + Hooked Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Hooked Dagger|+5|1d4+3 + + + Hand Crossbow + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Hand Crossbow|+5|1d6+3 + + + Return the Favor (3/Day) + When Oak takes damage from a melee weapon attack, he can make a hooked dagger attack. + + Oak Truestrike is the "B" Team's decisionist-and, depending on who you talk to, a reincarnated demigod. (It's a long story.) Those who know him acknowledge his confidence, his arrogance, and his odd ability to engage with others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter's charm, he makes good use of it either way. +Oak becomes a radically different person with each of his reincarnations, flipping between neutral good and neutral evil. His memories of past lives have been fractured by his many deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it's probably not your fault. +Source: Acquisitions Incorporated p. 205 + + + + Omin Dran + M + humanoid (half-elf) + Lawful Neutral + 18 (plate armor) + 65 (10d8+20) + walk 30 ft. + 16 + 8 + 14 + 11 + 18 + 12 + Wis +7, Cha +4 + Deception +4, Insight +7, Intimidation +4, Medicine +7, Perception +7, Persuasion +4 + 17 + Common, Dwarvish, Elvish, Goblin + 5 + + + + + darkvision 60 ft. + + Divine Strike + Once on each of his turns when he hits a creature with a weapon attack, Omin can cause the attack to deal an extra 4 (1d8) damage of the same type dealt by the weapon. + + + Fey Ancestry + Omin has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Multiattack + Omin makes two attacks with his maul. + + + Maul + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Maul|+6|2d6+3 + + + War God's Blessing (Recharges after a Short or Long Rest) + When a creature within 30 feet of Omin makes an attack roll, but before learning whether it hits or misses, Omin can grant the creature a +10 bonus to that roll. + + + Spellcasting + Omin is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following cleric spells prepared: + Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): bless, command, divine favor, shield of faith + • 2nd level (3 slots): enhance ability, hold person, magic weapon, silence, spiritual weapon + • 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, mass healing word, spirit guardians + • 4th level (3 slots): death ward, freedom of movement, locate creature, stoneskin + • 5th level (1 slots): dispel evil and good, flame strike, hold monster, greater restoration, legend lore + + 4, 3, 3, 3, 1 + guidance, sacred flame, spare the dying, thaumaturgy, bless, command, divine favor, shield of faith, enhance ability, hold person, magic weapon, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, mass healing word, spirit guardians, death ward, freedom of movement, locate creature, stoneskin, dispel evil and good, flame strike, hold monster, greater restoration, legend lore + +My duty, first and foremost, is to my shareholders. And I am the only shareholder. + +Ominifis Hereward Dran spent his formative years in the small waystop of Red Larch, where his mother, Prophetess, ran a popular inn and restaurant. In the brief periods of respite afforded by working the family business, Omin and his sisters, Auspicia and Portentia, were wont to wander the hills and trails around town, dreaming of adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored-actually a creature called the Wandering Crypt-took Auspicia from the world. +Omin Dran built the organization called Acquisitions Incorporated to facilitate and expand his quest to find his true sister, at least in part. For despite his unprecedented success in establishing the market for franchised adventuring across the Sword Coast and beyond, Omin's full measure eludes most people. He is known to be a worshiper of Tymora, ruthless in matters of business, feckless in matters of love, and hopeless in games of chance. Omin is also often accused of being one of the Masked Lords of Waterdeep, though this bit of fancy earns little more than a chuckle in response. And even if the rumor were true, Omin would never leverage such a position for greater financial gain and power. Because that would be wrong... +Source: Acquisitions Incorporated p. 196 + + + + Pendragon Beestinger + M + humanoid (human) + Neutral Evil + 12 (15 with mage armor) + 27 (5d8+5) + walk 30 ft. + 10 + 14 + 12 + 17 + 10 + 11 + + Arcana +5, Investigation +5, Performance +2 + 10 + Common, Draconic, Elvish, Halfling + 2 + + + + + + + Echo Spell (1/Day) + Pendragon can cast the spell he cast on his last turn, whose casting time becomes 1 bonus action. This bonus casting uses a spell slot as normal. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Spellcasting + Pendragon is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): acid splash, light, mage hand, poison spray, shocking grasp + • 1st level (4 slots): detect magic, mage armor, magic missile, sleep + • 2nd level (3 slots): blindness/deafness, cloud of daggers, scorching ray + + 4, 3 + acid splash, light, mage hand, poison spray, shocking grasp, detect magic, mage armor, magic missile, sleep, blindness/deafness, cloud of daggers, scorching ray + Able arcanist Pendragon Beestinger took over as "B" Team cartographer after Brahma Lutier left the group. In fact, his first assignment was to assist in the team's attempts to apprehend the wandering bard. An adopted child of the "C" Team's Rosie Beestinger, Pendragon is his mother's foil in almost every way-including his goal of wanting to mainstream some of the family's rumored criminal interests. Pendragon has, in fact, attempted to kill his mother-and been killed himself in the process. Despite his having been resurrected at Rosie's request, things remain cool between the two. +Pendragon was kicked out of wizarding school as a result of the dark rumors following the Beestinger clan. Now a self-taught mage, he specializes in making use of the dangerous spells and weird trinkets he often comes across in his role as a kind of arcane archaeologist. Seeking out the family feeling that an adventuring group provides keeps him in the "B" Team, even if that unfortunately comes with Oak Truestrike as a kind of father figure. +Source: Acquisitions Incorporated p. 206 + + + + Phoenix Anvil + M + humanoid (human) + Lawful Neutral + 18 (chain mail, shield) + 27 (5d8+5) + walk 30 ft. + 15 + 10 + 12 + 13 + 16 + 13 + + Athletics +4, Performance +3, Persuasion +3, Religion +3 + 13 + Common, Elvish + 2 + + + + + + + Divine Display (1/Day) + As a bonus action, Phoenix causes his shield to flare with divine light. Each creature of his choice within 30 feet of him must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself with a success. + + + Multiattack + Phoenix makes two melee attacks. + + + Warhammer + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be pushed 5 feet. + Warhammer|+4|1d8+2 + + + Spellcasting + Phoenix is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared: + Cantrips (at will): guidance, light, mending, sacred flame + • 1st level (4 slots): bane, cure wounds, guiding bolt + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + guidance, light, mending, sacred flame, bane, cure wounds, guiding bolt, hold person, spiritual weapon + The "B" Team hoards person, Phoenix Anvil is a servant of Waukeen and a soft-spoken sort. Really soft. Like, he talks so infrequently that even he might not recognize his own voice. Phoenix comes from the streets, where he grew up a fighter until a job sweeping the steps of a small temple of Waukeen showed him a new path. His hunger for coin as an adventurer is thus guided by his knowledge of what it is to do without. +More of an object individual than a people person, Phoenix is obsessively dedicated to the franchise's assets and accounts. Thankfully, he includes his fellow members among those assets, making him fiercely loyal. However, Oak Truestrike is the only team member he's ever really warmed to, which doesn't do either of them any good. +Source: Acquisitions Incorporated p. 206 + + + + Portentia Dran + M + monstrosity (shapechanger) + Lawful Evil + 17 (chain shirt) + 45 (6d8+18) + walk 30 ft. + 12 + 18 + 16 + 13 + 12 + 14 + + Deception +6, Insight +3, Perception +3 + 13 + Common, Elvish + 3 + + + + charmed + darkvision 60 ft. + + Sneak Attack (1/Turn) + Portentia deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Portentia that isn't incapacitated and Portentia doesn't have disadvantage on the attack roll. + + + Multiattack + Portentia makes three melee attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Shortsword|+6|1d6+4 + + + Change Shape + Portentia magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than her own, or back into her true form. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, Portentia retains her game statistics and ability to speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that she lacks. + + Now the owner and driving force behind Dran Enterprises-perhaps Acquisitions Incorporated's most notable rival in the adventuring-for-profit-and-power biz- Portentia Dran is more than she appears to be. Quite literally. The person known as Portentia is actually a changeling, who took the place of the real Portentia before her fifth year. +The changeling Portentia can affect a range of dis guises, and has spent long years engaged in a mission of manipulating the members of the Dran family. Years ago, it was Portentia who tricked her sister Auspicia into exploring the depths of the Wandering Crypt. And she would have been successful in arranging for Omin to be claimed by that creature as well if he hadn't fled immediately in search of a weapon to aid his captured sister. +Whether in combat or social encounters, Portentia shifts frequently between different forms and mindsets, only some of which are fully humanoid. She fights to maim, with a cruel combat style that emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are-for herself and Dran Enterprises alike-remain a secret known only to her. +Source: Acquisitions Incorporated p. 208 + + + + Prophetess Dran + M + humanoid (elf) + Lawful Good + 14 (breastplate) + 27 (5d8+5) + walk 30 ft. + 14 + 10 + 12 + 13 + 16 + 13 + + Medicine +5, Persuasion +3, Religion +5 + 13 + Common, Elvish + 2 + + + + + darkvision 60 ft. + + Divine Eminence + As a bonus action, Prophetess can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Prophetess expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Fey Ancestry + Prophetess has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Maul + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage. + Maul|+4|2d6+2 + + + Spellcasting + Prophetess is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Prophetess has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + +Source: Acquisitions Incorporated p. 208 + + + + Rosie Beestinger + S + humanoid (halfling) + Chaotic Good + 15 (Unarmored Defense) + 45 (10d6+10) + walk 40 ft. + 8 + 16 + 12 + 12 + 14 + 14 + Str +1, Dex +5 + Acrobatics +5, History +3, Intimidation +4, Stealth +5 + 12 + Common, Draconic, Elvish, Halfling + 3 + + + + + + + Brave + Rosie has advantage on saving throws against being frightened. + + + Halfling Nimbleness + Rosie can move through the space of any creature that is of a size larger than hers. + + + Evasion + If Rosie is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can't use this trait if she's incapacitated. + + + Shadow Step + When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim light or darkness. She then has advantage on the first melee attack she makes before the end of the turn. + + + Multiattack + Rosie makes three attacks, then makes two unarmed strike attacks. + + + Staff of the Master (+1 Quarterstaff) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands. + Staff of the Master (+1 Quarterstaff)|+6|1d6+4 + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. Rosie's unarmed strikes are magical. + Unarmed Strike|+5|1d6+3 + + + Deflect Missiles + In response to being hit by a ranged weapon attack, Rosie deflects the missile. The damage she takes from the attack is reduced by 1d10 + 9. If the damage is reduced to 0, she catches the missile if it's small enough to hold in one hand and she has a hand free. + + + Innate Spellcasting + Rosie's innate spellcasting ability is Wisdom (spell save DC 12). She can innately cast the following spells, requiring no material components: + At will: minor illusion, sacred flame, thaumaturgy + 1/day each: command, darkness, darkvision, pass without trace, silence + + minor illusion, sacred flame, thaumaturgy, command, darkness, darkvision, pass without trace, silence + +Well, I have this jar of eyeballs... + +Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone on the wrong side of the "aggressor/victim" relationship. But this is a mix-up that few people make more than once. Patient and studious, Rosie has schooled more than one malcontent with what the halfling refers to as "the sauce"-a whirlwind of kicks and punches to one or the other haunches that can inspire even the toughest half-orc to sprint toward anyplace Rosie isn't. As an increasing number of folk hear the tales of her prowess, the "C" Team cartographer's fame among her fellow halflings has become nothing short of legendary. Still, this adoration might be augmented by the sheer number of halflings related to Rosie. She has a daunting number of natural and adopted children, many of whom have followed their mother along the adventuring career track. +Rosie's goals have always been more complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in the endless movements and intricate patterns of the sky. However, the Beestinger clan has a less metaphysical reputation in the eyes of many people, as constantly swirling rumors attempt to connect the family to various and nefarious halfling criminal enter prises. Naturally, Rosie knows nothing about any of that. Sure, her nickname is "Grandmother Night," but that probably doesn't mean anything. +Source: Acquisitions Incorporated p. 203 + + + + Splugoth the Returned + S + humanoid (goblinoid) + Neutral Evil + 15 (natural armor) + 27 (6d6+6) + walk 30 ft. + 10 + 14 + 12 + 14 + 11 + 10 + Int +4, Wis +2 + Stealth +6 + 10 + Common, Draconic, Elvish, Goblin + 2 + + + + + darkvision 60 ft. + + Defensive Advantage + As long as two or more of Splugoth's allies are within 5 feet of him and are not incapacitated, attack rolls against him are made with disadvantage. + + + Nimble Escape + Splugoth can take the Disengage or Hide action as a bonus action on each of his turns. + + + Touch of Madness + Splugoth has advantage on saving throws against being charmed or frightened. + + + Multiattack + Splugoth makes two attacks with his dagger. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Dagger|+4|1d4+2 + + + Word From Beyond (1/Day) + Splugoth remembers and repeats aloud a few words from a place he entered while walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next turn. + + + Absorb Attack + When a creature Splugoth can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrectional energy and is caught fast. The attack is negated and the weapon cannot be used until the creature succeeds on a DC 12 Strength (Athletics) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but can then be retracted automatically at the end of the attacking creature's turn. + + +I'm going to give you a piece of advice. Don't trust Acquisitions Incorporated. And never, ever, ever trust Omin Dran. Wait, that's two pieces of advice. You owe me. + +Sometimes a goblin can't catch a break. First, you fall in with a cult that works for the release of a death god. Then you get taken prisoner by a group of sociopathic adventurers who end up letting you die after you save their sorry lives. One minute, you're a dead goblin named Splug. And then you're alive again, and it seems like a really good idea to play up the drama of resurrection with a cool new name-and a master plan for cold, cold revenge against those who betrayed you. +Every once in a while, the (accidentally) capricious and (totally unintentionally) self-centered nature of an Acquisitions Incorporated franchise might incur some collateral damage among followers, hirelings, and staff. When that happens, the collateral damage sometimes inspires some collateral damage of its own. No one is entirely sure how many times Splugoth the Returned has actually returned from the dead. But as the point goblin for the group known as the Six (see "Factions and Rivals" in chapter 3), he's made vengeance against Acq Inc and Omin Dran his life's work. And then the work of his next life. And the one after that. +Source: Acquisitions Incorporated p. 213 + + + + Viari + M + humanoid (human) + Chaotic Good + 18 (+1 Studded Leather Armor, 19 (+1 Studded Leather Armor) while wielding two melee weapons) + 65 (10d8+20) + walk 30 ft. + 12 + 20 + 14 + 10 + 8 + 14 + Dex +8, Int +3 + Acrobatics +11, Athletics +7, Perception +5, Performance +5, Persuasion +5, Sleight of hand +11, Stealth +8 + 15 + Common, Draconic, Thieves' cant + 5 + + + + + + + Evasion + If Viari is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. + + + Second-Story Work + Climbing does not cost Viari extra movement. Additionally, when he makes a running jump, the distance he covers increases by 5 feet. + + + Sneak Attack (1/Turn) + Viari deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Viari that isn't incapacitated and Viari doesn't have disadvantage on the attack roll. + + + Multiattack + Viari makes two attacks with his shortsword and two attacks with his rapier. + + + +1 Shortsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d6 + 6) piercing damage. + +1 Shortsword|+9|1d6+6 + + + Rapier + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. + Rapier|+8|1d8+5 + + + Dagger + Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d4 + 5) piercing damage. + Dagger|+8|1d4+5 + + + Uncanny Dodge + Viari halves the damage that he takes from an attack that hits him. He must be able to see the attacker. + + +I know a story about that... + +A product of life on a small-town farm, the rogue known as Viari carries fond memories of those childhood days and his loving family. (Well, except for that thing where his parents insist on thinking of his older brother as the successful one.) But he can be quick to show self-consciousness when talking of where he came from, and he never speaks of the name he bore in that former life After quickly rising in the ranks of Acquisitions Incorporated since joining that august team, Viari has come to head what's known as the organization's Stabbing Department. A potent threat in both dueling and earnest debate, he demonstrates an equal flair for planning and forethought, mad combat moves (involving leaping off high places whenever possible), and dark vengeance. +Viari's career as an adventurer was nearly cut short during a battle of which the bards still sing. Unleashing a devastating attack with the aptly named Apocalypse Dagger, the rogue destroyed a giant single-handedly- and lost his arm in the process. Although Viari was made bodily whole again in an equally dramatic magical fashion, some of those closest to him have noticed that those miraculous events weigh on him still, perhaps suggesting consequences that only he foresees. +Source: Acquisitions Incorporated p. 198 + + + + Walnut Dankgrass + M + humanoid (elf) + Lawful Neutral + 14 (leather armor) + 52 (8d8+16) + walk 35 ft. + 8 + 16 + 14 + 10 + 18 + 10 + Int +2, Wis +6 + Athletics +1, Insight +6, Perception +6, Stealth +5, Survival +6 + 16 + Common, Druidic, Elvish, Sylvan + 3 + + + + + darkvision 60 ft. + + Fey Ancestry + Walnut has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Mask of the Wild + Walnut can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + Wild Shape (Recharges after a Short or Long rest) + As a bonus action, Walnut can assume the shape of a dire wolf. She can stay in this form for 3 hours or until she reverts to her normal form as a bonus action. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies. + While transformed, Walnut's game statistics are replaced by the statistics of the dire wolf, except she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores. + Her attacks in beast form are magical. While in beast form, Walnut can use a bonus action to expend one spell slot and regain 1d8 hit points per level of the spell slot expended. + + + Multiattack + Walnut makes two attacks with Foremother or her longbow. + + + Foremother (+1 Scimitar) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Foremother (+1 Scimitar)|+6|1d6+4 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage. + Longbow|+5|1d8+3 + + + Spellcasting + Walnut is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, thorn whip + • 1st level (4 slots): cure wounds, entangle, thunderwave + • 2nd level (3 slots): flame blade, moonbeam, pass without trace + • 3rd level (3 slots): call lightning, dispel magic, plant growth + • 4th level (1 slots): blight, freedom of movement + + 4, 3, 3, 1 + druidcraft, produce flame, thorn whip, cure wounds, entangle, thunderwave, flame blade, moonbeam, pass without trace, call lightning, dispel magic, plant growth, blight, freedom of movement + +The war ever rages. + +Growing up in an all-female clan of druids, healers, and rangers, Walnut Dankgrass was drawn to the role of protector from her earliest years. Dedicated to Mielikki, the matriarchal clan known as the Enclave Panax Anima defended the unspoiled wild by word and blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut's clan was destroyed to the last-leaving her with nothing but the all-consuming desire to seek out and destroy those responsible. +As a guardian of the wild, Walnut has long held an antipathy toward civilization and anything urban. However, understanding that civilization was the source of the evil that destroyed her people, she makes the city her home now. She embraces her role as the "C" Team's documancer, knowing that the city's power-and its weaknesses-can be fully gleaned only from within. +Walnut distrusts most folk she meets, except for those whose bearing reflects the matriarchal structure she was once part of. No matter what shape her struggles take, she knows instinctively that her beliefs are right and true-and that she will follow those beliefs to the bitter end. +Source: Acquisitions Incorporated p. 204 + + + diff --git a/FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml b/FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml new file mode 100755 index 0000000..9194752 --- /dev/null +++ b/FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml @@ -0,0 +1,114 @@ + + + + Distort Value + 1 + I + NO + + Touch + V + 8 hours + Bard, Sorcerer, Wizard, Warlock + Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered. +You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st. +Source: Acquisitions Incorporated p. 75 + + + Fast Friends + 3 + EN + NO + + 30 feet + V + Concentration, up to 1 hour + Bard, Cleric, Wizard + When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability. +You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends. +When the spell ends, the creature knows it was charmed by you. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. +Source: Acquisitions Incorporated p. 75 + + + Gift of Gab + 2 + EN + NO + + Self + V, S, R + Instantaneous + Bard, Wizard + When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that. +Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened. +When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell. +Source: Acquisitions Incorporated p. 76 + + + Incite Greed + 3 + EN + NO + + 30 feet + V, S, M (a gem worth at least 50 gp) + Concentration, up to 1 minute + Cleric, Wizard, Warlock + When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present. +At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. +Source: Acquisitions Incorporated p. 76 + + + Jim's Glowing Coin + 2 + EN + NO + + 60 feet + S, M (a coin), R + 1 minute + Wizard + Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls. +Source: Acquisitions Incorporated p. 76 + + + Jim's Magic Missile + 1 + EV + NO + + 120 feet + V, S, R + Instantaneous + Wizard + Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy. +Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic! +You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target. +If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st. +Source: Acquisitions Incorporated p. 76 + 2d4 + 5d4 + + + Motivational Speech + 3 + EN + NO + + 60 feet + V + 1 hour + Bard, Cleric + I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway? +You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd. +Source: Acquisitions Incorporated p. 77 + + diff --git a/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml b/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml similarity index 100% rename from FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml rename to FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml diff --git a/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml b/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml new file mode 100755 index 0000000..e36ccf8 --- /dev/null +++ b/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml @@ -0,0 +1,2930 @@ + + + + Abyssal Chicken + T + fiend (demon) + Chaotic Evil + 13 (natural armor) + 10 (3d4+3) + walk 30 ft., fly 30 ft. + 6 + 14 + 13 + 4 + 9 + 5 + + + 9 + understands Abyssal but can't speak + 1/4 + cold, fire, lightning + poison + + blinded, poisoned + blindsight 30ft. (blind beyond this radius) + + Bad Flier + The abyssal chicken falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed. + + + Multiattack + The abyssal chicken makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claws|+4|1d6+2 + + Abyssal chickens are carnivorous, temperamental, tasty bottom-feeders native to the Abyss. They beat their leathery wings to scare predators and to help them run faster, and they taste like fatty chicken. +With your permission, a character who casts the find familiar spell can henceforth choose to conjure an abyssal chicken instead of a raven. +Source: Baldur's Gate: Descent Into Avernus p. 97 + + + + Amrik Vanthampur + M + humanoid (human) + Lawful Evil + 17 (leather armor, charisma modifier) + 66 (12d8+12) + walk 30 ft. + 12 + 18 + 12 + 14 + 14 + 15 + + Acrobatics +6, Athletics +3, Deception +6, Insight +6 + 12 + Common, Infernal + 3 + + + + + + + Suave Defense + While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier. + + + Multiattack + Amrik makes three dagger attacks. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d4 + 4) piercing damage. + Dagger|+6|1d4+4 + + + Smoke Bomb (1/Day) + Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik's next turn. + + Second son of Duke Thalamra Vanthampur of Baldur's Gate. Amrik loves to exchange pleasantries over drinks before conducting business. He has trained Laraelra's staff to recognize a variety of innocuous hand gestures that signal them to deliver drinks to the table. If he wants poison added to his clients' drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of torpor (see "Poisons" in chapter 8 of the Dungeon Master's Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal. +Source: Baldur's Gate: Descent Into Avernus p. 30 + + + + Archduke Zariel of Avernus + L + fiend (devil) + Lawful Evil + 21 (natural armor) + 580 (40d10+360) + walk 50 ft., fly 150 ft. + 27 + 24 + 28 + 26 + 27 + 30 + Int +16, Wis +16, Cha +18 + Intimidation +18, Perception +16 + 26 + all, telepathy 120 ft. + 26 + cold, fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + necrotic, poison + + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede Zariel's darkvision. + + + Magic Weapons + Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). + + + Legendary Resistance (3/Day) + If Zariel fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Zariel has advantage on saving throws against spells and other magical effects. + + + Regeneration + Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate. + + + Multiattack + Zariel attacks twice with her flail and once with Matalotok. She can substitute Horrid Touch for Matalotok. + + + Flail + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 17 (2d8 + 8) piercing damage plus 36 (8d8) fire damage. + Flail|+16|2d8+8 + + + Matalotok (Warhammer) + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 17 (2d8 + 8) bludgeoning, or 19 (2d10 + 8) bludgeoning damage if used with two hands, plus 36 (8d8) fire damage. In addition, the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it. + Matalotok (Warhammer)|+16|2d8+8 + + + Horrid Touch (Recharge 5-6) + Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Horrid Touch (Recharge 5-6)||8d10 + + + Teleport + Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see. + + + Archduke can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Archduke regains spent legendary actions at the start of its turn. + + + Immolating Gaze (Costs 2 Actions) + Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage. + + + Teleport + Zariel uses her Teleport action. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: + • Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Zariel casts her innate fireball spell. + + + Regional Effects + + + The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects: + • The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat. + • Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round. + • The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away. + If Zariel dies, these effects fade over the course of 1d10 days. + + + Innate Spellcasting + Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: + At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire + 3/day each: blade barrier, dispel evil and good, finger of death + + alter self, detect evil and good, fireball, invisibility, wall of fire, blade barrier, dispel evil and good, finger of death + +Source: Baldur's Gate: Descent Into Avernus p. 243 + + + + Arkhan the Cruel + M + humanoid (dragonborn) + Lawful Evil + 23 (obsidian flint dragon plate, shield) + 221 (26d8+104) + walk 40 ft. + 20 + 12 + 18 + 10 + 10 + 18 + Wis +5, Cha +9 + Athletics +10, Deception +9, Intimidation +9 + 10 + Common, Draconic + 16 + fire, poison; bludgeoning, piercing, slashing from nonmagical attacks + + + frightened + darkvision 60 ft. (can see invisible creatures out to the same range) + + Aura of Hate + While Arkhan isn't incapacitated, he and all fiends and undead within 30 feet of him deal 4 extra damage whenever they hit with a melee weapon attack (already factored into Arkhan's attacks). This extra damage is of the same type as the weapon's damage type. + + + Hand of Vecna + The Hand of Vecna has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and teleport (3 charges). + + + Special Equipment + Arkhan wields Fane-Eater and wears a suit of Obsidian Flint Dragon Plate. The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the grappled condition on him. + + + Multiattack + Arkhan makes three weapon attacks. + + + Fane-Eater (Battleaxe) + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 16 (1d8 + 12) slashing damage, or 17 (1d10 + 12) slashing damage when used with two hands, plus 9 (2d8) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 (2d8) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt. + Fane-Eater (Battleaxe)|+13|1d8+12 + + + Javelin + Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. 8 (1d6 + 5) piercing damage, plus 4 piercing damage and 9 (2d8) cold damage if the javelin was used to make a melee attack. + Javelin|+10|1d6+5 + + + Innate Spellcasting + Arkhan's spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components: + 3/day each: animate dead, branding smite (at 4th level), revivify + 1/day each: geas, raise dead + + animate dead, branding smite, revivify, geas, raise dead + Arkhan the Cruel is an evil dragonborn champion of Tiamat. Arkhan believes he can use the Hand of Vecna to unlock the means of freeing Tiamat from her prison in the Nine Hells, but only if the hand doesn't kill him first. The hand is slowly corrupting Arkhan's flesh and decomposing his body on one side. +In battle, Arkhan uses branding smite to channel the radiant power of Tiamat into his weapon attacks. If a fight turns against him, he uses the teleport power of the Hand of Vecna to return to his tower with as many allies as possible. Should one or more of his comrades fall in battle, Arkhan uses revivify and raise dead spells to bring them back to life as soon as possible. +If Arkhan finds himself overwhelmed with opposition, he orders the abishai to attack. Arkhan can also use a bonus action to call forth Asojano, a chimera lairing in the depths of the colossal dragon skull. +Source: Baldur's Gate: Descent Into Avernus p. 111 + + + + Bel + L + fiend (devil) + Lawful Evil + 19 (natural armor) + 364 (27d10+216) + walk 30 ft., fly 60 ft. + 28 + 14 + 26 + 25 + 19 + 26 + Dex +10, Con +16, Wis +12 + Arcana +15, Deception +16, Insight +12, Persuasion +16 + 14 + Common, Infernal, telepathy 120 ft. + 25 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + truesight 120 ft. + + Fear Aura + Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours. + + + Legendary Resistance (3/Day) + If Bel fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Bel has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Bel's weapon attacks are magical. + + + Multiattack + Bel makes three attacks: two with his greatsword and one with his tail. + + + Greatsword + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire. + Greatsword|+16|4d6+9 + + + Tail + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn. + Tail|+16|3d10+9 + + + The fiend (devil) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (devil) regains spent legendary actions at the start of its turn. + + + Fireball + Bel casts fireball. + + + Tactical Edge (Costs 2 Actions) + Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute. + + + Summon Ice Devil (Costs 3 Actions) + Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action. + + + Innate Spellcasting + Bel's spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components: + At will: detect magic, fireball + 3/day each: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire + 1/day each: imprisonment, meteor swarm + + detect magic, fireball, dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire, imprisonment, meteor swarm + From his bastion, Zariel's second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart. +Bel outwardly plays the role of Zariel's loyal vassal. However, Bel rankles at Zariel's rulership of the layer of the Nine Hells that was once his, but he won't challenge her directly as long as he thinks Asmodeus supports Zariel. +Source: Baldur's Gate: Descent Into Avernus p. 115 + + + + Bitter Breath + L + fiend (devil) + Lawful Evil + 18 (natural armor) + 178 (17d10+85) + walk 20 ft., fly 60 ft. + 22 + 17 + 21 + 12 + 16 + 17 + Str +10, Dex +7, Wis +7, Cha +7 + + 13 + Infernal, telepathy 120 ft. + 11 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede Bitter Breath's darkvision. + + + Magic Resistance + Bitter Breath has advantage on saving throws against spells and other magical effects. + + + Multiattack + Bitter Breath makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. + + + Fork + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (2d8 + 6) piercing damage. + Fork|+10|2d8+6 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time Bitter Breath hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. + Tail|+10|1d8+6 + Tail||3d6 + + + Hurl Flame + Ranged Spell Attack: +7 to hit, range 150 ft., one target. 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. + Hurl Flame|+7|4d6 + + +Source: Baldur's Gate: Descent Into Avernus p. 90 + + + + Black Gauntlet of Bane + M + humanoid (human) + Lawful Evil + 16 (chain mail) + 51 (6d8+24) + walk 30 ft. + 18 + 11 + 18 + 12 + 15 + 18 + Wis +5 + Intimidation +7, Perception +5 + 15 + Common + 6 + + + + frightened + + + Aura of Terror + When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened condition are immune to this trait. + + + Tactical Discipline + The black gauntlet has advantage on all ability checks and saving throws made during combat. + + + Multiattack + The black gauntlet makes two attacks with its mace. + + + Mace + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 13 (3d8) necrotic damage. + Mace|+7|1d6+4 + + + Guiding Bolt (1st-Level Spell; Requires a Spell Slot) + Ranged Spell Attack: +7 to hit, range 120 ft., one creature. 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. + Guiding Bolt (1st-Level Spell; Requires a Spell Slot)|+7|4d6 + + + Spellcasting + The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: + Cantrips (at will): guidance, sacred flame, thaumaturgy + • 1st level (4 slots): bane, bless, cure wounds, guiding bolt (see "Actions" below) + • 2nd level (3 slots): blindness/deafness, hold person, silence + • 3rd level (2 slots): sending, spirit guardians + + 4, 3, 2 + guidance, sacred flame, thaumaturgy, bane, bless, cure wounds, guiding bolt, blindness/deafness, hold person, silence, sending, spirit guardians + Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals. +Cruel Tyrants. Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty. +Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist. +Cult Ranks. Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls. +Source: Baldur's Gate: Descent Into Avernus p. 235 + + + + Bone Whelk + L + monstrosity + Unaligned + 12 (natural armor) + 27 (5d10) + walk 15 ft., climb 15 ft. + 10 + 5 + 11 + 6 + 9 + 3 + + + 9 + + 1/4 + + + + + darkvision 60 ft. + + Adhesive + The bone whelk can cause Medium or smaller objects to adhere to it. A Medium or smaller creature that touches the bone whelk is grappled by it (escape DC 10). + + + Death Scream + When the bone whelk dies, it emits a blood-curdling shriek than can be heard out to a range of 120 feet. This shriek causes nonmagical, organic material within 10 feet of the bone whelk to rot. Each creature within 10 feet of the bone whelk when it dies takes 9 (2d8) necrotic damage. + + + Spider Climb + The bone whelk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 4 (1d8) piercing damage. + Bite|+2|1d8 + + Bone whelks are large mollusks that excrete an adhesive to attach skulls, bones, and other detritus to their bodies for protection. +Source: Baldur's Gate: Descent Into Avernus p. 119 + + + + Burney the Barber + G + dragon + Chaotic Good + 21 (natural armor) + 350 (20d20+140) + walk 40 ft., climb 40 ft., fly 80 ft. + 27 + 12 + 25 + 20 + 17 + 19 + Dex +8, Con +14, Wis +10, Cha +11 + Deception +11, Perception +17, Stealth +8 + 27 + Common, Draconic + 21 + + acid + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If Burney fails a saving throw, it can choose to succeed instead. + + + Healer + Burney has the benefits of the healer feat as well as proficiency with both the healer's kit and the herbalism kit. + + + Bahamut's Blessings + Burney has received several blessings in her service to Bahamut: + • Unless Burney decided otherwise, once any creature less powerful than a deity has taken three steps from her, they can no longer remember her or having interacted with her specifically. + • Burney is under the effect of a permanent mind blank spell, and cannot be detected by magical or mundane means unless she wishes it. In exchange for this blessing, Burney can take no direct action against the denizens of the Nine Hells, though she can certainly enlist the help of those who can. + • Burney always knows the location of the Wandering Emporium and can transport herself there as though by a word of recall spell. This explains why Burney simply seems to appear amid the fully deployed marketplace each morning it is active to provide service and tell stories. + • Once each day, when Burney so desires, she can instantly transport herself to the court of Bahamut via a powerful blessing akin to the plane shift spell. + + + Multiattack + Burney can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage. + Bite|+15|2d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+15|2d8+8 + + + Frightful Presence + Each creature of Burney's choice that is within 120 feet of Burney and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Burney's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + Burney uses one of the following breath weapons. + • Acid Breath. Burney exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||14d8 + • Slowing Breath. Burney exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + + + Change Shape + Burney magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Burney's choice). + In a new form, Burney retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + Burney makes a Wisdom (Perception) check. + + + Tail Attack + Burney makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Burney beats its wings. Each creature within 15 feet of Burney must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Burney can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. + • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. + + + Regional Effects + + + The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair. + • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts. + • Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing. + If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately. + + +Source: Baldur's Gate: Descent Into Avernus p. 129 + hill + + + Chukka + M + humanoid (kenku) + Chaotic Neutral + 13 + 13 (3d8) + walk 30 ft. + 10 + 16 + 10 + 11 + 10 + 10 + + Deception +4, Perception +2, Stealth +5 + 12 + understands Auran and Common but speaks only through the use of its Mimicry trait + 1/4 + + + + + + + Ambusher + In the first round of a combat, Chukka has advantage on attack rolls against any creature it surprised. + + + Mimicry + Chukka can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|+5|1d6+3 + + +Source: Baldur's Gate: Descent Into Avernus p. 83 + forest, urban + + + Clonk + M + humanoid (kenku) + Chaotic Neutral + 13 + 13 (3d8) + walk 30 ft. + 10 + 16 + 10 + 11 + 10 + 10 + + Deception +4, Perception +2, Stealth +5 + 12 + understands Auran and Common but speaks only through the use of its Mimicry trait + 1/4 + + + + + + + Ambusher + In the first round of a combat, Clonk has advantage on attack rolls against any creature it surprised. + + + Mimicry + Clonk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|+5|1d6+3 + + +Source: Baldur's Gate: Descent Into Avernus p. 83 + forest, urban + + + Crokek'toeck + G + fiend (demon) + Chaotic Evil + 15 (natural armor) + 297 (17d20+119) + walk 60 ft., swim 60 ft. + 28 + 10 + 24 + 6 + 10 + 13 + Con +12, Wis +5 + + 10 + understands Abyssal but can't speak + 14 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, frightened, poisoned + darkvision 120 ft. + + Amphibious + Crokek'toeck can breathe air and water. + + + Magic Resistance + Crokek'toeck has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Crokek'toeck's weapon attacks are magical. + + + Secure Memory + Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts. + + + Standing Leap + Crokek'toeck's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 44 (10d6 + 9) piercing damage. + Bite|+14|10d6+9 + + + Disgorge Allies (Recharge 6) + Crokek'toeck opens its mouth and disgorges 1d4 barlgura, 3d6 gnoll led by 1 gnoll fang of Yeenoghu, 6d6 dretch, or 1d3 vrock. Each creature it disgorges appears in an unoccupied space within 30 feet of Crokek'toeck's mouth, or the next closest unoccupied space. + + Crokek'toeck is Yeenoghu's demonic pet. Resembling a giant mudskipper with the teeth, fur, ears, and laugh of a hyena, this unique demon can hold smaller demons in its gullet and disgorge them anywhere Yeenoghu wishes. Immune to the mind-shattering effects of the River Styx, Crokek'toeck is often used to transport smaller demons (and sometimes Yeenoghu himself) through the Styx's terrible waters. +Source: Baldur's Gate: Descent Into Avernus p. 231 + + + + Death's Head of Bhaal + M + humanoid (human) + Chaotic Evil + 15 + 76 (8d8+40) + walk 50 ft. + 20 + 20 + 20 + 14 + 13 + 16 + + Intimidation +6, Perception +4, Persuasion +6, Stealth +11 + 14 + Common + 5 + + + + + darkvision 60 ft. + + Aura of Murder + As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. + + + Magic Resistance + The death's head has advantage on saving throws against spells and other magical effects. + + + Multiattack + The death's head uses Stunning Gaze and makes two dagger attacks. + + + Dagger + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d4 + 5) piercing damage. + Dagger|+7|1d4+5 + + + Stunning Gaze + The death's head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn. + + + Unstoppable (3/Day) + The death's head reduces the damage it takes from an attack to 0. + + Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore. +Bloodletters. All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding. +Killers from the Shadows. Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn invisible for a crucial moment. +Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile. +Source: Baldur's Gate: Descent Into Avernus p. 233 + + + + Dryad Spirit + M + undead + Chaotic Evil + 12 + 58 (13d8) + walk 0 ft., fly 40 ft. + 1 + 14 + 10 + 12 + 11 + 17 + Wis +2, Cha +5 + + 10 + Common, Elvish + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Detect Life + The dryad can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations. + + + Incorporeal Movement + The dryad can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. + + + Corrupting Touch + Melee Spell Attack: +4 to hit, reach 5 ft., one target. 12 (3d6 + 2) necrotic damage. + Corrupting Touch|+4|3d6+2 + + + Horrifying Visage + Each non-undead creature within 60 feet of the dryad that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the dryad is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the dryad's Horrifying Visage for the next 24 hours. + + + Wail (1/Day) + The dryad releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. + Wail (1/Day)||3d6 + + +Source: Baldur's Gate: Descent Into Avernus p. 108 + forest, coastal + + + Duke Thalamra Vanthampur + M + humanoid (human) + Lawful Evil + 10 + 78 (12d8+24) + walk 30 ft. + 17 + 10 + 15 + 13 + 16 + 18 + + Deception +6, Insight +5, Intimidation +6, Religion +3 + 13 + Common, Infernal + 4 + + + + + darkvision 120 ft. (see devil's sight below) + + Dark Devotion + Thalamra has advantage on saving throws against being charmed or frightened. + + + Devil's Sight + Thalamra can see normally in darkness, both magical and nonmagical, out to a distance of 120 feet. + + + Multiattack + Thalamra uses eldritch blast twice or makes two unarmed strikes. + + + Eldritch Blast (Cantrip) + Ranged Spell Attack: +6 to hit, range 120 ft., one creature. 9 (1d10 + 4) force damage. + Eldritch Blast (Cantrip)|+6|1d10+4 + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 bludgeoning damage. + + + Hellish Rebuke (1st-Level Spell; 2/Day) + When Thalamra is damaged by a creature within 60 feet of her that she can see, the creature that damaged her is engulfed in hellish flames and must make a DC 14 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one. + + Acid-tongued, shrewd, and aggressive, Duke Thalamra Vanthampur is the matriarch of the Vanthampur family. Born with nothing, she spent years wallowing in obscurity, repairing and renovating the city's ancient sewer system. One promotion after another followed until she was named Master of Drains and Underways. By then, she had been married three times and given birth to three sons. Her lifelong goal has been to lift herself and her family out of the sewers and into high society. +Years of political dealing, blame shuffling, and bribery paid off when Thalamra was elected to the Council of Four. Although she has served on the council for the shortest amount of time, Duke Vanthampur is easily the most politically savvy council member. She speaks little during meetings of the council, preferring to further her political agenda through meetings in her private offices and at her family estate. When she does choose to debate, she speaks with a strength beyond what it seems like her age should allow, and is known for leveling insults that land unsettlingly close to (supposedly) hidden truths. +Thalamra Vanthampur is a cunning, devil-worshiping beast of a woman in her late sixties who can stare down a hell hound without flinching. She is barrel-bodied, with strong hands and forearms that speak to her beginnings as a manual laborer. Her youth was spent in the cellars and sewers of Baldur's Gate, repairing pipes and clearing out the city's filth. Thalamra rose from such lowly work to become the minister of the city's sewers and waterworks. Now she dresses in the finery that suits her station as a duke of Baldur's Gate. +Source: Baldur's Gate: Descent Into Avernus p. 38 + + + + Elliach + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Elliach is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Elliach has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Baldur's Gate: Descent Into Avernus p. 130 + + + + Feonor + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + Feonor has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Feonor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Feonor can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Feonor casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Baldur's Gate: Descent Into Avernus p. 130 + + + + Fiendish Flesh Golem + L + construct + Unaligned + 12 (natural armor) + 210 (20d10+100) + walk 30 ft., fly 30 ft. + 20 + 9 + 20 + 7 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 8 + cold, fire + lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine or silvered + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Berserk + Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d10 + 5) bludgeoning damage. + Slam|+8|2d10+5 + + A fiendish flesh golem is a particularly big flesh golem made of stitched-together body parts from devils, demons, yugoloths, and other fiends. As these parts can come from different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else. +Some fiendish flesh golems have wings. However, the magic used to create these golems allows them to fly and hover even without wings. +Source: Baldur's Gate: Descent Into Avernus p. 236 + + + + Fist of Bane + M + humanoid (human) + Lawful Evil + 18 (chain mail, shield) + 22 (4d8+4) + walk 30 ft. + 16 + 11 + 13 + 10 + 12 + 11 + + + 11 + Common + 1/2 + + + + frightened + + + Tactical Discipline + The fist of Bane has advantage on all ability checks and saving throws made during combat. + + + Mace + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Mace|+5|1d6+3 + + + Longbow + Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. 4 (1d8) piercing damage. + Longbow|+2|1d8 + + Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals. +Cruel Tyrants. Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty. +Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist. +Cult Ranks. Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls. +Source: Baldur's Gate: Descent Into Avernus p. 232 + + + + Flying Dagger + T + construct + Unaligned + 17 (natural armor) + 7 (3d4) + walk 0 ft., fly 50 ft. + 12 + 15 + 11 + 1 + 5 + 1 + Dex +4 + + 7 + + 1/4 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The dagger is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the dagger must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the dagger remains motionless and isn't flying, it is indistinguishable from a normal dagger. + + + Longdagger + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Longdagger|+3|1d8+1 + + +Source: Baldur's Gate: Descent Into Avernus p. 30 + + + + Gideon Lightward + M + undead + Lawful Evil + 11 + 136 (16d8+64) + walk 30 ft. + 18 + 13 + 18 + 10 + 18 + 13 + Dex +4, Con +7, Wis +7 + Insight +7, Religion +6 + 14 + Common + 6 + bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + radiant + exhaustion, paralyzed, poisoned + darkvision 60 ft. + + Regeneration + Gideon regains 10 hit points at the start of each of his turns. If he takes radiant damage, this trait doesn't function at the start of his next turn. Gideon is destroyed only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Gideon attacks twice with his fists. + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Fist|+7|2d6+4 + + + Withering Gaze + Gideon targets one creature he can see within 60 feet of him. The target must make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. + Withering Gaze||4d10 + + Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons. +Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress's most loyal servant in Elturel. He sees his cause as a noble one—fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands. +Source: Baldur's Gate: Descent Into Avernus p. 65 + + + + Harkina Hunt + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Longbow + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d8) piercing damage. + Longbow|+2|1d8 + + +Source: Baldur's Gate: Descent Into Avernus p. 53 + arctic, desert, coastal, grassland, hill, urban, forest + + + Hellwasp + L + fiend + Lawful Evil + 19 (natural armor) + 52 (8d10+8) + walk 10 ft., fly 60 ft. + 18 + 15 + 12 + 10 + 10 + 7 + Dex +5, Wis +3 + + 10 + Infernal, telepathy 300 ft. (with other hellwasps only) + 5 + + fire + cold + + darkvision 60 ft. + + Magic Weapons + The hellwasp's weapon attacks are magical. + + + Multiattack + The hellwasp makes two attacks: one with its sting and one with its sword talons. + + + Sting + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Sting|+7|1d8+4 + + + Sword Talons + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Sword Talons|+7|2d6+4 + + A hellwasp is an intelligent, malevolent insect native to the Nine Hells. It has a thick protective carapace, thin metallic wings, and strong legs ending in swordlike talons. It uses its stinger to inject a chemical admixture similar to alchemist's fire into its victims. This same solution carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee. +Hellwasps thrive in hot weather, but extreme cold causes their shells to crack and their metabolisms to shut down. Consequently, they avoid the icy layers of the Nine Hells (Stygia and Cania). +Nests. Hellwasps spew a golden bile similar to amber, which they use to craft enormous nests riddled with chambers and passages. The hellwasps use these nests as communal shelters and food storage. A typical nest is large enough to support a commune of 1d10 + 10 hellwasps, with each hellwasp having an equal voice and role in the society. +Hellwasp Telepathy. Hellwasps communicate with one another via a form of telepathy perceptible only to their kind. +Source: Baldur's Gate: Descent Into Avernus p. 236 + + + + Hellwasp Grub + S + beast + Unaligned + 13 (natural armor) + 4 (1d6+1) + walk 30 ft., climb 30 ft. + 5 + 14 + 12 + 1 + 7 + 3 + + + 8 + + 1/4 + + + + + blindsight 30 ft. + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|+4|1d4+2 + Bite||3d6 + + +Source: Baldur's Gate: Descent Into Avernus p. 95 + underdark, urban + + + Hollyphant + S + celestial + Lawful Good + 18 (natural armor) + 36 (8d6+8) + walk 20 ft., fly 120 ft. + 10 + 11 + 12 + 16 + 19 + 16 + Dex +3, Con +4, Cha +6 + + 14 + Celestial, telepathy 120 ft. + 5 + bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + + + Aura of Invulnerability + An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. The hollyphant can use an action to suppress this trait until its concentration ends (as if concentrating on a spell). + + + Magic Weapons + The hollyphant's weapon attacks are magical. + + + Tusks + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) piercing damage. + Tusks|+3|1d6 + + + Trumpet (3/Day) + The hollyphant blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant: + + + Trumpet of Blasting + Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Nonmagical objects in the cone that aren't being held or worn take 35 (10d6) thunder damage. + Trumpet of Blasting||5d6 + + + Trumpet of Sparkles + Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage. + Trumpet of Sparkles||4d8+4 + + + Innate Spellcasting + The hollyphant's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: light + 2/day each: bless, cure wounds, protection from evil and good + 1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport (with no chance of error) + + light, bless, cure wounds, protection from evil and good, banishment, heal, raise dead, shapechange, teleport + Hollyphants are gentle, stalwart creatures native to the Upper Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty. +A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won't bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends. +Source: Baldur's Gate: Descent Into Avernus p. 237 + + + + Iron Consul + M + humanoid (human) + Lawful Evil + 16 (chain mail) + 45 (6d8+18) + walk 30 ft. + 17 + 11 + 16 + 12 + 15 + 16 + Wis +4 + Intimidation +5, Perception +4 + 14 + Common + 2 + + + + frightened + + + Tactical Discipline + The iron consul has advantage on all ability checks and saving throws made during combat. + + + Multiattack + The iron consul makes one attack with its spear and can use its Voice of Command ability. + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage when used with two hands to make a melee attack. + Spear|+5|1d6+3 + + + Voice of Command + The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack. + + Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals. +Cruel Tyrants. Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty. +Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist. +Cult Ranks. Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls. +Source: Baldur's Gate: Descent Into Avernus p. 232 + + + + Kostchtchie + L + fiend (demon) + Chaotic Evil + 16 (natural armor) + 243 (18d10+144) + walk 40 ft. + 30 + 12 + 27 + 18 + 22 + 19 + Dex +9, Con +16, Wis +14 + Intimidation +12, Perception +14, Survival +14 + 24 + Abyssal, Giant, telepathy 120 ft + 25 + fire, lightning + cold, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, poisoned + truesight 120 ft + + Legendary Resistance (3/Day) + If Kostchtchie fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Kostchtchie has advantage on saving throws against spells and other magical effects. + + + Multiattack + Kostchtchie makes two melee attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +18 to hit, reach 5 ft., one creature. 13 (1d6 + 10) piercing damage. + Bite|+18|1d6+10 + + + Matalotok (Warhammer) + Melee Weapon Attack: +18 to hit, reach 10 ft., one target. 19 (2d8 + 10) bludgeoning damage, or 21 (2d10 + 10) bludgeoning damage when used with two hands, and the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it. + Matalotok (Warhammer)|+18|2d8+10 + + + Kostchtchie can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kostchtchie regains spent legendary actions at the start of its turn. + + + Attack + Kostchtchie makes one melee weapon attack. + + + Charge + Kostchtchie moves up to his speed. + + + Curse (Costs 2 Actions) + Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by Kostchtchie until the end of Kostchtchie's next turn. + + + Innate Spellcasting + Kostchtchie's innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components: + At will: command, darkness + 1/day each: dispel evil and good, gate, harm, telekinesis, teleport, wind walk + + command, darkness, dispel evil and good, gate, harm, telekinesis, teleport, wind walk + The demon lord Kostchtchie resembles a squat hill giant with short, bandy legs and a grossly shaped head. +Frost giants who forsake their gods and turn to demon worship can summon Kostchtchie with bloody offerings left on altars of hewn ice. If the demon lord chooses to answer the giants' call, he hunts and fights alongside them for a time, infecting the frost giants with savage madness and bloodlust before disappearing back to the Abyss. +Source: Baldur's Gate: Descent Into Avernus p. 105 + + + + Krull + M + humanoid (tortle) + Lawful Evil + 17 (natural armor) + 117 (18d8+36) + walk 30 ft. + 20 + 14 + 15 + 12 + 20 + 12 + Wis +8, Cha +4 + Arcana +4, Medicine +8, Nature +4, Survival +8 + 15 + Aquan, Common, Draconic + 6 + + + + + + + Hold Breath + Krull can hold his breath for 1 hour. + + + Inescapable Destruction + Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage. + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d4 + 5) piercing damage. + Claws|+8|1d4+5 + + + +1 Maul + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) bludgeoning damage plus 9 (2d8) necrotic damage. + +1 Maul|+9|2d6+6 + + + Shell Defense + Krull withdraws into his shell. Until he emerges as a bonus action, he has a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in his shell, Krull is prone, his speed is 0 and can't increase, he has disadvantage on Dexterity saving throws, he can't take reactions, and the only action he can take is to emerge from his shell. + + + Spellcasting + Krull is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared: + Cantrips (at will): chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): cure wounds, detect evil and good, false life, inflict wounds, ray of sickness + • 2nd level (3 slots): blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon + • 3rd level (3 slots): animate dead, magic circle, speak with dead, spirit guardians, vampiric touch + • 4th level (3 slots): banishment, blight, death ward, divination, locate creature + • 5th level (2 slots): antilife shell, cloudkill, contagion, greater restoration + • 6th level (1 slots): create undead, true seeing + • 7th level (1 slots): divine word, regenerate + + 4, 3, 3, 3, 2, 1, 1 + chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy, cure wounds, detect evil and good, false life, inflict wounds, ray of sickness, blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon, animate dead, magic circle, speak with dead, spirit guardians, vampiric touch, banishment, blight, death ward, divination, locate creature, antilife shell, cloudkill, contagion, greater restoration, create undead, true seeing, divine word, regenerate + +Source: Baldur's Gate: Descent Into Avernus p. 110 + + + + Lulu + S + celestial + Lawful Good + 18 (natural armor) + 36 (8d6+8) + walk 20 ft., fly 120 ft. + 10 + 11 + 12 + 16 + 19 + 16 + Dex +3, Con +4, Cha +6 + + 14 + Celestial, telepathy 120 ft. + 5 + bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + + + Aura of Invulnerability + An invisible aura forms a 10-foot-radius sphere around Lulu for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. Lulu can use an action to suppress this trait until its concentration ends (as if concentrating on a spell). + + + Magic Weapons + Lulu's weapon attacks are magical. + + + Tusks + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) piercing damage. + Tusks|+3|1d6 + + + Trumpet (3/Day) + Lulu blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by Lulu: + + + Trumpet of Blasting + Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Nonmagical objects in the cone that aren't being held or worn take 35 (10d6) thunder damage. + Trumpet of Blasting||5d6 + + + Trumpet of Sparkles + Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage. + Trumpet of Sparkles||4d8+4 + + + Innate Spellcasting + Lulu's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: light + 2/day each: bless, cure wounds, protection from evil and good + 1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport (with no chance of error) + + light, bless, cure wounds, protection from evil and good, banishment, heal, raise dead, shapechange, teleport + +Source: Baldur's Gate: Descent Into Avernus p. 5 + + + + Mad Maggie + M + fiend + Neutral Evil + 17 (natural armor) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 16 + 14 + 16 + + Deception +6, Insight +5, Perception +5, Stealth +5 + 16 + Abyssal, Common, Infernal, Primordial + 5 + cold, fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + charmed + darkvision 120 ft. + + Magic Resistance + Maggie has advantage on saving throws against spells and other magical effects. + + + Night Hag Items + A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. + Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. + Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, Maggie catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of Maggies continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. Maggie eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what Maggie eye sees if Maggie eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and Maggies can't perform it while blinded. During the ritual, if Maggies take any action other than performing the ritual, they must start over. + + + Claws (Hag Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws (Hag Form Only)|+7|2d8+4 + + + Change Shape + Maggie magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. + + + Etherealness + Maggie magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, Maggie must have a heartstone in her possession. + + + Nightmare Haunting (1/Day) + While on the Ethereal Plane, Maggie magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in Maggie's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. + + + Innate Spellcasting + Maggie's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: detect magic, magic missile + 2/day each: plane shift (self only), ray of enfeeblement, sleep + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + • 1st level (4 slots): identify, ray of sickness + • 2nd level (3 slots): hold person, locate object + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + • 4th level (3 slots): phantasmal killer, polymorph + • 5th level (2 slots): contact other plane, scrying + • 6th level (1 slots): eyebite + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + Maggie's Intelligence modifier, and the spell attack bonus is 4 + Maggie's Intelligence modifier. + + 4, 3, 3, 3, 2, 1 + detect magic, magic missile, plane shift, ray of enfeeblement, sleep, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + +Source: Baldur's Gate: Descent Into Avernus p. 74 + + + + Mahadi the Rakshasa + M + fiend + Lawful Evil + 17 (natural armor) + 195 (23d8+92) + walk 40 ft. + 14 + 18 + 18 + 14 + 18 + 20 + Wis +9, Cha +10 + Arcana +7, Deception +10, Insight +9, Perception +9 + 19 + all (can read only), Common, Infernal + 14 + bludgeoning, piercing, slashing from nonmagical attacks + + piercing from magic weapons wielded by good creatures + + darkvision 120 ft. + + Limited Magic Immunity + Mahadi can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects. + + + Magic Weapons + Mahadi's weapon attacks are magical. + + + Multiattack + Mahadi makes four claw attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage, and the target is cursed if it's a creature. The curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. + Claw|+7|2d6+2 + + + Summon Erinyes (1/Day) + Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies, Mahadi loses this action option. + + + Innate Spellcasting + Mahadi's innate spellcasting ability is Charisma (spell save DC 18, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: detect thoughts, disguise self, mage hand, minor illusion + 3/day each: charm person, detect magic, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion + 1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing + + detect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion, banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing + Mahadi appears as a wealthy merchant lord. Though extremely powerful, Mahadi doesn't believe in taking unnecessary risks, particularly in the Nine Hells where he can be permanently slain. Mahadi acts as the eyes and ears of Asmodeus in Avernus. As a deal broker and moderator, he's privy to all manner of dealings that might otherwise escape the attention of his patron. +In his role as the master of the Wandering Emporium, Mahadi has received special dispensation from Asmodeus to travel freely between the Material Plane and the Nine Hells to operate his business, as well as to pursue information and broker contracts and other such arrangements as needed. +In addition to managing the Wandering Emporium, Mahadi is also the proprietor and host of Infernal Rapture, a restaurant and spa. Since the establishment exists within a demiplane, patrons can comfortably visit it at any time, even while the caravan is on the move. As long as they can pay for services rendered, guests need not fear being trapped within, since Mahadi is very serious about maintaining the contract between host and guest. Each guest must agree to this formal arrangement prior to gaining entrance. +Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though they're the most important person in all the planes of existence, catering to their every whim and desire. While he is equally cordial to all guests of the Wandering Emporium, those entering his establishment fall under a special contract and therefore rank most highly in his esteem. +Of course, guests leaving Infernal Rapture are expected to pay their bills in full prior to departure. If a guest cannot pay for whatever reason, the contract they signed on entry clearly stipulates their soul is forfeit. They're required to pay off their debt through service. All such individuals fall under the effect of a geas cast as a 9th-level spell, which cannot be willingly broken by the affected individual until their debt is paid in full. What Mahadi does with such defaulters depends on their capabilities. Some become indentured servants, working at Infernal Rapture. If they possess a talent for sales, they might eventually obtain a business to run within the Wandering Emporium. +Source: Baldur's Gate: Descent Into Avernus p. 127 + + + + Master of Souls + M + humanoid (human) + Neutral Evil + 12 + 45 (6d8+18) + walk 30 ft. + 10 + 14 + 17 + 19 + 14 + 13 + Wis +4 + Arcana +6, Religion +6 + 12 + Abyssal, Common, Infernal + 4 + + + + + + + Grave Magic + When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic. + + + Multiattack + The master of souls attacks twice with its flail. + + + Silvered Skull Flail + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d8) bludgeoning damage plus 14 (4d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the master of souls' next turn. + Silvered Skull Flail|+2|1d8 + + + Chill Touch (Cantrip) + Ranged Spell Attack: +6 to hit, range 120 ft., one creature. 13 (2d8) necrotic damage, and the target can't regain hit points until the start of the master of souls' next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration. + Chill Touch (Cantrip)|+6|2d8 + + + Ray of Sickness (1st-Level Spell; Requires a Spell Slot) + Ranged Spell Attack: +6 to hit, range 60 ft., one creature. 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of the master of souls' next turn. If the master of souls casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. + Ray of Sickness (1st-Level Spell; Requires a Spell Slot)|+6|2d8 + + + Scorching Ray (2nd-Level Spell; Requires a Spell Slot) + Ranged Spell Attack: +6 to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). 7 (2d6) fire damage per ray. + Scorching Ray (2nd-Level Spell; Requires a Spell Slot)|+6|2d6 + + + Spellcasting + The master of souls is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): chill touch (see "Actions" below), mage hand, message, prestidigitation + • 1st level (4 slots): burning hands, detect magic, ray of sickness (see "Actions" below), shield + • 2nd level (3 slots): darkness, misty step, scorching ray (see "Actions" below) + • 3rd level (2 slots): animate dead, fireball + + 4, 3, 2 + chill touch, mage hand, message, prestidigitation, burning hands, detect magic, ray of sickness, shield, darkness, misty step, scorching ray, animate dead, fireball + Those who follow Myrkul are either wizards or those who seek to master the necromantic arts. +Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult. +Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic. +Source: Baldur's Gate: Descent Into Avernus p. 234 + + + + Mortlock Vanthampur + M + humanoid (human) + Lawful Evil + 12 + 90 (12d8+36) + walk 30 ft. + 18 + 14 + 17 + 10 + 12 + 13 + + Athletics +6, Intimidation +5 + 11 + Common + 3 + + + + + + + Indomitable (2/Day) + Mortlock can reroll a saving throw that he fails. He must use the new roll. + + + Multiattack + Mortlock makes two attacks with his greatclub. + + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage, plus 5 (2d4) bludgeoning damage if Mortlock has taken any damage since his last turn. + Greatclub|+6|2d4+4 + + + Heavy Crossbow + Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. 7 (1d10 + 2) piercing damage. + Heavy Crossbow|+4|1d10+2 + + Mortlock is tolerated by his mother, Duke Thalamra Vanthampur, and despised by his older brothers, Thurstwell and Amrik, who view him as a simpleton and an abomination. Half of Mortlock's face was scarred by fire when he was a child, and his disfigurement gives him a fearsome countenance. +Source: Baldur's Gate: Descent Into Avernus p. 26 + + + + Necromite of Myrkul + M + humanoid (human) + Neutral Evil + 11 + 13 (2d8+4) + walk 30 ft. + 10 + 13 + 15 + 16 + 11 + 10 + + Arcana +5, Religion +5 + 10 + Abyssal, Common, Infernal + 1/2 + + + + + + + Skull Flail + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d8) bludgeoning damage. + Skull Flail|+2|1d8 + + + Claws of the Grave + Ranged Spell Attack: +5 to hit, range 90 ft., one target. 8 (2d4 + 3) necrotic damage. + Claws of the Grave|+5|2d4+3 + + Those who follow Myrkul are either wizards or those who seek to master the necromantic arts. +Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult. +Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic. +Source: Baldur's Gate: Descent Into Avernus p. 234 + + + + Necrotic Centipede + H + monstrosity + Unaligned + 17 (natural armor) + 195 (17d12+85) + walk 30 ft., burrow 20 ft. + 24 + 13 + 21 + 4 + 10 + 5 + + + 10 + + 11 + + cold, fire + + + darkvision 60 ft., tremorsense 60 ft. + + Heated Body + A creature that touches the centipede or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 40 (6d10 + 7) piercing damage plus 10 (3d6) necrotic damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the centipede can't bite another target. + Bite|+11|6d10+7 + + + Swallow + The centipede makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the centipede, and it takes 21 (6d6) acid damage at the start of each of the centipede's turns. + If the centipede takes 30 damage or more on a single turn from a creature inside it, the centipede must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he centipede. If the centipede dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. + + +Source: Baldur's Gate: Descent Into Avernus p. 119 + arctic + + + Night Blade + M + humanoid (human) + Chaotic Evil + 12 + 11 (2d8+2) + walk 40 ft. + 11 + 15 + 12 + 10 + 11 + 14 + + Intimidation +4, Stealth +6 + 10 + Common + 1/4 + + + + + darkvision 60 + + Aura of Murder + As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore. +Bloodletters. All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding. +Killers from the Shadows. Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn invisible for a crucial moment. +Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile. +Source: Baldur's Gate: Descent Into Avernus p. 233 + + + + Nine-Fingers Keene + M + humanoid (human) + Neutral + 15 (leather armor) + 84 (13d8+26) + walk 30 ft. + 12 + 18 + 14 + 13 + 17 + 14 + Dex +7, Int +4 + Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of hand +10, Stealth +10 + 16 + Common, Thieves' cant + 5 + + + + + + + Cunning Action + On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action. + + + Dagger Thrower + Nine-Fingers adds double her proficiency bonus to the damage she deals on ranged attacks made with daggers (already factored into her attacks). + + + Multiattack + Nine-Fingers attacks three times with her daggers. + + + Dagger + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d4 + 4) piercing damage, plus 6 piercing damage if it's a ranged attack. + Dagger|+7|1d4+4 + + + Uncanny Dodge + Nine-Fingers halves the damage that she takes from an attack that hits her. She must be able to see the attacker. + + The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and build. Her forgettable looks have proven her greatest asset as a thief, as her victims have trouble recognizing her even when they meet her again face-to-face. Keene's leadership over the years earned her a reputation of thoughtful pragmatism. When necessary, she seeks revenge for offenses against the Guild—provided doing so is profitable. Her methods are vicious when necessary, and she is as feared as she is respected. +Keene has become increasingly intolerant of the populous tide turning against her organization. While the occasional rabble-rouser has always impeded criminal business, the rise of organized crews and vigilantes is interfering with Guild operations. After a carefully coordinated attack on a patriar's estate fell to pieces when a vigilante clumsily alerted the estate guards, Keene declared open season on do-gooders of all stripes. +Source: Baldur's Gate: Descent Into Avernus p. 170 + + + + Peacock + M + beast + Unaligned + 10 + 5 (1d8+1) + walk 10 ft., fly 50 ft. + 7 + 10 + 13 + 2 + 12 + 4 + + Perception +3 + 13 + + 0 + + + + + + + Keen Sight and Smell + The peacock has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Pack Tactics + The peacock has advantage on an attack roll against a creature if at least one of the peacock's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Beak + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage. + Beak|+2|1d4 + + +Source: Baldur's Gate: Descent Into Avernus p. 195 + grassland, hill, desert + + + Princeps Kovik + M + fiend (devil) + Lawful Evil + 16 (natural armor) + 85 (10d8+40) + walk 30 ft. + 18 + 15 + 18 + 11 + 12 + 14 + Con +7, Wis +4, Cha +5 + + 8 + Infernal, telepathy 120 ft. + 8 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede Kovik's darkvision. + + + Magic Resistance + Kovik has advantage on saving throws against spells and other magical effects. + + + Multiattack + Kovik makes two attacks with its chains. + + + Chain + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if Kovik isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. + Chain|+8|2d6+4 + + + Animate Chains (Recharges after a Short or Long Rest) + Up to four chains Kovik can see within 60 feet of it magically sprout razor-edged barbs and animate under Kovik's control, provided that the chains aren't being worn or carried. + Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When Kovik uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if Kovik is incapacitated or dies. + + + Unnerving Mask + When a creature Kovik can see starts its turn within 30 feet of Kovik, Kovik can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see Kovik, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. + + +Source: Baldur's Gate: Descent Into Avernus p. 91 + + + + Raggadragga + M + humanoid (human, shapechanger) + Neutral Evil + 10 (in humanoid form, 11 (natural armor) in boar or hybrid form) + 120 (12d8+24) + walk 30 ft. + 17 + 10 + 15 + 10 + 11 + 8 + + Perception +2 + 12 + Common (can't speak in boar form) + 4 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + + + Shapechanger + Raggadragga can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Charge (Boar or Hybrid Form Only) + If Raggadragga moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Relentless (Recharges after a Short or Long Rest) + If Raggadragga takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Multiattack (Humanoid or Hybrid Form Only) + Raggadragga makes two attacks, only one of which can be with its tusks. + + + Maul (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Maul (Humanoid or Hybrid Form Only)|+5|2d6+3 + + + Tusks (Boar or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. + Tusks (Boar or Hybrid Form Only)|+5|2d6+3 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + +Source: Baldur's Gate: Descent Into Avernus p. 87 + grassland, forest, hill + + + Reaper of Bhaal + M + humanoid (human) + Chaotic Evil + 15 + 27 (5d8+5) + walk 40 ft. + 11 + 20 + 13 + 15 + 12 + 16 + + Intimidation +5, Perception +3, Persuasion +5, Stealth +9 + 13 + Common + 2 + + + + + darkvision 60 ft. + + Aura of Murder + As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. + + + Multiattack + The reaper makes two dagger attacks and uses Shroud Self. + + + Dagger + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d4 + 5) piercing damage. + Dagger|+7|1d4+5 + + + Shroud Self + The reaper magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell. + + + Innate Spellcasting + The reaper's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + 1/day each: charm person, disguise self, sanctuary + + charm person, disguise self, sanctuary + Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore. +Bloodletters. All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding. +Killers from the Shadows. Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn invisible for a crucial moment. +Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile. +Source: Baldur's Gate: Descent Into Avernus p. 233 + + + + Rilsa Rael + M + humanoid (human) + Neutral + 15 (leather armor) + 52 (8d8+16) + walk 30 ft. + 14 + 18 + 14 + 10 + 11 + 15 + Dex +6, Wis +2 + Acrobatics +6, Athletics +4, Deception +4, Perception +2, Sleight of hand +6, Stealth +6 + 12 + Common, Thieves' cant + 3 + + + + + + + Cunning Action + On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action. + + + Focus + If Rilsa damages a creature with a weapon attack, she gains advantage on attack rolls against that target until the end of her next turn. + + + Tactical Leadership + As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn't provoke opportunity attacks until the end of its next turn, provided it can hear Rilsa's commands. + + + Multiattack + Rilsa makes three weapon attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Shortsword|+6|1d6+4 + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d4 + 4) piercing damage. + Dagger|+6|1d4+4 + + The Guild kingpin of Little Calimshan. Among Little Calimshan's most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city—and the best place to fence stolen gems, as it's also the local Guild headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity. +Source: Baldur's Gate: Descent Into Avernus p. 199 + + + + Skeletal Rats + M + swarm of Medium beasts + Unaligned + 10 + 24 (7d8-7) + walk 30 ft. + 9 + 11 + 9 + 2 + 10 + 3 + + + 10 + + 1/4 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 30 ft. + + Keen Smell + The swarm has advantage on Wisdom (Perception) checks that rely on smell. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. + Bites|+2|2d6 + + +Source: Baldur's Gate: Descent Into Avernus p. 23 + swamp, urban + + + Skull Lasher of Myrkul + M + humanoid (human) + Neutral Evil + 12 + 32 (5d8+10) + walk 30 ft. + 10 + 14 + 15 + 16 + 13 + 10 + Wis +3 + Arcana +5, Religion +5 + 11 + Abyssal, Common, Infernal + 1 + + + + + + + Multiattack + The skull lasher makes two attacks with its flail. + + + Iron Skull Flail + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn. + Iron Skull Flail|+2|1d8 + + + Ray of Sickness (1st-Level Spell; Requires a Spell Slot) + Ranged Spell Attack: +5 to hit, range 60 ft., one creature. 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. + Ray of Sickness (1st-Level Spell; Requires a Spell Slot)|+5|2d8 + + + Spellcasting + The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): mage hand, message, prestidigitation + • 1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see "Actions" below), shield + • 2nd level (2 slots): darkness, misty step + + 4, 2 + mage hand, message, prestidigitation, detect magic, protection from evil and good, ray of sickness, shield, darkness, misty step + Those who follow Myrkul are either wizards or those who seek to master the necromantic arts. +Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult. +Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic. +Source: Baldur's Gate: Descent Into Avernus p. 234 + + + + Smiler the Defiler + M + fey (elf) + Chaotic Evil + 18 (+2 leather armor) + 165 (22d8+66) + walk 30 ft. + 14 + 20 + 16 + 18 + 11 + 18 + + Deception +7, Persuasion +7 + 10 + Common, Elvish, Sylvan + 7 + bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Fey Step (Recharge 4-6) + As a bonus action, Smiler can teleport up to 30 feet to an unoccupied space that he can see or to the empty seat of his infernal war machine. + + + Magic Resistance + Smiler has advantage on saving throws against spells and other magical effects. + + + Equipment + Smiler wears +2 leather armor. He carries seven soul coins in a bag and a +1 shortsword + + + Multiattack + Smiler makes two weapon attacks. He can cast a spell in place of one of these attacks. + + + +1 Shortsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d6 + 6) piercing damage. + +1 Shortsword|+9|1d6+6 + + + Innate Spellcasting + Smiler's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components: + At will: charm person, Tasha's hideous laughter + 3/day each: confusion, enthrall, suggestion + 1/day each: hallucinatory terrain, Otto's irresistible dance + + charm person, Tasha's hideous laughter, confusion, enthrall, suggestion, hallucinatory terrain, Otto's irresistible dance + Smiler has an unnerving smile—hence his name. +A more apt name for this eladrin would be Smiler the Beguiler, as he's constantly trying to intoxicate others with his relentless optimism and shocking recklessness. Smiler thinks he can accomplish anything with a positive attitude and some death-defying stunt. Although he admits others might end up getting killed by his actions, he believes he can bend the multiverse to his whims if he tries hard enough. He's really quite insane. +One of Smiler's favorite antics is to use a hallucinatory terrain spell to create a little bit of the Feywild in Avernus: a beautiful woodland glade in which to lose himself for a few hours while he meditates and plots. +This eladrin adventurer from the Feywild became stranded in Avernus after his companions abandoned him. He has spent the past seventy years roaming Avernus, making deals with fiends to survive. Smiler eventually sold his soul to a pit fiend, who gave him the means to topple a nycaloth warlord named Yarrasto. Smiler took control of the nycaloth's warband and their infernal war machines. Smiler's gang came to be known as Smiler's Defilers, and their ferocity terrified the other warlords of Avernus for a while. +Three of Smiler's rivals—Bitter Breath, Feonor, and Princeps Kovik—joined forces to wipe out Smiler's Defilers. Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang. +Source: Baldur's Gate: Descent Into Avernus p. 133 + + + + Sylvira Savikas + M + humanoid (tiefling) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13, Investigation +2 + 12 + any six languages, Infernal + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin), fire + + + + darkvision 60 ft. + + Magic Resistance + Sylvira has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Sylvira is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Sylvira can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Sylvira casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 15). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: thaumaturgy + 1/day each: darkness, hellish rebuke + + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop, thaumaturgy, darkness, hellish rebuke + +Source: Baldur's Gate: Descent Into Avernus p. 46 + + + + Thavius Kreeg + M + humanoid (human) + Lawful Evil + 10 + 40 (9d8) + walk 30 ft. + 12 + 10 + 11 + 15 + 18 + 16 + + Deception +5, Medicine +6, Persuasion +5, Religion +4 + 14 + Abyssal, Common, Infernal + 1/2 + + + + + + + Shadow of Guilt + Thavius's shadow is that of a pudgy, horned devil with small wings. + + + Mace + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Mace|+3|1d6+1 + + +Source: Baldur's Gate: Descent Into Avernus p. 42 + + + + Thurstwell Vanthampur + M + humanoid (human) + Lawful Evil + 9 + 5 (2d8-4) + walk 30 ft. + 7 + 8 + 6 + 15 + 17 + 12 + + Deception +3, Insight +5, Perception +5, Religion +4 + 15 + Common, Elvish, Infernal + 1/8 + + + + + + + Dark Devotion + Thurstwell has advantage on saving throws against being charmed or frightened. + + + Sacred Flame (Cantrip) + Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) radiant damage, gaining no benefit from cover. + Sacred Flame (Cantrip)||1d8 + + + Spellcasting + Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13). He has the following cleric spells prepared: + Cantrips (at will): guidance, sacred flame (see "Actions" below), thaumaturgy + • 1st level (3 slots): command, detect evil and good, sanctuary + + 3 + guidance, sacred flame, thaumaturgy, command, detect evil and good, sanctuary + Thurstwell is a pale and sullen recluse in his forties. A veritable shut-in, he uses imps to spy on his brothers, Amrik and Mortlock. Thurstwell resents both of them—Amrik for being their mother's favorite, and Mortlock for being a monstrous dolt. +Source: Baldur's Gate: Descent Into Avernus p. 34 + + + + Torogar Steelfist + L + monstrosity + Lawful Evil + 17 (natural armor) + 168 (16d10+80) + walk 40 ft. + 25 + 17 + 20 + 8 + 9 + 16 + Str +11, Con +9 + + 9 + Abyssal, Common + 11 + + + + + darkvision 60 ft. + + Goring Rush + Immediately after using the Dash action, Torogar can make one melee attack with his horns. + + + Labyrinthine Recall + Torogar can perfectly recall any path he has traveled. + + + Rage (Recharges after a Short or Long Rest) + As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. While raging, Torogar gains the following benefits: + He has advantage on Strength checks and Strength saving throws. + He deals an extra 3 damage when he hits a target with a melee weapon attack. + He has resistance to bludgeoning, piercing, and slashing damage. + + + Special Equipment + Torogar wears gauntlets of flaming fury and a belt of fire giant strength. Without the belt, his Strength is 21. He also carries a soul coin. + + + Multiattack + Torogar makes three attacks: two with his scimitars and one with his horns. + + + Scimitar + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage, or 17 (2d6 + 10) slashing damage while raging, plus 3 (1d6) fire damage from the gauntlets of flaming fury. + Scimitar|+11|2d6+7 + + + Horns + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 16 (2d8 + 7) piercing damage, or 19 (2d8 + 10) piercing damage while raging. + Horns|+11|2d8+7 + + +Source: Baldur's Gate: Descent Into Avernus p. 112 + + + + Traxigor + T + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + Traxigor has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Traxigor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Traxigor can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): plane shift + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Traxigor casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, plane shift, mind blank, time stop + +Source: Baldur's Gate: Descent Into Avernus p. 50 + + + + Tressym (monstrosity) + T + beast + Chaotic Neutral + 12 + 5 (2d4) + walk 40 ft., climb 30 ft., fly 40 ft. + 3 + 15 + 10 + 11 + 12 + 12 + + Perception +5, Stealth +4 + 15 + understands Common but can't speak + 0 + + poison + + poisoned + darkvision 60 ft. + + Detect Invisibility + Within 60 feet of the Tressym (monstrosity), magical invisibility fails to conceal anything from the Tressym (monstrosity)'s sight + + + Keen Smell + The Tressym (monstrosity) has advantage on Wisdom (Perception) checks that rely on smell. + + + Poison Sense + The Tressym (monstrosity) can detect whether a substance is poisonous by taste, touch, or smell. + + + Familiar + With the DM's permission, a person who casts the find familiar spell can choose to conjure a Tressym (monstrosity) in stead of a normal cat. + + + Claws + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage. + + +Source: Baldur's Gate: Descent Into Avernus p. 241, Infernal Machine Rebuild + + + + Ulder Ravengard + M + humanoid (human) + Neutral + 20 (plate armor, shield) + 112 (15d8+45) + walk 25 ft. + 17 + 14 + 16 + 11 + 10 + 17 + Con +6, Wis +3 + Athletics +6, Intimidation +6, Perception +3 + 13 + Common + 5 + + + + + + + Multiattack + Ulder makes three melee attacks, only one of which can be with his shield. + + + +1 Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage when used with two hands. + +1 Longsword|+7|1d8+4 + + + Shield + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 6 (1d6 + 3) bludgeoning damage, and Ulder pushes the target 5 feet away from him. Ulder then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Ulder, the target provokes an opportunity attack from that creature. + Shield|+6|1d6+3 + + + Guardian Strike + If an enemy within 5 feet of Ulder attacks a target other than him, Ulder can make a melee attack against that enemy. + + Ulder Ravengard is a fearless soldier who rose up through the ranks of the Flaming Fist to become its supreme marshal. Ravengard used his military position and influence to secure for himself a seat on the Council of Four. Following the deaths of two council members amid a cloud of corruption and scandal, he persuaded the Parliament of Peers to back his election to grand duke. +Upon ascending to the highest position in the city government, Ravengard refused to relinquish command of the Flaming Fist, making him the most powerful figure in the city by far. This decision has not endeared him to anyone, but Ravengard could care less about his popularity. His only concerns are the stability and prosperity of Baldur's Gate, and he doesn't trust any of the other dukes or anyone in the Parliament of Peers to put the city's interests before their own. +Ravengard rose to grand duke on a platform largely backed by idealistic commoners and enemies of the other established dukes. While he won election handily, Ravengard has struggled in performing his duties, finding his hands tied at every turn by both overt and invisible bureaucracy. Despite this, he's been a voice of reason and common sense on the Council of Four—if not the egalitarianism some hoped. He's also proven largely resistant to scandal and corruption, though many of his fellow dukes and those in the Parliament of Peers still regularly outmaneuver him politically. One of his only obvious pleasures remains the surprise inspections he regularly visits upon the troops at Wyrm's Rock. +Ravengard was recently tricked into attending a diplomatic summit in Elturel, unaware that his political enemies in Baldur's Gate orchestrated this meeting in a fiendish plot to remove him from power. In his absence, the Flaming Fist is leaderless, the council rudderless. +Source: Baldur's Gate: Descent Into Avernus p. 70 + + + + Undead Tree + H + plant + Chaotic Good + 16 (natural armor) + 138 (12d12+60) + walk 30 ft. + 23 + 8 + 21 + 12 + 16 + 12 + + + 13 + Common, Druidic, Elvish, Sylvan + 9 + bludgeoning, piercing + + fire + + + + False Appearance + While the tree remains motionless, it is indistinguishable from a normal tree. + + + Siege Monster + The tree deals double damage to objects and structures. + + + Multiattack + The tree makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage. + Slam|+10|3d6+6 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+10|4d10+6 + + + Animate Trees (1/Day) + The tree magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a tree, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the tree. The tree remains animate for 1 day or until it dies; until the tree dies or is more than 120 feet from the tree; or until the tree takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. + + +Source: Baldur's Gate: Descent Into Avernus p. 23 + forest + + diff --git a/FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml b/FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml new file mode 100755 index 0000000..398fdfd --- /dev/null +++ b/FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml @@ -0,0 +1,4347 @@ + + + + Amber Golem + L + construct + Unaligned + 17 (natural armor) + 178 (17d10+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+10|3d8+6 + + + Slow (Recharge 5-6) + The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Curse of Strahd p. 186 + + + + Anastrasya Karelova + M + undead + Neutral Evil + 15 (natural armor) + 82 (11d8+33) + walk 30 ft. + 16 + 16 + 16 + 11 + 10 + 12 + Dex +6, Wis +3 + Perception +3, Stealth +6 + 13 + the languages it knew in life + 5 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Regeneration + Anastrasya regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Anastrasya takes radiant damage or damage from holy water, this trait doesn't function at the start of Anastrasya's next turn. + + + Spider Climb + Anastrasya can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + Anastrasya has the following flaws: + Forbiddance. Anastrasya can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. Anastrasya takes 20 acid damage when it ends its turn in running water. + Stake to the Heart. Anastrasya is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + Sunlight Hypersensitivity. Anastrasya takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack + Anastrasya makes two attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Anastrasya, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Anastrasya regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Bite|+6|1d6+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Anastrasya can grapple the target (escape DC 13). + Claws|+6|2d4+3 + + +Source: Curse of Strahd p. 93 + underdark, urban + + + Animated Halberd + S + construct + Unaligned + 17 (natural armor) + 17 (5d6) + walk 0 ft., fly 50 ft. + 12 + 15 + 11 + 1 + 5 + 1 + Dex +4 + + 7 + + 1/4 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. + + + Longsword + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Longsword|+3|1d8+1 + + +Source: Curse of Strahd p. 59 + + + + Arabelle + M + humanoid (any race) + Any alignment + 10 + 2 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + +Source: Curse of Strahd p. 38 + arctic, desert, coastal, grassland, hill, urban, forest + + + Armored Saber-Toothed Tiger + L + beast + Unaligned + 12 + 84 (7d10+14) + walk 40 ft. + 18 + 14 + 15 + 3 + 12 + 8 + + Perception +3, Stealth +6 + 13 + + 2 + + + + + + + Keen Smell + The tiger has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d10 + 5) piercing damage. + Bite|+6|1d10+5 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claw|+6|2d6+5 + + +Source: Curse of Strahd p. 115 + mountain, arctic + + + Arrigal + M + humanoid (any race) + Any Non-Good Alignment + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + 13 + Thieves' cant plus any two languages + 8 + poison + + + + + + Assassinate + During its first turn, Arrigal has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Arrigal scores against a surprised creature is a critical hit. + + + Evasion + If Arrigal is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Arrigal instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + Arrigal deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Arrigal that isn't incapacitated and Arrigal doesn't have disadvantage on the attack roll. + + + Multiattack + Arrigal makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+6|1d6+3 + Shortsword||7d6 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Light Crossbow|+6|1d8+3 + Light Crossbow||7d6 + + +Source: Curse of Strahd p. 121 + + + + Baba Lysaga + M + humanoid (human, shapechanger) + Chaotic Evil + 15 (natural armor) + 120 (16d8+48) + walk 30 ft. + 18 + 10 + 16 + 20 + 17 + 13 + Wis +7 + Arcana +13, Religion +13 + 13 + Abyssal, Common, Draconic, Dwarvish, Giant + 11 + + + + + + + Shapechanger + Baba Lysaga can use an action to polymorph into a swarm of insects (flies), or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does. + + + Blessing of Mother Night + Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell. + + + Multiattack + Baba Lysaga makes three attacks with her quarterstaff. + + + Quarterstaff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if wielded with two hands. + Quarterstaff|+8|1d6+4 + + + Summon Swarms of Insects (Recharges after a Short or Long Rest) + Baba Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action. + + + Spellcasting + Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared: + Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, magic missile, sleep, witch bolt + • 2nd level (3 slots): crown of madness, enlarge/reduce, misty step + • 3rd level (3 slots): dispel magic, fireball, lightning bolt + • 4th level (3 slots): blight, Evard's black tentacles, polymorph + • 5th level (2 slots): cloudkill, geas, scrying + • 6th level (1 slots): programmed illusion, true seeing + • 7th level (1 slots): finger of death, mirage arcane + • 8th level (1 slots): power word stun + + 4, 3, 3, 3, 2, 1, 1, 1 + acid splash, fire bolt, light, mage hand, prestidigitation, detect magic, magic missile, sleep, witch bolt, crown of madness, enlarge/reduce, misty step, dispel magic, fireball, lightning bolt, blight, Evard's black tentacles, polymorph, cloudkill, geas, scrying, programmed illusion, true seeing, finger of death, mirage arcane, power word stun + Two women gave life to Strahd von Zarovich. The first was Queen Ravenovia van Roeyen, Strahd's biological mother. The second was the queen's midwife, a devout follower of Mother Night named Baba Lysaga. Although it was the former who raised Strahd and enabled him to follow in his father's footsteps, it was the latter who sensed a potential for greatness and darkness in Strahd surpassing that of any other mortal. Lysaga believed then, as she believes now, that she is Strahd's true mother. +Other Mother. When Strahd was still a baby in his crib, Baba Lysaga cast protective spells on him and crept into his nursery on stormy nights to sing magical rhymes to him. She also placed the "spark of magic" in him, ensuring that he would become a spellcaster. +Baba Lysaga's unhealthy attachment to the baby Strahd did not go unnoticed. After she received several disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom. Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of her beloved boy, who, in her mind, is eternally blessed. Despite the horrors Strahd has wrought, Lysaga still envisions him as the perfect child she delivered into the world. Strahd is the only thing in her life that matters to her. +Mother Nearest. During her exile, Baba Lysaga made countless sacrifices to Mother Night, pleading with the goddess to afflict Queen Ravenovia with ill health and visit death upon her. Lysaga eventually got her wish, and after Strahd settled in the valley of Barovia, Lysaga moved as close to him as she dared to. +In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days, months, and years practicing fell magic and looking for ways to help her "son." +Raven Bane. Baba Lysaga has allies in Castle Ravenloft - a coven of witches. Through the aid of these witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies. +Strahd doesn't consider the wereravens a serious threat, but Lysaga has chosen to make them the bane of her existence. After much searching and scrying, she discovered a wereraven refuge at the Wizard of Wines winery (chapter 12), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill (chapter 14), convincing them that she gave birth to Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace. +Gifts of Mother Night. The goddess Mother Night has bestowed magical gifts on Baba Lysaga as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a matter of seconds. +Baba Lysaga's Traits. Ideal. "No love is greater than a mother's love for her son." +Bond. "I am the mother of Strahd. Anyone who disputes this fact can rot." +Flaw. "I will not rest until the last of my son's enemies are destroyed." +Source: Curse of Strahd p. 228 + + + + Baba Lysaga's Creeping Hut + G + construct + Unaligned + 16 (natural armor) + 263 (17d20+85) + walk 30 ft. + 26 + 7 + 20 + 1 + 3 + 3 + Con +9, Wis +0, Cha +0 + + 6 + + 11 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone + blindsight 120 ft. (blind beyond this radius) + + Constructed Nature + An animated object doesn't require air, food, drink, or sleep. + The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. + + + Antimagic Susceptibility + The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + Siege Monster + The hut deals double damage to objects and structures. + + + Multiattack + The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack. + + + Root + Melee Weapon Attack: +12 to hit, reach 60 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Root|+12|4d10+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 120 ft., one target. 21 (3d8 + 8) bludgeoning damage. + Rock|+12|3d8+8 + + Baba Lysaga built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks. +Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its furnishings have been bolted to the floor, since the hut lurches from side to side when it walks. +Heart of the Hut. The gemstone that has given life to Baba Lysaga's hut was previously buried in the Wizard of Wines vineyard. The gem was one of three imbued with life-giving magic that made the grapevines in the vineyard healthier, guaranteeing the finest wines. Baba Lysaga stole one of the gems and perverted its magic, using it instead to animate her wooden hut. +Removing the gem from the hut renders the hut incapacitated. That task is easier said than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity sprouts wooden teeth, becoming a mouth that bites anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a failed save, the creature is bitten for 10 (3d6) piercing damage and fails to obtain the gem. +Source: Curse of Strahd p. 226 + + + + Baron Vargas Vallakovich + M + humanoid (any race) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Vargas adds 2 to its AC against one melee attack that would hit it. To do so, Vargas must see the attacker and be wielding a melee weapon. + + +Source: Curse of Strahd p. 105 + + + + Barovian Commoner + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Curse of Strahd p. 29 + arctic, desert, coastal, grassland, hill, urban, forest + + + Barovian Scout + M + humanoid (any race) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 30 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + any one language (usually Common) + 1/2 + + + + + + + Keen Hearing and Sight + The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + The scout makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Light Crossbows + Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. 6 (1d8 + 2) piercing damage. + Light Crossbows|+4|1d8+2 + + +Source: Curse of Strahd p. 29 + + + + Barovian Witch + M + humanoid (human) + Chaotic Evil + 10 + 16 (3d8+3) + walk 30 ft. + 7 + 11 + 13 + 14 + 11 + 12 + + Arcana +4, Perception +2 + 12 + Common + 1/2 + + + + + darkvision 60 ft. + + Claws (Requires Alter Self) + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage. This attack is magical. + Claws (Requires Alter Self)|+3|1d6+1 + + + Dagger + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage. + Dagger|+2|1d4 + + + Spellcasting + The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost + • 1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter + • 2nd level (2 slots): alter self, invisibility + + 4, 2 + mage hand, prestidigitation, ray of frost, ray of sickness, sleep, Tasha's hideous laughter, alter self, invisibility + The mad women and men known as Barovian witches forge pacts with Strahd and the Dark Powers of Ravenloft in exchange for magic and longevity. They prefer to live in the shadows and can see in the dark. When traveling in the open, they use alter self spells to assume less conspicuous forms. They also use these spells to grow long, sharp claws with which they can attack. +Brothers and Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is Strahd, and his wish is their command. Barovian witches sometimes refer to themselves as the brothers and sisters of Strahd, though never to Strahd's face. +Pack Rats with Cats. Barovian witches are obsessive collectors, each believing that almost anything found - a piece of broken bone, a dead rodent, a handful of dust, or some other worthless item or substance - could be valuable or useful as a spell component, a ritual object, or a potion ingredient. +Barovian witches use the find familiar spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters. +Source: Curse of Strahd p. 229 + + + + Beucephalus + L + fiend + Neutral Evil + 13 (natural armor) + 104 (8d10+24) + walk 60 ft., fly 90 ft. + 18 + 15 + 16 + 10 + 13 + 15 + + + 11 + understands Abyssal, Common, and Infernal but can't speak + 3 + + fire + + + + + Confer Fire Resistance + Beucephalus can grant resistance to fire damage to anyone riding it. + + + Illumination + Beucephalus sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. + Hooves|+6|2d8+4 + + + Ethereal Stride + Beucephalus and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. + + +Source: Curse of Strahd p. 93 + + + + Bluto Krogarov + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Curse of Strahd p. 38 + arctic, desert, coastal, grassland, hill, urban, forest + + + Broom of Animated Attack + S + construct + Unaligned + 15 (natural armor) + 17 (5d6) + walk 0 ft., fly 50 ft. + 10 + 17 + 10 + 1 + 5 + 1 + + + 7 + + 1/4 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone + blindsight 30 ft. (blind beyond this radius) + + Constructed Nature + An animated object doesn't require air, food, drink, or sleep. + The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. + + + Antimagic Susceptibility + The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom. + + + Multiattack + The broom makes two melee attacks. + + + Broomstick + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage. + Broomstick|+5|1d4+3 + + + Animated Attack + If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll. + + A broom of animated attack is easily mistaken for a broom of flying. It attacks any creature that grabs it or tries to ride it. +Flying Broom. Some brooms of animated attack allow their creators to ride them, in which case they behave like typical brooms of flying. A broom of animated attack, however, can carry only half the weight that a broom of flying can (see chapter 7, "Treasure," of the Dungeon Master's Guide). +Source: Curse of Strahd p. 226 + + + + Clovin Belview + M + humanoid (mongrelfolk) + Any alignment + 11 (natural armor) + 26 (4d8+8) + walk 20 ft. + 12 + 9 + 15 + 9 + 10 + 6 + + Deception +2, Perception +2, Stealth +3 + 12 + Common + 1/4 + + + + + + + Two-Headed + The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Mimicry + Clovin can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. + + + Multiattack + Clovin makes two attacks: one with its bite and one with its claw or dagger. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. + Claw|+3|1d4+1 + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + +Source: Curse of Strahd p. 147 + + + + Cyrus Belview + M + humanoid (mongrelfolk) + Any alignment + 11 (natural armor) + 26 (4d8+8) + walk 20 ft. + 12 + 9 + 15 + 9 + 10 + 6 + + Deception +2, Perception +2, Stealth +3 + 12 + Common + 1/4 + + + + + + + Keen Hearing and Smell + The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Mimicry + Cyrus can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. + + + Multiattack + Cyrus makes two attacks: one with its bite and one with its claw or dagger. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. + Claw|+3|1d4+1 + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + +Source: Curse of Strahd p. 77 + + + + Davian Martikov + M + humanoid (human, shapechanger) + Lawful Good + 12 + 31 (7d8) + walk 30 ft. + 10 + 15 + 11 + 13 + 15 + 14 + + Insight +4, Perception +6 + 16 + Common (can't speak in raven form) + 2 + + bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons + + + + + Shapechanger + Davian can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies. + + + Mimicry + Davian can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. + + + Multiattack (Human or Hybrid Form Only) + Davian makes two weapon attacks, one of which can be with its hand crossbow. + + + Beak (Raven or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy. + Beak (Raven or Hybrid Form Only)|+4|1d4+2 + + + Shortsword (Human or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword (Human or Hybrid Form Only)|+4|1d6+2 + + + Hand Crossbow (Human or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow (Human or Hybrid Form Only)|+4|1d6+2 + + +Source: Curse of Strahd p. 173 + + + + Distended Corpse + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Curse of Strahd p. 165 + arctic, desert, coastal, grassland, hill, urban, forest + + + Donavich + M + humanoid (any race) + Any alignment + 10 + 9 (2d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 14 + 11 + + Medicine +4, Religion +2 + 12 + any one language (usually Common) + 1/4 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Spellcasting + Donavich is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Donavich has following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (3 slots): bless, cure wounds, sanctuary + + 3 + light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary + +Source: Curse of Strahd p. 46 + + + + Doru + M + undead + Neutral Evil + 15 (natural armor) + 82 (11d8+33) + walk 30 ft. + 16 + 16 + 16 + 11 + 10 + 12 + Dex +6, Wis +3 + Perception +3, Stealth +6 + 13 + the languages it knew in life + 5 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Regeneration + Doru regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Doru takes radiant damage or damage from holy water, this trait doesn't function at the start of Doru's next turn. + + + Spider Climb + Doru can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + Doru has the following flaws: + Forbiddance. Doru can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. Doru takes 20 acid damage when it ends its turn in running water. + Stake to the Heart. Doru is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + Sunlight Hypersensitivity. Doru takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack + Doru makes two attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Doru, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Doru regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Bite|+6|1d6+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Doru can grapple the target (escape DC 13). + Claws|+6|2d4+3 + + +Source: Curse of Strahd p. 47 + underdark, urban + + + Emil Toranescu + M + humanoid (human, shapechanger) + Chaotic Evil + 11 (in humanoid form, 12 (natural armor) in wolf or hybrid form) + 72 (9d8+18) + walk 30 ft. + 15 + 13 + 14 + 10 + 11 + 10 + + Perception +4 + 14 + Common (can't speak in wolf form) + 3 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + + + Shapechanger + Emil can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + Emil has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Multiattack (Humanoid or Hybrid Form Only) + Emil makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). + + + Bite (Wolf or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. + Bite (Wolf or Hybrid Form Only)|+4|1d8+2 + + + Claws (Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (2d4 + 2) slashing damage. + Claws (Hybrid Form Only)|+4|2d4+2 + + + Spear (Humanoid Form Only) + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear (Humanoid Form Only)|+4|1d6+2 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + +Source: Curse of Strahd p. 81 + forest, hill + + + Escher + M + undead + Neutral Evil + 15 (natural armor) + 82 (11d8+33) + walk 30 ft. + 16 + 16 + 16 + 11 + 10 + 12 + Dex +6, Wis +3 + Perception +3, Stealth +6 + 13 + the languages it knew in life + 5 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Regeneration + Escher regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Escher takes radiant damage or damage from holy water, this trait doesn't function at the start of Escher's next turn. + + + Spider Climb + Escher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + Escher has the following flaws: + Forbiddance. Escher can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. Escher takes 20 acid damage when it ends its turn in running water. + Stake to the Heart. Escher is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + Sunlight Hypersensitivity. Escher takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack + Escher makes two attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Escher, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Escher regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Bite|+6|1d6+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Escher can grapple the target (escape DC 13). + Claws|+6|2d4+3 + + +Source: Curse of Strahd p. 70 + underdark, urban + + + Exethanter + M + undead + Any Evil Alignment + 17 (natural armor) + 99 (18d8+54) + walk 30 ft. + 11 + 16 + 16 + 20 + 14 + 16 + Con +10, Int +12, Wis +9 + Arcana +19, History +12, Insight +9, Perception +9 + 19 + Common plus up to five other languages + 21 + cold, lightning, necrotic + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Exethanter fails a saving throw, it can choose to succeed instead. + + + Rejuvenation + If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. + + + Turn Resistance + Exethanter has advantage on saving throws against any effect that turns undead. + + + Paralyzing Touch + Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Paralyzing Touch|+12|3d6 + + + The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Cantrip + Exethanter casts a cantrip. + + + Paralyzing Touch (Costs 2 Actions) + Exethanter uses its Paralyzing Touch. + + + Frightening Gaze (Costs 2 Actions) + Exethanter fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Exethanter's gaze for the next 24 hours. + + + Disrupt Life (Costs 3 Actions) + Each non-undead creature within 20 feet of Exethanter must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row: + • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. + • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair. + • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. + + + Spellcasting + Exethanter is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Exethanter has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave + • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + • 4th level (3 slots): blight, dimension door + • 5th level (3 slots): cloudkill, scrying + • 6th level (1 slots): disintegrate, globe of invulnerability + • 7th level (1 slots): finger of death, plane shift + • 8th level (1 slots): dominate monster, power word stun + • 9th level (1 slots): power word kill + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill + +Source: Curse of Strahd p. 189 + + + + Ezmerelda d'Avenir + M + humanoid (human) + Chaotic Good + 17 (+1 studded leather armor) + 82 (11d8+33) + walk 30 ft. + 14 + 19 + 16 + 16 + 11 + 17 + Wis +3 + Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of hand +7, Stealth +7, Survival +6 + 16 + Common, Elvish + 8 + + + + + + + Special Equipment + In addition to her magic armor and weapons, Ezmerelda has two potion of greater healing, six holy water (flask), and three wooden stakes. + + + Multiattack + Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword. + + + Rapier +1 + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. + Rapier +1|+8|1d8+5 + + + Handaxe +1 + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) slashing damage. + Handaxe +1|+6|1d6+3 + + + Silvered Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Silvered Shortsword|+7|1d6+4 + + + Curse (Recharges after a Long Rest) + Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage. + + + Evil Eye (Recharges after a Short or Long Rest) + Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours. + + + Spellcasting + Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): protection from evil and good, magic missile, shield + • 2nd level (3 slots): darkvision, knock, mirror image + • 3rd level (3 slots): clairvoyance, lightning bolt, magic circle + • 4th level (1 slots): greater invisibility + + 4, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, protection from evil and good, magic missile, shield, darkvision, knock, mirror image, clairvoyance, lightning bolt, magic circle, greater invisibility + Ezmerelda d'Avenir, a Vistana, is the protégé of Rudolph van Richten - despite the fact that her first encounter with the vampire hunter was anything but pleasant. +Witness to Tragedy. When Ezmerelda was a little girl, her family kidnapped van Richten's teenage son, Erasmus, and delivered him into the clutches of a vampire. Even today, years later, she can still hear Erasmus's pleas for mercy. That event haunted her childhood. +Van Richten tracked down Ezmerelda's family soon after the kidnapping, but not before the Vistani had sold the boy. Though van Richten could have done them harm, he instead interrogated Ezmerelda's mother and father on the whereabouts of his missing son. Satisfied with their answers, he spared their lives before departing with the information they had given him. Ezmerelda witnessed van Richten's act of mercy and was deeply moved by it. +Van Richten's Tragic Tale. At the age of fifteen, Ezmerelda, still troubled by what her family had done to van Richten, ran away from home. After many harrowing adventures, she tracked down van Richten two years later. Thinking she was a Vistana assassin, he put a sword to her throat and threatened to spill her blood. Ezmerelda convinced him that she genuinely wanted to help him find his missing son, whereupon van Richten told her the saddest of tales. He had found his son, who had been transformed into a vampire spawn. When Erasmus pleaded to his father for salvation, van Richten granted his request by ending his existence. +Farewell. Ezmerelda remained by van Richten's side for two years, helping him track down and slay many creatures of the night. But because van Richten could never bring himself to fully trust a Vistana, he kept secrets from her. The two vampire hunters got on each other's nerves, and their arguments became more frequent. At last, Ezmerelda suggested that they part company with some shred of their friendship still intact, and van Richten agreed. +Ezmerelda's Secret. Since bidding farewell to van Richten, Ezmerelda has amassed a sizable personal fortune, some of which she used to buy a wagon to carry her vampire-slaying paraphernalia. On one of her less successful adventures, a werewolf bit off her right leg below the knee, and although she avoided being afflicted with lycanthropy, Ezmerelda was sidelined for months. She commissioned a master artisan to craft a prosthetic lower leg and foot. After several tries, he delivered a prosthesis that restored her mobility. She has since adapted well to the false appendage. +The Great Vampire Hunt. While in the company of a Vistani caravan, Ezmerelda heard a rumor that Rudolph van Richten had gone to Barovia to slay the most powerful vampire of them all. She decided that he might need help and traveled for months to reach Strahd's domain. She rode her wagon to Vallaki and learned about an old tower that seemed the sort of place van Richten would use as a base. When she arrived there, she found some of van Richten's belongings, but of the vampire hunter there was no sign. Although she is anxious to learn the whereabouts of her mentor, she is also eager to earn his trust and respect. To that end, she has been poring over van Richten's research and learning about Strahd and Castle Ravenloft, with every intention of dispatching the vampire herself. +Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in her wagon (chapter 11, area V1). Although the cards aren't magical, Ezmerelda can use them to perform a card reading for the characters (see chapter 1), like the one that can be performed by Madam Eva. +Ezmerelda d'Avenir's Traits. Ideal. "Evil that feeds on the innocent is the worst of all evils and must be destroyed." +Bond. "My mentor and teacher, Dr. Rudolph van Richten, is like a father to me." +Flaw. "I go where angels fear to tread." +Source: Curse of Strahd p. 231 + + + + Gadof Blinsky + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Curse of Strahd p. 118 + arctic, desert, coastal, grassland, hill, urban, forest + + + Gertruda + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Curse of Strahd p. 68 + arctic, desert, coastal, grassland, hill, urban, forest + + + Guardian Portrait + M + construct + Unaligned + 5 (natural armor) + 22 (5d8) + walk 0 ft. + 1 + 1 + 10 + 14 + 10 + 10 + + + 10 + Common, plus up to two other languages + 1 + + poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Constructed Nature + An animated object doesn't require air, food, drink, or sleep. + The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. + + + Antimagic Susceptibility + The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or become unconscious for 1 minute. + + + False Appearance + While the figure in the portrait remains motionless, the portrait is indistinguishable from a normal painting. + + + Innate Spellcasting + The portrait's innate spellcasting ability is Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components: + 3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis + + counterspell, crown of madness, hypnotic pattern, telekinesis + A guardian portrait looks like a finely rendered and beautifully framed work of art, usually depicting someone important in a realistic manner. The picture and its frame are bound with powerful magic and are inseparable. +Living Image. The eyes of the figure depicted in the painting are imbued with darkvision, and they appear to follow creatures that move in front of them. +Innate Spells. When a guardian portrait attacks, the figure in the painting animates and moves as though alive (albeit in two dimensions). The guardian portrait has no effective melee attacks, but it has a repertoire of innate spells that it can cast. When it casts a spell, the figure painted on the canvas makes all the appropriate somatic gestures and verbal incantations for the spell. +Source: Curse of Strahd p. 227 + + + + Helga Ruvak + M + undead + Neutral Evil + 15 (natural armor) + 82 (11d8+33) + walk 30 ft. + 16 + 16 + 16 + 11 + 10 + 12 + Dex +6, Wis +3 + Perception +3, Stealth +6 + 13 + the languages it knew in life + 5 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Regeneration + Helga regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Helga takes radiant damage or damage from holy water, this trait doesn't function at the start of Helga's next turn. + + + Spider Climb + Helga can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + Helga has the following flaws: + Forbiddance. Helga can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. Helga takes 20 acid damage when it ends its turn in running water. + Stake to the Heart. Helga is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + Sunlight Hypersensitivity. Helga takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack + Helga makes two attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Helga, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Helga regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Bite|+6|1d6+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Helga can grapple the target (escape DC 13). + Claws|+6|2d4+3 + + +Source: Curse of Strahd p. 64 + underdark, urban + + + Henrik van der Voort + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Curse of Strahd p. 116 + arctic, desert, coastal, grassland, hill, urban, forest + + + Ireena Kolyana + M + humanoid (any race) + Any alignment + 15 (breastplate) + 14 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Ireena adds 2 to its AC against one melee attack that would hit it. To do so, Ireena must see the attacker and be wielding a melee weapon. + + +Source: Curse of Strahd p. 44 + + + + Ismark Kolyanovich + M + humanoid (any race) + Any alignment + 17 (splint armor) + 58 (9d8+18) + walk 30 ft. + 16 + 13 + 14 + 10 + 11 + 10 + + Athletics +5, Perception +2 + 12 + any one language (usually Common) + 3 + + + + + + + Multiattack + Ismark makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+5|1d8+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+3|1d10+1 + + +Source: Curse of Strahd p. 43 + + + + Izek Strazni + M + humanoid (human) + Neutral Evil + 14 (studded leather armor) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 9 + 15 + + Intimidation +8, Perception +2 + 12 + Common + 5 + + + + + + + Brute + A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack). + + + Multiattack + Izek makes two attacks with his battleaxe. + + + Battleaxe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) when used with two hands. + Battleaxe|+7|2d8+4 + + + Hurl Flame + Ranged Spell Attack: +5 to hit, range 60 ft., one target. 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire. + Hurl Flame|+5|3d6 + + Izek and his sister were born in Vallaki. One morning, their father and their uncle took them fishing on Lake Zarovich. On the way back to town, a dire wolf attacked Izek and bit off his right arm. His father carried Izek back to town while his uncle distracted the beast. His sister ran and hid in the woods and was never seen again. +Unlike his sister, Izek was born without a soul. As time wore on, he forgot his lost sister and learned to cope with his disability. +Orphaned Killer. Izek's parents succumbed to their grief, leaving him an orphan. He became a sociopath. Other children ruthlessly mocked him because of his dead family and his missing arm, but he was a large boy and had no trouble killing them and disposing of their bodies. He was eventually caught in the act and brought to the burgomaster. Instead of punishing the boy for his crimes, Baron Vallakovich pardoned Izek and took him into his home. Izek has been loyal to the burgomaster ever since, enjoying the power of his position and the comforts of his master's mansion. When he isn't enforcing the burgomaster's will, Izek drinks copious amounts of wine. +Fiendish Gift. After years of doing Baron Vallakovich's dirty work, Izek awakened from a drunken stupor one morning to find that he had grown a new arm to replace the one he had lost. +The new appendage has barbed spines, elongated fingers, and long nails. He can create fire with the snap of his fiendish fingers and has used the flames to put the fear of the devil in every Vallakian. +Doll Collector. Perhaps more disturbing than his fiendish arm and his murderous nature is Izek's collection of dolls, which he keeps in his bedroom in the burgomaster's mansion. Izek often has dreams of a beautiful young woman, and for years he has forced a local toymaker named Gadof Blinsky to craft dolls in her likeness. The woman is Ireena Kolyana, although Izek doesn't know her name. +Family Is Forever. Izek has dreams of Ireena. If he spots her, he tries to take her by force to the burgomaster's mansion. If he succeeds, he holds her captive in his bedroom (chapter 5, area N3j). Unknown to Izek and Ireena, they are brother and sister. Ireena fled after Izek was attacked by the dire wolf and became lost in the woods. She wandered for days in shock until she was found and adopted by Kolyan Indirovich in the village of Barovia. Izek covets her in an unwholesome way and won't allow anyone or anything to come between them. +Izek Strazni's Traits. Ideal. "Fear is a powerful weapon. I use it to get what I want." +Bond. "I am loyal to my master, Baron Vallakovich, for he brought me into his home. I owe him my life, but he isn't family." +Flaw. "I would do anything, kill anything, to find my sister." +Source: Curse of Strahd p. 232 + + + + Kasimir Velikov + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Fey Ancestry + Kasimir has advantage on saving throws against being charmed, and magic can't put the him to sleep. + + + Special Equipment + Kasimir wears a ring of warmth and carries a spellbook containing all the spells he has prepared plus the following spells: arcane lock, comprehend languages, hold person, identify, locate object, nondetection, polymorph, protection from evil and good, ray of frost, and wall of stone. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Kasimir is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Kasimir has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Curse of Strahd p. 233 + + + + Kiril Stoyanovich + M + humanoid (human, shapechanger) + Chaotic Evil + 11 (in humanoid form, 12 (natural armor) in wolf or hybrid form) + 90 (9d8+18) + walk 30 ft. + 15 + 13 + 14 + 10 + 11 + 10 + + Perception +4 + 14 + Common (can't speak in wolf form) + 3 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + + + Shapechanger + Kiril can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + Kiril has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Multiattack (Humanoid or Hybrid Form Only) + Kiril makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). + + + Bite (Wolf or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. + Bite (Wolf or Hybrid Form Only)|+4|1d8+2 + + + Claws (Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (2d4 + 2) slashing damage. + Claws (Hybrid Form Only)|+4|2d4+2 + + + Spear (Humanoid Form Only) + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear (Humanoid Form Only)|+4|1d6+2 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + +Source: Curse of Strahd p. 203 + forest, hill + + + Knight of the Order + M + undead + Neutral + 13 (leather armor) + 136 (16d8+64) + walk 30 ft. + 18 + 14 + 18 + 13 + 16 + 18 + Str +7, Con +7, Wis +6, Cha +7 + + 13 + the languages it knew in life + 5 + necrotic, psychic + poison + + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60 ft. + + Regeneration + The knight regains 10 hit points at the start of its turn. If the knight takes fire or radiant damage, this trait doesn't function at the start of the knight's next turn. The knight's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. + + + Rejuvenation + When the knight's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. + + + Turn Immunity + The knight is immune to effects that turn undead. + + + Vengeful Tracker + The knight knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the knight are on different planes of existence. If the creature being tracked by the knight dies, the knight knows. + + + Multiattack + The knight makes two longsword attacks or two fist attacks. + + + Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) slashing damage. If the target is a creature against which the knight has sworn vengeance, the target takes an extra 14 (4d6) slashing damage. + Longsword|+7|2d10+4 + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the knight has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the knight can grapple the target (escape DC 14) provided the target is Large or smaller. + Fist|+7|2d6+4 + + + Vengeful Glare + The knight targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the knight deals damage to it, or until the end of the knight's next turn. When the paralysis ends, the target is frightened of the knight for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the knight, ending the frightened condition on itself on a success. + + + Variant: Revenants with Spells and Weapons + Revenants that were spellcasters before they died might retain some or all of their spellcasting capabilities. Similarly, knights that wore armor and wielded weapons in life might continue to do so. + + +Source: Curse of Strahd p. 139 + forest, swamp, hill, urban, desert, arctic + + + Lady Fiona Wachter + M + humanoid (any race) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 30 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages + 2 + + + + + + + Divine Eminence + As a bonus action, Fiona can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Fiona expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + Fiona is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Fiona has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + +Source: Curse of Strahd p. 110 + + + + Lady Lydia Petrovna + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Curse of Strahd p. 105 + arctic, desert, coastal, grassland, hill, urban, forest + + + Lief Lipsiege + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Curse of Strahd p. 62 + arctic, desert, coastal, grassland, hill, urban, forest + + + Ludmilla Vilisevic + M + undead + Neutral Evil + 15 (natural armor) + 82 (11d8+33) + walk 30 ft. + 16 + 16 + 16 + 11 + 10 + 12 + Dex +6, Wis +3 + Perception +3, Stealth +6 + 13 + the languages it knew in life + 5 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Regeneration + Ludmilla regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Ludmilla takes radiant damage or damage from holy water, this trait doesn't function at the start of Ludmilla's next turn. + + + Spider Climb + Ludmilla can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + Ludmilla has the following flaws: + Forbiddance. Ludmilla can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. Ludmilla takes 20 acid damage when it ends its turn in running water. + Stake to the Heart. Ludmilla is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + Sunlight Hypersensitivity. Ludmilla takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack + Ludmilla makes two attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Ludmilla, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Ludmilla regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Bite|+6|1d6+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Ludmilla can grapple the target (escape DC 13). + Claws|+6|2d4+3 + + +Source: Curse of Strahd p. 93 + underdark, urban + + + Luvash + M + humanoid (any race) + Any Non-Lawful Alignment + 15 (studded leather armor) + 65 (10d8+20) + walk 30 ft. + 15 + 16 + 14 + 14 + 11 + 14 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + 10 + any two languages + 2 + + + + + + + Multiattack + Luvash makes three melee attacks: two with its scimitar and one with its dagger. Or Luvash makes two ranged attacks with its daggers. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|+5|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Parry + Luvash adds 2 to its AC against one melee attack that would hit it. To do so, Luvash must see the attacker and be wielding a melee weapon. + + +Source: Curse of Strahd p. 121 + + + + Mad Mary + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Curse of Strahd p. 44 + arctic, desert, coastal, grassland, hill, urban, forest + + + Madam Eva + M + humanoid (human) + Chaotic Neutral + 10 + 88 (16d8+16) + walk 20 ft. + 8 + 11 + 12 + 17 + 20 + 18 + Con +5 + Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7 + 19 + Abyssal, Common, Elvish, Infernal + 10 + + + + + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 2 (1d4) piercing damage. + Dagger|+4|1d4 + + + Curse (Recharges after a Long Rest) + Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Madam Eva takes 5d6 psychic damage. + + + Evil Eye (Recharges after a Short or Long Rest) + Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours. + + + Spellcasting + Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared: + Cantrips (at will): light, mending, sacred flame, thaumaturgy + • 1st level (4 slots): bane, command, detect evil and good, protection from evil and good + • 2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon + • 3rd level (3 slots): create food and water, speak with dead, spirit guardians + • 4th level (3 slots): divination, freedom of movement, guardian of faith + • 5th level (2 slots): greater restoration, raise dead + • 6th level (1 slots): find the path, harm, true seeing + • 7th level (1 slots): fire storm, regenerate + • 8th level (1 slots): earthquake + + 4, 3, 3, 3, 2, 1, 1, 1 + light, mending, sacred flame, thaumaturgy, bane, command, detect evil and good, protection from evil and good, lesser restoration, protection from poison, spiritual weapon, create food and water, speak with dead, spirit guardians, divination, freedom of movement, guardian of faith, greater restoration, raise dead, find the path, harm, true seeing, fire storm, regenerate, earthquake + The fortune-teller Madam Eva lives among the Vistani but isn't truly one of them. She appears to be in her seventies, but she is, in fact, much older. +Royal Blood. Madam Eva is Strahd's half-sister, though Strahd is unaware of this fact. Her real name is Katarina, and she is the daughter of a Vistani woman whom King Barov, Strahd's father, took to his bed during one of his many crusades. Madam Eva knows she is Strahd's half-sister but has told no one of the royal blood flowing through her veins. +Mother Night. Over four hundred years ago, Katarina came to Barovia and insinuated herself into Strahd's court, working as a maid in Castle Ravenloft. She came to know the castle like the back of her hand, and she was present for the wedding of Sergei and Tatyana. After Strahd went mad and murdered his brother, she fled the castle and took refuge with the Vistani. Later, she forged a pact with the goddess Mother Night, trading her youth for the power to undo the evil that Strahd had wrought. Mother Night transformed Katarina into an ageless crone gifted with the power of magical foresight. In the guise of Madam Eva, she uses this ability to help Strahd. She can send her Vistani out in their wagons to visit other worlds and bring adventurers to Strahd's domain, in hopes that they will find a way to destroy the vampire or set Strahd free. +For the Love of Strahd. The Dark Powers of Ravenloft would consider Madam Eva a worthy choice to replace Strahd as the master of Ravenloft, but she has all the power she desires and doesn't seek to supplant him. She would rather help Strahd find someone else to succeed him, although she has grave doubts about her ability to locate such an individual. +None of Madam Eva's Vistani kin know her true identity or purpose. They puzzle over her desire to remain in Barovia. +Madam Eva's Traits. Ideal. "I wish Strahd to be free of his curse." +Bond. "The Vistani are my people now." +Flaw. "The people whose fates I divine aren't important. They are but the means to an end." +Source: Curse of Strahd p. 233 + + + + Majesto + T + fiend (devil) + Lawful Evil + 13 + 10 (3d4+3) + walk 20 ft., fly 40 ft. + 6 + 17 + 13 + 11 + 12 + 14 + + Deception +4, Insight +3, Persuasion +4, Stealth +5 + 11 + Infernal, Common + 1 + cold; bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons + fire, poison + + poisoned + darkvision 120 ft. + + Shapechanger + Majesto can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Devil's Sight + Magical darkness doesn't impede Majesto's darkvision. + + + Magic Resistance + Majesto has advantage on saving throws against spells and other magical effects. + + + Sting (Bite in Beast Form) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Sting (Bite in Beast Form)|+5|1d4+3 + Sting (Bite in Beast Form)||3d6 + + + Invisibility + Majesto magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment Majesto wears or carries is invisible with it. + + + Variant: Imp Familiar + Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize Majesto might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait. + Familiar. Majesto can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what Majesto senses as long as they are within 1 mile of each other. While Majesto is within 10 feet of its master, the master shares Majesto's Magic Resistance trait. If its master violates the terms of the contract, Majesto can end its service as a familiar, ending the telepathic bond. + + +Source: Curse of Strahd p. 115 + + + + Marzena Belview + M + humanoid (mongrelfolk) + Any alignment + 11 (natural armor) + 26 (4d8+8) + walk 20 ft. + 12 + 9 + 15 + 9 + 10 + 6 + + Deception +2, Perception +2, Stealth +3 + 12 + Common + 1/4 + + + + + + + Flight + The mongrelfolk has leathery wings and a flying speed of 40 feet. + + + Mimicry + Marzena can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. + + + Multiattack + Marzena makes two attacks: one with its bite and one with its claw or dagger. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. + Claw|+3|1d4+1 + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + +Source: Curse of Strahd p. 150 + + + + Milivoj + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Curse of Strahd p. 97 + arctic, desert, coastal, grassland, hill, urban, forest + + + Mishka Belview + M + humanoid (mongrelfolk) + Any alignment + 11 (natural armor) + 26 (4d8+8) + walk 20 ft. + 12 + 9 + 15 + 9 + 10 + 6 + + Deception +2, Perception +2, Stealth +3 + 12 + Common + 1/4 + + + + + + + Spider Climb + The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Mimicry + Mishka can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. + + + Multiattack + Mishka makes two attacks: one with its bite and one with its claw or dagger. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. + Claw|+3|1d4+1 + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + +Source: Curse of Strahd p. 150 + + + + Mongrelfolk + M + humanoid (mongrelfolk) + Any alignment + 11 (natural armor) + 26 (4d8+8) + walk 20 ft. + 12 + 9 + 15 + 9 + 10 + 6 + + Deception +2, Perception +2, Stealth +3 + 12 + Common + 1/4 + + + + + + + Extraordinary Feature + The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM: + 1–3: Amphibious. The mongrelfolk can breathe air and water. + 4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet. + 10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet. + 11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell. + 16–17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + 18–19: Standing Leap. The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start. + 20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Mimicry + The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. + + + Multiattack + The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. + Claw|+3|1d4+1 + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait. +Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them. +Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs. +Camouflage Experts. Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide. +Horrific Offspring. It's possible to restore a mongrel-folk to its original form using a greater restoration spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone. +Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.) +Source: Curse of Strahd p. 234 + + + + Morgantha + M + fiend + Neutral Evil + 17 (natural armor) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 16 + 14 + 16 + + Deception +6, Insight +5, Perception +5, Stealth +5 + 16 + Abyssal, Common, Infernal, Primordial + 5 + cold, fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + charmed + darkvision 120 ft. + + Magic Resistance + Morgantha has advantage on saving throws against spells and other magical effects. + + + Night Hag Items + A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. + Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. + Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, Morgantha catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of Morganthas continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. Morgantha eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what Morgantha eye sees if Morgantha eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and Morganthas can't perform it while blinded. During the ritual, if Morganthas take any action other than performing the ritual, they must start over. + + + Claws (Hag Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws (Hag Form Only)|+7|2d8+4 + + + Change Shape + Morgantha magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. + + + Etherealness + Morgantha magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, Morgantha must have a heartstone in her possession. + + + Nightmare Haunting (1/Day) + While on the Ethereal Plane, Morgantha magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in Morgantha's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. + + + Innate Spellcasting + Morgantha's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: detect magic, magic missile + 2/day each: plane shift (self only), ray of enfeeblement, sleep + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + • 1st level (4 slots): identify, ray of sickness + • 2nd level (3 slots): hold person, locate object + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + • 4th level (3 slots): phantasmal killer, polymorph + • 5th level (2 slots): contact other plane, scrying + • 6th level (1 slots): eyebite + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + Morgantha's Intelligence modifier, and the spell attack bonus is 4 + Morgantha's Intelligence modifier. + + 4, 3, 3, 3, 2, 1 + detect magic, magic missile, plane shift, ray of enfeeblement, sleep, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + +Source: Curse of Strahd p. 48 + + + + Nikolai Wachter + M + humanoid (any race) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Nikolai adds 2 to its AC against one melee attack that would hit it. To do so, Nikolai must see the attacker and be wielding a melee weapon. + + +Source: Curse of Strahd p. 110 + + + + Otto Belview + M + humanoid (mongrelfolk) + Any alignment + 11 (natural armor) + 26 (4d8+8) + walk 20 ft. + 12 + 9 + 15 + 9 + 10 + 6 + + Deception +2, Perception +2, Stealth +3 + 12 + Common + 1/4 + + + + + + + Standing Leap + The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start. + + + Mimicry + Otto can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. + + + Multiattack + Otto makes two attacks: one with its bite and one with its claw or dagger. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. + Claw|+3|1d4+1 + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + +Source: Curse of Strahd p. 147 + + + + Parriwimple + M + humanoid (any race) + Any alignment + 16 (studded leather armor, shield) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + 11 + any one language (usually Common) + 5 + + + + + + + Brave + Parriwimple has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when Parriwimple hits with it (included in the attack). + + + Multiattack + Parriwimple makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Parry + Parriwimple adds 3 to its AC against one melee attack that would hit it. To do so, Parriwimple must see the attacker and be wielding a melee weapon. + + +Source: Curse of Strahd p. 43 + + + + Patrina Velikovna + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + Patrina has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Patrina is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Patrina can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Patrina casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Curse of Strahd p. 89 + + + + Phantom Warrior + M + undead + Any alignment + 16 + 45 (6d8+18) + walk 30 ft. + 16 + 11 + 16 + 8 + 10 + 15 + + Perception +2, Stealth +4 + 12 + any languages it knew in life + 3 + bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Ethereal Sight + The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Spectral Armor and Shield + The phantom warrior's AC accounts for its spectral armor and shield. + + + Multiattack + The phantom warrior makes two attacks with its spectral longsword. + + + Spectral Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) force damage. + Spectral Longsword|+5|1d8+3 + + + Etherealness + The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of its living self. +Task Driven. Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours. +Faded Memories. A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its life from shortly before it died are hazy, and older memories are forgotten. A phantom warrior can usually remember the last 1d10 + 10 days of its life; everything that happened before that is an impenetrable fog. +Forceful Presence. Although they are incorporeal, phantom warriors can harness the energy around them to deflect incoming attacks and strike with great force. An invisible sheath of energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects. +Undead Nature. A phantom warrior doesn't require air, food, drink, or sleep. +Source: Curse of Strahd p. 235 + + + + Piccolo + S + beast + Unaligned + 12 + 3 (1d6) + walk 30 ft., climb 30 ft. + 8 + 14 + 11 + 4 + 12 + 6 + + + 11 + + 0 + + + + + + + Pack Tactics + Piccolo has advantage on an attack roll against a creature if at least one of Piccolo's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) piercing damage. + Bite|+1|1d4-1 + + +Source: Curse of Strahd p. 118 + forest, hill + + + Pidlwick II + S + construct + Neutral Evil + 14 (natural armor) + 10 (3d6) + walk 30 ft. + 10 + 14 + 11 + 8 + 13 + 10 + + Performance +2 + 11 + understands Common but doesn't speak and can't read or write + 1/4 + + poison + + paralyzed, petrified, poisoned + + + Ambusher + During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Dart + Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dart|+4|1d4+2 + + After her husband died in battle, Duchess Dorfniya Dilisnya set her sights on becoming Count Strahd von Zarovich's bride, but she failed to win his love. Her visits to the castle were nonetheless frequent, and she never traveled without her fool, the delightful Pidlwick. The little man was like a ray of sunshine in Castle Ravenloft, and though he failed to amuse Strahd, he delighted Tatyana and Sergei with his jokes and gambols. As a result, Strahd didn't object whenever Pidlwick and the duchess came to visit. +Eager to please and desiring to return the courtesy, the duchess commissioned the legendary toymaker Fritz von Weerg to build a clockwork effigy of Pidlwick as a gift for Strahd's family. Although the duchess's heart was in the right place, the effigy didn't have Pidlwick's abilities, and it failed to entertain anyone. Even though Pidlwick himself had spent months training it, the effigy couldn't speak, and its movements were more awkward than amusing. +A harsh winter trapped the duchess, her fool, and her fool's effigy in Castle Ravenloft for several months. The duchess subsequently succumbed to illness, after which Tatyana asked Pidlwick to remain at Castle Ravenloft. +One Pidlwick Too Many. Von Weerg was no ordinary toymaker, and he put a little of himself into all his creations, which is to say his works had a touch of their creator's madness. Pidlwick II knew that it had no purpose as long as Pidlwick remained in Castle Ravenloft, so it pushed Pidlwick down a long flight of stairs, killing him. Everyone else thought it was an accident. In the days that followed, Pidlwick II tried its best to fill its namesake's shoes, but the effigy's mere presence was upsetting to Tatyana, and it was never called on to perform. Eventually, it was shut away like a discarded toy. +Evil Toy. Pidlwick II was kept in a small closet adjacent to one of the guest bedrooms. On rare occasions when someone stayed there, Pidlwick would sneak out of the closet in the middle of the night, smother the guest with a pillow, and then retreat back to the closet. The castle staff never considered that the effigy might be responsible, instead assuming that the guests had died in their sleep. +But Strahd was not fooled. He came to realize fairly quickly that the clockwork effigy had begun to display a murderous nature. Rather than have Pidlwick II destroyed, Strahd kept the fool around to dispose of irksome guests from time to time. +After the deaths of Sergei and Tatyana, the castle became virtually abandoned, and there were no more guests for Pidlwick II to "entertain." The clockwork effigy emerged from its closet and found new places to hide. It fears Strahd and eagerly follows anyone who gives it the attention it craves. +Pidlwick II is basically an oversized toy - a 4-foot-tall mechanism stuffed with gears, springs, and other components expertly fitted together to impart a semblance of life to it. Its skin is made of stitched leather pulled taut over an articulated wooden frame. Pidlwick II has rubbed soot around its eyes and mouth, giving it the triangular eyes and jagged grin of a jack-o'-lantern. +Pidlwick II's Traits. Ideal. "I wish I could make people happy." +Bond. "I would like to find someone - anyone - who isn't afraid of me and who enjoys my company." +Flaw. "When I'm upset, I do bad things." +Source: Curse of Strahd p. 236 + + + + Rahadin + M + humanoid (elf) + Lawful Evil + 18 (studded leather armor) + 135 (18d8+54) + walk 35 ft. + 14 + 22 + 17 + 15 + 16 + 18 + Con +7, Wis +7 + Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14 + 21 + Common, Elvish + 10 + + + + + darkvision 60 ft. + + Deathly Choir + Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. + + + Fey Ancestry + Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Mask of the Wild + Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + Multiattack + Rahadin attacks three times with his scimitar, or twice with his poisoned darts. + + + Scimitar + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 9 (1d6 + 6) slashing damage. + Scimitar|+10|1d6+6 + + + Poisoned Dart + Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. 8 (1d4 + 6) piercing damage plus 5 (2d4) poison damage. + Poisoned Dart|+10|1d4+6 + + + Innate Spellcasting + Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components: + 1/day: magic weapon, nondetection + 3/day: misty step, phantom steed + + magic weapon, nondetection, misty step, phantom steed + Rahadin, the dusk elf chamberlain of Castle Ravenloft, has served Strahd's family faithfully for nearly five hundred years. He is Strahd's eternal servant, a longtime comrade-in-arms, and a ruthless warrior who has killed thousands in his lifetime. +Exile. Rahadin was exiled for refusing to bow down to a dusk elf prince whom he considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, Rahadin helped Barov conquer them. The elf kingdom's royal line was obliterated, the dusk elves hunted like rabbits. The few that survived were either subjugated or forced to live among the Vistani. So pleased was Barov with Rahadin that the king made the dusk elf an honorary member of his family. +Chamberlain. After Barov died, Rahadin continued to fight as one of Strahd's generals. When the wars ended and Strahd turned his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do whatever Strahd asked of him, and he instilled terror in the castle staff by routinely flogging those who didn't perform their duties to his exacting standards. +When a dusk elf named Patrina Velikovna came knocking on Strahd's door, Rahadin could see that she intrigued Strahd, but Rahadin was suspicious of her motives. Patrina tried to seduce Strahd with the prospect of immortality - something Strahd desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Rahadin handled all of his master's affairs and began searching for a woman who could tear Strahd away from Patrina Velikovna. In this task, he failed. His goal was fulfilled, however, when Sergei, Strahd's brother, found Tatyana. +Tatyana was Strahd's type - a woman of exquisite beauty and gentle manner. When Strahd returned to Ravenloft, the young woman instantly caught his eye, and Rahadin had the pleasure of informing Patrina that her presence at the castle was no longer desired. +Rahadin's loyalty didn't waver after Tatyana died and Strahd became a vampire. Rahadin continued to do his master's bidding. Eager to put Tatyana out of his mind, Strahd lured more women to the castle, taking several of them as brides before draining their lives and turning them into vampire spawn. Rahadin would see to it that these women were lavished with jewels and fine clothes, and made comfortable during their stay in Ravenloft. +Executioner. Patrina Velikovna and her people were living among the Vistani when they heard of Tatyana's death and Strahd's curse. The ageless Patrina returned to Ravenloft in the hope of winning Strahd's love. This time, it was clear that Patrina craved Strahd's power and that Strahd would never love her. Rahadin assumed that Patrina would suffer the same fate as those women who had come before her. He was proven wrong when Patrina's own people stoned her to death to keep Strahd from claiming her as his wife. +Strahd was upset that the dusk elves had taken Patrina from him. After securing her body and entombing it in the catacombs of Ravenloft, Strahd sent Rahadin to punish the dusk elves. Rahadin slew the female elves so that the males couldn't breed. He also sliced off the ears of Patrina's brother, Kasimir, who had orchestrated the stoning. +Screams of the Dead. So dreadful a creature is Rahadin that anyone who stands within 10 feet of him can hear the howling screams of the countless men and women he has killed in his lifetime. Rahadin can't hear them, nor would he be haunted by them if he could. The only thing he cares about is Strahd von Zarovich, for whom he would gladly give his life. +Rahadin's Traits. Ideal. "Loyalty is everything." +Bond. "I am a son of King Barov von Zarovich, and I will serve his son - my brother and lord - forever." +Flaw. "I have slain thousands of men. I will slaughter thousands more to preserve the von Zarovich legacy." +Source: Curse of Strahd p. 237 + + + + Rictavio + M + humanoid (human) + Lawful Good + 12 (leather armor) + 77 (14d8+14) + walk 30 ft. + 9 + 12 + 13 + 16 + 18 + 16 + Con +4, Wis +7 + Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of hand +4 + 17 + Abyssal, Common, Elvish, Infernal + 5 + + + + + + + Special Equipment + In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll (5th level) of raise dead. + + + Undead Slayer + When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon's type. + + + Multiattack + Rictavio makes two attacks with his sword cane. + + + Sword Cane + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage (wooden cane) or piercing damage (silvered sword). + Sword Cane|+4|1d6+1 + + + Spellcasting + Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared: + Cantrips (at will): guidance, light, mending, thaumaturgy + • 1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary + • 2nd level (3 slots): augury, lesser restoration, protection from poison + • 3rd level (3 slots): magic circle, remove curse, speak with dead + • 4th level (3 slots): death ward, freedom of movement + • 5th level (1 slots): dispel evil and good + + 4, 3, 3, 3, 1 + guidance, light, mending, thaumaturgy, cure wounds, detect evil and good, protection from evil and good, sanctuary, augury, lesser restoration, protection from poison, magic circle, remove curse, speak with dead, death ward, freedom of movement, dispel evil and good + Several months ago, a colorfully dressed half-elf bard came to Barovia in a carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster in search of new actors, he began regaling locals with tales of distant lands. +Monster Hunter. The half-elf ringmaster is, in fact, a legendary human vampire hunter named Rudolph van Richten. Van Richten's tale is a sad one. A scholar and doctor from a land called Darkon, he married his childhood sweetheart, Ingrid, and together they had a son, Erasmus. When he was fourteen, Erasmus was stolen away by Vistani and sold to a vampire named Baron Metus to be used as a companion. By the time van Richten found his son, it was too late: the baron had already transformed Erasmus into a vampire spawn. Erasmus begged his father to end his suffering, which van Richten did by pounding a wooden stake through his son's chest. Baron Metus avenged that deed by killing van Richten's wife, and van Richten has lived with the horror of his family's destruction ever since. After destroying Baron Metus in turn, van Richten sought revenge against the Vistani and took up a life of hunting evil monsters. +The Waiting Game. Van Richten isn't a young man anymore. He knows his road is coming to an end, but his work isn't done. He has come to Barovia to kill Strahd von Zarovich, the greatest vampire of them all. Van Richten has studied Strahd for years and knows he can't hope to best the vampire in a straight-up confrontation: he must wait for the right moment to strike. He has good evidence to suggest that Strahd periodically hibernates in his coffin, sometimes for years, when all is quiet in the realm. While he bides his time, van Richten hides in plain sight with the aid of a hat of disguise, his thoughts protected by a ring of mind shielding. He is trying to learn more about the Keepers of the Feather - a society of wereravens that oppose Strahd - while trying not to expose the secret society to their mutual enemy. He thinks the wereravens might prove helpful when the time comes. Van Richten also wants to take out as many of Strahd's spies as he can, starting with evil Vistani. +Man with a Plan. Van Richten doesn't know that his former protégé, a good-aligned Vistana named Ezmerelda d'Avenir, has come to Barovia looking for him. He taught her many of his monster-hunting techniques, but she doesn't know all of his tricks and disguises. So far, their paths haven't crossed. In the event that van Richten becomes aware of Ezmerelda's presence, he does his utmost to protect her without putting his own plans in jeopardy. If he can manipulate a party of adventurers into keeping an eye on her, he will do so. +Van Richten works alone. A curse placed on him long ago by a Vistani seer brings doom to those he befriends. Furthermore, he believes too much is at stake to risk exposure. Consequently, if he thinks he's in danger of being unmasked, he retreats to his tower (see chapter 11) or some other quiet corner of Strahd's domain. +Rictavio's Traits. Ideal. "Evil cannot go unchallenged." +Bond. "To protect those I love, I must keep them distant and hidden from my enemies." +Flaw. "I am cursed. Thus, I will never have peace." +Source: Curse of Strahd p. 238 + + + + Rosavalda "Rose" Durst + S + undead + Any alignment + 11 + 35 (10d6) + walk 0 ft., fly 40 ft. + 7 + 13 + 10 + 10 + 12 + 17 + + + 11 + any languages it knew in life + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Ethereal Sight + Rose can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + Rose can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Withering Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage. + Withering Touch|+5|4d6+3 + + + Etherealness + Rose enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Possession (Recharge 6) + One humanoid that Rose can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Rose; Rose then disappears, and the target is incapacitated and loses control of its body. Rose now controls the body but doesn't deprive the target of awareness. Rose can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, Rose ends it as a bonus action, or Rose is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Rose reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + +Source: Curse of Strahd p. 217 + underdark, urban + + + Sangzor + L + beast + Unaligned + 11 (natural armor) + 33 (3d10+3) + walk 40 ft. + 17 + 11 + 12 + 3 + 12 + 6 + + + 11 + + 1/2 + + + + + + + Charge + If Sangzor moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Sure-Footed + Sangzor has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage. + Ram|+5|2d4+3 + + +Source: Curse of Strahd p. 160 + mountain, grassland, hill + + + Savid + M + humanoid (any race) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 30 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + any one language (usually Common) + 1/2 + + + + + + + Keen Hearing and Sight + Savid has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + Savid makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Curse of Strahd p. 133 + + + + Sir Godfrey Gwilym + M + undead + Neutral + 13 (leather armor) + 136 (16d8+64) + walk 30 ft. + 18 + 14 + 18 + 13 + 16 + 18 + Str +7, Con +7, Wis +6, Cha +7 + + 13 + the languages it knew in life + 5 + necrotic, psychic + poison + + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60 ft. + + Regeneration + Sir Godfrey regains 10 hit points at the start of its turn. If Sir Godfrey takes fire or radiant damage, this trait doesn't function at the start of Sir Godfrey's next turn. Sir Godfrey's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. + + + Rejuvenation + When Sir Godfrey's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. + + + Turn Immunity + Sir Godfrey is immune to effects that turn undead. + + + Vengeful Tracker + Sir Godfrey knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Sir Godfrey are on different planes of existence. If the creature being tracked by Sir Godfrey dies, Sir Godfrey knows. + + + Multiattack + Sir Godfrey makes two fist attacks. + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which Sir Godfrey has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Sir Godfrey can grapple the target (escape DC 14) provided the target is Large or smaller. + Fist|+7|2d6+4 + + + Vengeful Glare + Sir Godfrey targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Sir Godfrey deals damage to it, or until the end of Sir Godfrey's next turn. When the paralysis ends, the target is frightened of Sir Godfrey for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Sir Godfrey, ending the frightened condition on itself on a success. + + + Variant: Revenants with Spells and Weapons + Revenants that were spellcasters before they died might retain some or all of their spellcasting capabilities. Similarly, revenants that wore armor and wielded weapons in life might continue to do so. + + +Source: Curse of Strahd p. 139 + forest, swamp, hill, urban, desert, arctic + + + Snow Maiden + M + undead + Chaotic Evil + 12 + 22 (5d8) + walk 0 ft., fly 50 ft. + 1 + 14 + 11 + 10 + 10 + 11 + + + 10 + understands all languages it knew in life but can't speak + 1 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Incorporeal Movement + The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Sunlight Sensitivity + While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Life Drain + Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+4|3d6 + + +Source: Curse of Strahd p. 159 + underdark, urban + + + Stanimir + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Stanimir is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Stanimir has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Curse of Strahd p. 20 + + + + Stella Wachter + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Curse of Strahd p. 113 + arctic, desert, coastal, grassland, hill, urban, forest + + + Strahd von Zarovich + M + undead (shapechanger) + Lawful Evil + 16 (natural armor) + 144 (17d8+68) + walk 30 ft. + 18 + 18 + 18 + 20 + 15 + 18 + Dex +9, Wis +7, Cha +9 + Arcana +15, Perception +12, Religion +10, Stealth +14 + 22 + Abyssal, Common, Draconic, Elvish, Giant, Infernal + 15 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 120 ft. + + Shapechanger + If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form. + While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. + While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight. + + + Legendary Resistance (3/Day) + If Strahd fails a saving throw, he can choose to succeed instead. + + + Misty Escape + When Strahd drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in running water or sunlight. If he can't transform, he is destroyed. + While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point. + + + Regeneration + Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn. + + + Spider Climb + Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check. + + + Vampire Weaknesses + Strahd has the following flaws: + Forbiddance. He can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. He takes 20 acid damage if he ends his turn in running water. + Stake to the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed. + Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks. + + + Multiattack (Vampire Form Only) + Strahd makes two attacks, only one of which can be a bite attack. + + + Unarmed Strike (Vampire or Wolf Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the slashing damage. + Unarmed Strike (Vampire or Wolf Form Only)|+9|1d8+4 + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd's control. + Bite|+9|1d6+4 + + + Charm + Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it. + Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + + + Children of the Night (1/Day) + Strahd magically calls 2d4 swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action. + + + Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Strahd regains spent legendary actions at the start of its turn. + + + Move + Strahd moves up to his speed without provoking opportunity attacks. + + + Unarmed Strike + Strahd makes one unarmed strike. + + + Bite (Costs 2 Actions) + Strahd makes one bite attack. + + + Lair Actions + + + While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't incapacitated. + On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round: + • Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there. + • Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again. + • Strahd summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Strahd can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a specter. + • Strahd targets one Medium or smaller creature that casts a shadow. The target's shadow must be visible to Strahd and within 30 feet of him. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Strahd's commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed. + + + Spellcasting + Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost + • 1st level (4 slots): comprehend languages, fog cloud, sleep + • 2nd level (3 slots): detect thoughts, gust of wind, mirror image + • 3rd level (3 slots): animate dead, fireball, nondetection + • 4th level (3 slots): blight, greater invisibility, polymorph + • 5th level (1 slots): animate objects, scrying + + 4, 3, 3, 3, 1 + mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, fireball, nondetection, blight, greater invisibility, polymorph, animate objects, scrying + With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1, "Into the Mists," to understand his personality and goals. +Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft. +Children of the Night. Convenient links for the creatures Strahd can summon: +Strahd's Tactics. Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters. +When you run an encounter with Strahd, keep the following facts in mind: +• Strahd attacks at the most advantageous moment and from the most advantageous position. +• Strahd knows when he's in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he flies away (using summoned wolves or swarms of bats or rats to guard his retreat). +• Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him against other members of the adventuring party. +The Vampire's Minions. Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd's Minions table to determine what creatures he brings with him, if any. +Strahd's Minions. d20 | Creatures +1–3 | 1d4 + 2 dire wolves +4–6 | 1d6 + 3 ghouls +7–9 | 1d4 + 2 Strahd zombies (in this appendix) +10–12 | 2d4 swarms of bats +13–15 | 1d4 + 1 vampire spawn +16–18 | 3d6 wolves +19–20 | None + +If the characters are in a residence, Strahd's creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that's left of a party of adventurers that Strahd defeated long ago) can't enter the characters' location unless invited. +Heart of Sorrow. Strahd can afford to be bold in his tactics, for he has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft. +Any damage that Strahd takes is transferred to the Heart of Sorrow (see chapter 4, area K20). If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 50 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can reestablish his link to the Heart of Sorrow as a bonus action on his turn, but only while in Castle Ravenloft. +The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For example, a critical hit might dislocate Strahd's jaw, but only for a moment; then the vampire's jaw quickly resets itself. +The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an antimagic field. +Source: Curse of Strahd p. 240 + + + + Strahd Zombie + M + undead + Unaligned + 8 + 30 (4d8+12) + walk 20 ft. + 13 + 6 + 16 + 3 + 6 + 5 + Wis +0 + + 8 + understands the languages it knew in life but can't speak + 1 + + poison + + poisoned + darkvision 60 ft. + + Loathsome Limbs + Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it: + 1–8: One leg is severed from the zombie if it has any legs left. + 9–16: One arm is severed from the zombie if it has any arms left. + 17–20: The zombie is decapitated. + If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points. + A severed leg is unable to attack and has a speed of 5 feet. + A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack. + If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space. + The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed. + + + Multiattack + The zombie makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage. + Claw|+3|1d6+1 + + Strahd zombies are undead that serve the vampire Strahd von Zarovich. Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself. +Loathsome Limbs. A Strahd zombie's gray-green flesh looks soft, and its bones seem brittle. Any good hit from a bludgeoning or slashing weapon severs part of the zombie's body. Strahd zombies are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part damages the whole creature. +Undead Nature. A Strahd zombie doesn't require air or sleep. +Source: Curse of Strahd p. 241 + + + + Strahd's Animated Armor + M + construct + Lawful Evil + 21 (natural armor) + 112 (15d8+45) + walk 30 ft. + 17 + 13 + 16 + 9 + 10 + 9 + + Perception +3 + 13 + understands Common but can't speak + 6 + cold, fire + lightning, poison + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Constructed Nature + An animated object doesn't require air, food, drink, or sleep. + The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. + + + Antimagic Susceptibility + The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the armor remains motionless, it is indistinguishable from a normal suit of armor. + + + Multiattack + The armor makes two melee attacks or uses Shocking Bolt twice. + + + Greatsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage plus 3 (1d6) lightning damage. + Greatsword|+6|2d6+3 + + + Shocking Bolt + Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. 10 (3d6) lightning damage. + Shocking Bolt|+4|3d6 + + The armor that Strahd wore into battle when he was alive lives on today as a headless, animated suit of plate armor. The armor is painted burgundy and adorned with golden angelic motifs. +Thing of Evil. Strahd imbued his automaton with a sliver of his being, bequeathing unto his armor a malevolence not found in most animated objects. He also fortified his armor and placed a number of permanent spell effects on it to make the armor a better castle defender. +The armor understands Common but obeys only the commands of its master. +Source: Curse of Strahd p. 227 + + + + Szoldar Szoldarovich + M + humanoid (any race) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 30 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + any one language (usually Common) + 1/2 + + + + + + + Keen Hearing and Sight + Szoldar has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + Szoldar makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Curse of Strahd p. 100 + + + + The Abbot + M + celestial + Lawful Good + 17 (natural armor) + 136 (16d8+64) + walk 30 ft., fly 90 ft. + 18 + 18 + 18 + 17 + 20 + 20 + Wis +9, Cha +9 + Insight +9, Perception +9 + 19 + all, telepathy 120 ft. + 10 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Angelic Weapons + The Abbot's weapon attacks are magical. When The Abbot hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + + + Magic Resistance + The Abbot has advantage on saving throws against spells and other magical effects. + + + Multiattack + The Abbot makes two melee attacks. + + + Mace + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. + Mace|+8|1d6+4 + + + Healing Touch (3/Day) + The Abbot touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Change Shape + The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (The Abbot's choice). + In a new form, The Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. + + + Innate Spellcasting + The Abbot's spellcasting ability is Charisma (spell save DC 17). The Abbot can innately cast the following spells, requiring only verbal components: + At will: detect evil and good + 1/day each: commune, raise dead + + detect evil and good, commune, raise dead + +Source: Curse of Strahd p. 151 + + + + The Mad Mage of Mount Baratok + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + The Mad Mage has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + The Mad Mage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Mad Mage can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *The Mad Mage casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Curse of Strahd p. 39 + + + + Thornboldt "Thorn" Durst + S + undead + Any alignment + 11 + 35 (10d6) + walk 0 ft., fly 40 ft. + 7 + 13 + 10 + 10 + 12 + 17 + + + 11 + any languages it knew in life + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Ethereal Sight + Thorn can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + Thorn can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Withering Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage. + Withering Touch|+5|4d6+3 + + + Etherealness + Thorn enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Possession (Recharge 6) + One humanoid that Thorn can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Thorn; Thorn then disappears, and the target is incapacitated and loses control of its body. Thorn now controls the body but doesn't deprive the target of awareness. Thorn can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, Thorn ends it as a bonus action, or Thorn is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Thorn reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + +Source: Curse of Strahd p. 217 + underdark, urban + + + Tree Blight + H + plant + Neutral Evil + 15 (natural armor) + 149 (13d12+65) + walk 30 ft. + 23 + 10 + 20 + 6 + 10 + 3 + + + 10 + understands Common and Druidic but doesn't speak + 7 + + + + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + + False Appearance + While the blight remains motionless, it is indistinguishable from a dead tree. + + + Siege Monster + The blight deals double damage to objects and structures. + + + Multiattack + The blight makes four attacks: two with its branches and two with its grasping roots. If it has a target grappled, the blight can also make a bite attack against that target as a bonus action. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 19 (3d8 + 6) piercing damage. + Bite|+9|3d8+6 + + + Branch + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 16 (3d6 + 6) bludgeoning damage. + Branch|+9|3d6+6 + + + Grasping Root + Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight, but ends the grapple. + Grasping Root|+9|1d6+6 + + Blights (as described in the Monster Manual) are evil, ambulatory plant creatures, and a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn't catch fire easily. +Vicious Carnivore. A tree blight feeds on warm-blooded prey and takes perverse delight in causing carnage. It strikes with its heavy branches and crushes prey to death with its roots. It can open its gaping, tooth-filled mouth and bite a creature caught in its roots. The roots of a tree blight can be severed, though cutting them causes the blight no harm. +Blight Animosity. A tree blight will often fight alongside other kinds of blights, but it hates other tree blights and will attack them given the chance. Tree blights also hate treants, and the feeling is mutual. +Source: Curse of Strahd p. 230 + + + + Vasilka + M + construct + Neutral + 9 + 93 (11d8+44) + walk 30 ft. + 19 + 9 + 18 + 6 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 5 + + lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Berserk + Whenever Vasilka starts its turn with 40 hit points or fewer, roll a d6. On a 6, Vasilka goes berserk. On each of its turns while berserk, Vasilka attacks the nearest creature it can see. If no creature is near enough to move to and attack, Vasilka attacks an object, with preference for an object smaller than itself. Once Vasilka goes berserk, it continues to do so until it is destroyed or regains all its hit points. + Vasilka's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. Vasilka must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, Vasilka ceases being berserk. If it takes damage while still at 40 hit points or fewer, Vasilka might go berserk again. + + + Aversion of Fire + If Vasilka takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Immutable Form + Vasilka is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever Vasilka is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + Vasilka has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Vasilka's weapon attacks are magical. + + + Multiattack + Vasilka makes two slam attacks. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Slam|+7|2d8+4 + + +Source: Curse of Strahd p. 151 + + + + Victor Vallakovich + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Victor is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Victor has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Curse of Strahd p. 105 + + + + Vilnius + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Vilnius is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Vilnius has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Curse of Strahd p. 185 + + + + Vladimir Horngaard + M + undead + Lawful Evil + 17 (half plate armor) + 192 (16d8+64) + walk 30 ft. + 18 + 14 + 18 + 13 + 16 + 18 + Str +7, Con +7, Wis +6, Cha +7 + + 13 + Common, Draconic + 7 + necrotic, psychic + poison + + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60 ft. + + Regeneration + Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate. + + + Rejuvenation + When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. + + + Special Equipment + Vladimir wields a +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth. + + + Turn Immunity + Vladimir is immune to effects that turn undead. + + + Vengeful Tracker + Vladimir knows the distance to and direction of Strahd, even if Strahd and Vladimir are on different planes of existence. If Strahd is destroyed, Vladimir knows. + + + Multiattack + Vladimir makes two fist attacks or two attacks with his +2 Greatsword. + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. Strahd, the target of Vladimir's sworn vengeance, takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape DC 14) provided the target is Large or smaller. + Fist|+7|2d6+4 + + + Greatsword +2 + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 20 (4d6 + 6) slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with this weapon. + Greatsword +2|+9|4d6+6 + + + Vengeful Glare + Vladimir can target Strahd within 30 feet provided he can see Strahd. Strahd must make a DC 15 Wisdom saving throw. One a failure, Strahd is paralyzed until Vladimir deals damage to him, or until the end of Vladimir's next turn. When the paralysis ends, Strahd is frightened of Vladimir for 1 minute. Strahd can repeat the saving throw at the end of each of his turns, with disadvantage if he can see Vladimir, ending the frightened condition on itself on a success. + + Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order. +Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end. +Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights - including Godfrey - to come back as revenants as well. Vladimir continued to wage the hopeless war, even as Strahd tightened his grip on the valley. +When Strahd became a vampire, Vladimir and his revenants should have gone to their eternal rest. But Strahd's deeds were so heinous that Barovia and the knight's spirits became trapped behind curtains of mist. +Blinded by Hatred. Vladimir hates Strahd but doesn't want to see the vampire given his final rest. Vladimir wants Strahd to suffer forever for the deaths of Godfrey and Argynvost, the destruction of their order, and all the other crimes of which the vampire is guilty. Vladimir believes that all of Barovia has been swept into hell, and he wants to make sure that Strahd stays trapped in it forever. It angers Vladimir that he and his fellow knights are also trapped, but in Vladimir's mind, such is the price of keeping the vampire confined. Even his love for Godfrey is now just a dim memory shrouded by his hate. +Were Vladimir to let go of his hatred, his spirit would find peace and could remember the warmth of love. Were Strahd to be defeated, even temporarily, the mists surrounding Barovia would fade, allowing the spirits of Vladimir and his knights to enter the afterlife. Nevertheless, Vladimir would rather savor Strahd's torment than bring peace to his fallen order or peace to the land of Barovia. Gone are the days of honor and valor. +Statistics. Vladimir Horngaard has the statistics of a revenant with the following modifications: +• Vladimir's alignment is lawful evil. +• His Armor Class is 17 (half plate). +• He has 192 hit points. +• He speaks Common and Draconic. +• Vladimir wields a +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth. As an action, he can make two attacks with the sword (+9 to hit). It deals 20 (4d6 + 6) slashing damage on a hit. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with the weapon. +• Vladimir has a challenge rating of 7 (2,900 XP). +Vladimir Horngaard's Traits. Ideal. "Vengeance is all I have left." +Bond. "I have sworn oaths of allegiance to the Order of the Silver Dragon. Broken though the order may be, my allegiance never dies." +Flaw. "Destroying Strahd would end the vampire's torment, and that is something I will never allow." +Revenant. A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is. +Hunger for Revenge. A revenant has only one year to exact revenge. When its adversary dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to dust and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it seeks worthy allies to help it fulfill its quest. +Divine Justice. No magic can hide a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary, it pursues them one at a time, starting with the creature that dealt it the killing blow. If the revenant's body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt. +Undead Nature. A revenant doesn't require air, food, drink, or sleep. +Source: Curse of Strahd p. 241 + + + + Volenta Popofsky + M + undead + Neutral Evil + 15 (natural armor) + 82 (11d8+33) + walk 30 ft. + 16 + 16 + 16 + 11 + 10 + 12 + Dex +6, Wis +3 + Perception +3, Stealth +6 + 13 + the languages it knew in life + 5 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Regeneration + Volenta regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Volenta takes radiant damage or damage from holy water, this trait doesn't function at the start of Volenta's next turn. + + + Spider Climb + Volenta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + Volenta has the following flaws: + Forbiddance. Volenta can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. Volenta takes 20 acid damage when it ends its turn in running water. + Stake to the Heart. Volenta is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + Sunlight Hypersensitivity. Volenta takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack + Volenta makes two attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Volenta, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Volenta regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Bite|+6|1d6+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Volenta can grapple the target (escape DC 13). + Claws|+6|2d4+3 + + +Source: Curse of Strahd p. 93 + underdark, urban + + + Wereraven + M + humanoid (human, shapechanger) + Lawful Good + 12 + 31 (7d8) + walk 30 ft. + 10 + 15 + 11 + 13 + 15 + 14 + + Insight +4, Perception +6 + 16 + Common (can't speak in raven form) + 2 + + bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons + + + + + Shapechanger + The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies. + + + Mimicry + The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. + + + Multiattack (Human or Hybrid Form Only) + The wereraven makes two weapon attacks, one of which can be with its hand crossbow. + + + Beak (Raven or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy. + Beak (Raven or Hybrid Form Only)|+4|1d4+2 + + + Shortsword (Human or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword (Human or Hybrid Form Only)|+4|1d6+2 + + + Hand Crossbow (Human or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow (Human or Hybrid Form Only)|+4|1d6+2 + + Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible. +In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don't deserve it or who would abuse it. +A Kindness of Wereravens. Wereravens refer to their tightly knit groups as kindnesses. A kindness of were-ravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them. +Charitable Collectors. Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places. +Characters as Wereravens. The Monster Manual has rules for characters afflicted with lycanthropy. The following text applies to wereraven characters specifically. +A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's bite are based on whichever is higher of the character's Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the "Player Characters as Lycanthropes" sidebar in the lycanthropes entry in the Monster Manual for details. +Source: Curse of Strahd p. 242 + + + + Yevgeni Krushkin + M + humanoid (any race) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 30 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + any one language (usually Common) + 1/2 + + + + + + + Keen Hearing and Sight + Yevgeni has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + Yevgeni makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Curse of Strahd p. 100 + + + + Zuleika Toranescu + M + humanoid (human, shapechanger) + Chaotic Evil + 11 (in humanoid form, 12 (natural armor) in wolf or hybrid form) + 58 (9d8+18) + walk 30 ft. + 15 + 13 + 14 + 10 + 11 + 10 + + Perception +4 + 14 + Common (can't speak in wolf form) + 3 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + + + Shapechanger + Zuleika can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + Zuleika has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Multiattack (Humanoid or Hybrid Form Only) + Zuleika makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). + + + Bite (Wolf or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. + Bite (Wolf or Hybrid Form Only)|+4|1d8+2 + + + Claws (Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (2d4 + 2) slashing damage. + Claws (Hybrid Form Only)|+4|2d4+2 + + + Spear (Humanoid Form Only) + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear (Humanoid Form Only)|+4|1d6+2 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + +Source: Curse of Strahd p. 204 + forest, hill + + + Zygfrek Belview + M + humanoid (mongrelfolk) + Any alignment + 11 (natural armor) + 26 (4d8+8) + walk 20 ft. + 12 + 9 + 15 + 9 + 10 + 6 + + Deception +2, Perception +2, Stealth +3 + 12 + Common + 1/4 + + + + + + + Darkvision + The mongrelfolk has darkvision out to a range of 60 feet. + + + Mimicry + Zygfrek can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. + + + Multiattack + Zygfrek makes two attacks: one with its bite and one with its claw or dagger. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. + Claw|+3|1d4+1 + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + +Source: Curse of Strahd p. 148 + + + diff --git a/FightClub5eXML/Sources/DivineContention.xml b/FightClub5eXML/Sources/DivineContention/DivineContention.xml similarity index 100% rename from FightClub5eXML/Sources/DivineContention.xml rename to FightClub5eXML/Sources/DivineContention/DivineContention.xml diff --git a/FightClub5eXML/Sources/DivineContention/bestiary-dc.xml b/FightClub5eXML/Sources/DivineContention/bestiary-dc.xml new file mode 100755 index 0000000..eef12db --- /dev/null +++ b/FightClub5eXML/Sources/DivineContention/bestiary-dc.xml @@ -0,0 +1,61 @@ + + + + Ebondeath + M + undead + Any alignment + 15 + 225 (10d8) + walk 0 ft., fly 40 ft. + 7 + 13 + 10 + 10 + 12 + 17 + + + 11 + Any languages it knew in life + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Ethereal Sight + Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + Ebondeath can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Withering Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage. + Withering Touch|+5|4d6+3 + + + Etherealness + Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Horrifying Visage + Each non-undead creature within 60 feet of Ebondeath that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ebondeath's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. + + + Possession (Recharge 6) + One humanoid that Ebondeath can see within 5 feet of it must succeed on a DC 20 Charisma saving throw or be possessed by Ebondeath; Ebondeath then disappears, and the target is incapacitated and loses control of its body. Ebondeath now controls the body but doesn't deprive the target of awareness. Ebondeath can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, including gaining access to the target's knowledge, class features, and proficiencies. + The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Ebondeath reappears in an unoccupied space within 5 feet of the body. The target is immune to Ebondeath Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + Over a thousand years ago, the black dragon Chardansearavitriol, commonly known as Ebondeath, settled in the Mere of Dead Men, making his lair in the ruined citadel of Uthtower. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul's influence waned across Faerûn and the dragon's bones turned to dust. +Source: Essentials Kit: Divine Contention + + + diff --git a/FightClub5eXML/Sources/DragonOfIcespirePeak.xml b/FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml similarity index 100% rename from FightClub5eXML/Sources/DragonOfIcespirePeak.xml rename to FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml diff --git a/FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml b/FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml new file mode 100755 index 0000000..8951f73 --- /dev/null +++ b/FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml @@ -0,0 +1,252 @@ + + + + Anchorite of Talos + M + humanoid (half-orc, shapechanger) + Neutral Evil + 13 (hide armor) + 58 (9d8+18) + walk 30 ft. + 16 + 13 + 14 + 9 + 15 + 12 + + Nature +1, Stealth +3, Survival +4 + 12 + Common, Orc + 3 + + + + + darkvision 60 ft. + + Shapechanger + The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Clawed Gauntlet (Humanoid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. + Clawed Gauntlet (Humanoid Form Only)|+5|1d4+3 + + + Tusk (Boar Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Tusk (Boar Form Only)|+5|1d6+3 + + + Innate Spellcasting + The anchorite's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: + 3/day: thunderwave (2d8 damage) + 1/day each: augury, bless, lightning bolt (8d6 damage), revivify + + thunderwave, augury, bless, lightning bolt, revivify + These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs. +Source: Essentials Kit: Dragon of Icespire Peak p. 51, Essentials Kit: Divine Contention, Essentials Kit: Sleeping Dragon's Wake + + + + Don-Jon Raskin + M + humanoid (human) + Neutral + 10 + 44 (8d8+8) + walk 30 ft. + 11 + 10 + 13 + 12 + 10 + 14 + Dex +2, Con +3 + Deception +4, Persuasion +4 + 10 + Common, Dwarvish + 1/2 + + + + + + + Brave + Don-Jon has advantage on saving throws against being frightened. + + + Not Dead Yet (Recharges after a Long Rest) + If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and gains advantage on attack rolls until the end of his next turn. + + + Multiattack + Don-Jon makes three melee attacks. + + + Dagger + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage. + Dagger|+2|1d4 + + + Sling + Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. 2 (1d4) bludgeoning damage. + Sling|+2|1d4 + + Adventurers who undertake the Mountain's Toe Quest meet Don-Jon Raskin, a fearless troubleshooter who has experienced more than his fair share of adventures. +Source: Essentials Kit: Dragon of Icespire Peak p. 56 + + + + Falcon the Hunter + M + humanoid (human) + Neutral Good + 14 (studded leather armor) + 112 (15d8+45) + walk 30 ft. + 14 + 15 + 16 + 11 + 16 + 15 + Dex +4, Wis +5 + Athletics +4, Perception +7, Survival +5 + 17 + Common + 4 + + + + + + + Archer + A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack). + + + Sharpshooter + Falcon's ranged weapon attacks ignore half cover and three-quarters cover. + + + Multiattack + Falcon makes three melee attacks or two ranged attacks. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+4|1d8+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 11 (2d8 + 2) piercing damage. + Longbow|+4|2d8+2 + + Adventurers encounter Falcon the Hunter if they visit his hunting lodge in Neverwinter Wood. +Source: Essentials Kit: Dragon of Icespire Peak p. 56 + + + + Gorthok the Thunder Boar + H + monstrosity + Chaotic Evil + 15 (natural armor) + 73 (7d12+28) + walk 50 ft. + 20 + 11 + 19 + 6 + 10 + 14 + + + 10 + + 6 + bludgeoning, piercing, slashing from nonmagical attacks + lightning, thunder + + + darkvision 60 ft. + + Relentless (Recharges after a Short or Long Rest) + If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Multiattack + Gorthok makes two melee attacks: one with its lightning tusks and one with its thunder hooves. + + + Lightning Tusks + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage. + Lightning Tusks|+8|2d6+5 + + + Thunder Hooves + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) thunder damage. + Thunder Hooves|+8|2d6+5 + + + Lightning Bolt (Recharge 6) + Gorthok shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Bolt (Recharge 6)||4d8 + + Gorthok is a primal nature spirit that takes the form of a boar as big as an elephant, with lightning that dances along its tusks. Gorthok serves the will of Talos, god of storms, and can be summoned during stormy weather to do the bidding of Talos's evil followers. Like its patron deity, Gorthok revels in destruction. +Source: Essentials Kit: Dragon of Icespire Peak p. 58 + + + + Rock Gnome Recluse + S + humanoid (gnome) + Chaotic Neutral + 10 (13 with mage armor) + 7 (2d6) + walk 25 ft. + 6 + 11 + 10 + 15 + 10 + 13 + + Arcana +4, History +4 + 10 + Common, Gnomish + 1/4 + + + + + darkvision 60 ft. + + Gnome Cunning + The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. + + + Magic Missile (Expends a 1st-Level Spell Slot) + The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 (1d4 + 1) force damage. + + + Ray of Frost + Ranged Spell Attack: +4 to hit, range 60 ft., one creature. 4 (1d8) cold damage, and the target's speed is reduced by 10 feet until the start of the gnome's next turn. + Ray of Frost|+4|1d8 + + + Spellcasting + The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost (see "Actions" below) + • 1st level (3 slots): detect magic, mage armor, magic missile (see "Actions" below), shield + + 3 + mage hand, prestidigitation, ray of frost, detect magic, mage armor, magic missile, shield + Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended. +Source: Essentials Kit: Dragon of Icespire Peak p. 62 + + + diff --git a/FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml b/FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml new file mode 100755 index 0000000..c646ee3 --- /dev/null +++ b/FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml @@ -0,0 +1,108 @@ + + + + Avatar of Death + M + undead + Neutral Evil + 20 + 0 + walk 60 ft., fly 60 ft. + 16 + 16 + 16 + 16 + 16 + 16 + + + 13 + all languages known to its summoner + + + necrotic, poison + + charmed, frightened, paralyzed, petrified, poisoned, unconscious + darkvision 60 ft., truesight 60 ft. + + Hit Points + half the hit point maximum of its summoner + + + Incorporeal Movement + The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Turn Immunity + The avatar is immune to features that turn undead. + + + Reaping Scythe + The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage. + + Summoned by the "Skull" card from the Deck of Many Things. +Source: Dungeon Master's Guide p. 164 + + + + Giant Fly + L + beast + Unaligned + 11 + 19 (3d10+3) + walk 30 ft., fly 60 ft. + 14 + 13 + 13 + 2 + 10 + 3 + + + 10 + + 0 + + + + + darkvision 60 ft. + +Source: Dungeon Master's Guide p. 169 + + + + Larva + M + fiend + Neutral Evil + 9 + 9 (2d8) + walk 20 ft. + 9 + 9 + 10 + 6 + 10 + 2 + + + 10 + understands the languages it knew in life but can't speak + 0 + + + + + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) piercing damage. + Bite|+1|1d4-1 + + +Source: Dungeon Master's Guide p. 63, Baldur's Gate: Descent Into Avernus + + + diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml similarity index 100% rename from FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml rename to FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml new file mode 100755 index 0000000..fd2140c --- /dev/null +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml @@ -0,0 +1,2717 @@ + + + + Belashyrra + M + aberration + Chaotic Evil + 19 (natural armor) + 304 (32d8+160) + walk 40 ft., fly 40 ft. + 24 + 21 + 20 + 25 + 22 + 23 + Int +14, Wis +13, Cha +13 + Arcana +14, Perception +13 + 23 + Deep Speech, telepathy 120 ft. + 22 + poison, psychic + + + blinded, charmed, exhaustion, frightened, poisoned, prone + truesight 120 ft. + + Alien Mind + If a creature tries to read Belashyrra's thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Eye Thief + Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within 120 feet of it, as though it were in that creature's space. + + + Legendary Resistance (3/Day) + If Belashyrra fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Belashyrra has advantage on saving throws against spells and other magical effects. + + + Regeneration + Belashyrra regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Teleport + As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see. + + + Multiattack + Belashyrra makes two attacks with its claws and uses its Eye Ray once. + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 17 (3d6 + 7) slashing damage. + Claw|+14|3d6+7 + + + Eye Ray + Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it: + + + 1 + Psyche-Reconstruction Ray. The target must make a DC 22 Wisdom saving throw, taking 49 (9d10) psychic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies and transforms into a spectator under Belashyrra's control and acts immediately after Belashyrra in the initiative order. The target can't be returned to its original form by any means short of a wish spell. + 1||9d10 + + + 2 + Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1 minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey. + + + 3 + Mind-Weakening Ray. The target must succeed on a DC 22 Intelligence saving throw or take 36 (8d8) psychic damage and be unable to cast spells or activate magic items for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3||8d8 + + + 4 + Blinding Ray. The target and each creature within 10 feet of it must succeed on a DC 22 Constitution saving throw or take 19 (3d12) radiant damage and be blinded for 1 minute. Until this blindness ends, Belyshyrra can see through the blinded creature's eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 4||3d12 + + + Belashyrra can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Belashyrra regains spent legendary actions at the start of its turn. + + + Claw + Belashyrra makes one claw attack. + + + Implant Fear (Costs 2 Actions) + Belashyrra targets a creature it can see within 60 feet of it. The target must succeed on a DC 22 Wisdom saving throw or take 22 (4d10) psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Belashyrra. + + + Rend Reality (Costs 3 Actions) + Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12) force damage and gain one level of exhaustion. + + + Lair Actions + + + While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row: + • An eye opens on a solid surface within 60 feet of Belashyrra. One random eye ray of Belashyrra's shoots from that eye at a target of Belashyrra's choice that it can see. The eye then closes and disappears. + • Belashyrra creates a wave of madness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Belashyrra's choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Belashyrra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Belashyrra's choice in the lair must make a DC 22 Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature's attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours. + + + Regional Effects + + + Belashyrra's lair is known to touch remote areas of the Shadow Marches and caverns below Xen'drik. A region containing a passage to Belashyrra's lair is warped by its magic, which creates one or more of the following effects: + • Creatures within 1 mile of the passage sometimes feel as if they're being watched. + • Beasts that live within 5 miles of the passage undergo magical transmutation, growing eyes or eyestalks that Belashyrra can see through. + • A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of madness (see "Madness of Belashyrra" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Belashyrra dies, these effects fade over the course of 1d10 days. + + Dreadful Visions. The madness of Belashyrra is tied to sight: images that can't be unseen, horrific hallucinations, the fear of blindness and of being watched—or realizing that something else is using your eyes. Belashyrra can force its victims to question whether what they perceive is real, or can fill their world with such terrors that they willingly blind themselves to escape. +Belashyrra sees mortals as raw materials to be exploited or insects to be exterminated. However, the Lord of Eyes has been known to take an interest in specific mortals. Belashyrra's warlocks serve as its envoys in the world and are often directed to seek out creatures and sites that the daelkyr wishes to see through their eyes. +Belashyrra's Cults. The Lord of Eyes has followers across Khorvaire, and its cults are typically driven by mad visions. Devoted cultists can grow eyes in unusual locations, and might have darkvision or other supernatural abilities when they view the world through those eyes. Beholderkin often advise or lead Belashyrra's cults, and cultists typically treat these aberrations as divine beings. +Belashyrra's Lair +Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and liquid expanses, thousands of eyes of every size and shape peer into the endless darkness. Beholders, dolgrims, and stranger aberrations dwell within the halls of the citadel, which is one of the few places where such creatures are willing to live side by side. +Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only to the Lord of Eyes. It's rumored that anyone who sits on the citadel's throne can see through the eyes of any sentient creature on Eberron or in Khyber. If encountered in its lair, Belashyrra has a challenge rating of 23 (50,000 XP). +Madness of Belashyrra +If a creature goes mad in Belashyrra's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness. +Madness of Belashyrra +d6 | Flaw (lasts until cured) +1 | "I constantly see shapes moving in the shadows." +2 | "I perceive certain types of people—vocations or entire societies—as hideous monsters." +3 | "Someone is watching everything I do." +4 | "When I close my eyes, I see my past misdeeds." +5 | "I don't trust my sight. I have no idea what's real and what's a hallucination." +6 | "Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered." + +Source: Eberron: Rising from the Last War p. 286 + + + + Bone Knight + M + humanoid (any race) + Any Non-Good Alignment + 20 (bonecraft armor) + 84 (13d8+26) + walk 30 ft. + 18 + 13 + 14 + 12 + 14 + 16 + Wis +5, Cha +6 + Athletics +7, Deception +6, Intimidation +6 + 12 + any one language (usually Common) + 5 + necrotic, poison + + + + + + Commander of Bones + As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way. + + + Master of the Pallid Banner + While within 60 feet of the knight, any undead ally of the knight has advantage on saving throws against any effect that turns undead. + + + Multiattack + The knight attacks twice with one of its weapons. + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Greatsword|+7|2d6+4 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|+4|1d8+1 + + + Spellcasting + The knight is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following paladin spells prepared: + • 1st level (4 slots): command, compelled duel, hellish rebuke, wrathful smite + • 2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weapon + + 4, 3 + command, compelled duel, hellish rebuke, wrathful smite, branding smite, crown of madness, darkness, find steed, magic weapon + Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command squads of undead soldiers as they pursue the sinister goals of Lady Illmarrow. +Karrnathi Patriots. Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. The first bone knights were appointed to provide this control. +Devoted paladins of the Blood of Vol were fused into suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor can't be removed without killing the knight who wears it, and when donning it, each bone knight understood that their former life was over. +The Fall of the Emerald Claw. During the Last War, many bone knights took service with the Order of the Emerald Claw, helping that name strike fear into the enemies of Karrnath. In the last decade, King Kaius III of Karrnath has done much to ensure a peaceful end to the Last War. Under the terms of the Treaty of Thronehold, Kaius sealed most of Karrnath's undead in deep vaults, and the Order of the Emerald Claw was disbanded. A few bone knights remained in service to the crown, but most were cast aside—still bound to their bonecraft armor and still convinced of Karrnathi supremacy. These bone knights felt that Kaius had betrayed both them and their nation, leading their once-proud order to find a new purpose in the service of Lady Illmarrow. +Source: Eberron: Rising from the Last War p. 316 + + + + Changeling + M + humanoid (changeling, shapechanger) + Any alignment + 13 (leather armor) + 22 (4d8+4) + walk 30 ft. + 8 + 15 + 12 + 14 + 10 + 16 + + Acrobatics +4, Deception +5, Insight +2, Perception +2, Persuasion +5 + 12 + Common, Dwarvish, Elvish, Halfling, Thieves' cant + 1/2 + + + + + + + Change Appearance + The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Multiattack + The changeling makes two attacks with its dagger. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Unsettling Visage (Recharges after a Short or Long Rest) + Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Changelings are a humanoid race of shapechangers who conceal their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture, playing the part of a dwarf one day and a dragonborn the next. Although changelings can adopt any guise, most rely on a few established personas, each with a developed history and a network of friends and acquaintances. +Source: Eberron: Rising from the Last War p. 317 + + + + Clawfoot + M + beast + Unaligned + 13 + 19 (3d8+6) + walk 40 ft. + 12 + 16 + 14 + 4 + 12 + 10 + + Perception +3, Stealth +5 + 13 + + 1 + + + + + + + Pack Tactics + The clawfoot has advantage on an attack roll against a creature if at least one of the clawfoot's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Pounce + If the clawfoot moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the clawfoot can make one bite attack against it as a bonus action. + + + Multiattack + The clawfoot makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|+5|1d8+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claws|+5|1d8+3 + + Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts. +Source: Eberron: Rising from the Last War p. 289, Wayfinder's Guide to Eberron p. 81 + + + + Corrin Delmaco + S + humanoid (halfling) + Any alignment + 12 + 21 (6d6) + walk 25 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages, Halfling + 1 + + + + + + + Cunning Action + On each of its turns, Corrin can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Corrin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Corrin that isn't incapacitated and Corrin doesn't have disadvantage on the attack roll. + + + Halfling Nimbleness + <$title_short_name$> can move through a space of a Medium or larger creature. + + + Brave + <$title_short_name$> has advantage on saving throws against being frightened. + + + Multiattack + Corrin makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + +Source: Eberron: Rising from the Last War p. 271 + + + + Dolgaunt + M + aberration + Lawful Evil + 16 (Unarmored Defense) + 33 (6d8+6) + walk 40 ft. + 14 + 18 + 12 + 13 + 14 + 11 + + Acrobatics +6, Perception +4, Stealth +6 + 14 + Deep Speech, Goblin + 3 + + + + blinded + blindsight 120 ft. (blind beyond this radius) + + Evasion + If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated. + + + Unarmored Defense + While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain. + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 7 (1d6 + 4) bludgeoning damage. The target is grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two tentacles. + Tentacle|+6|1d6+4 + + + Unarmed Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) bludgeoning damage. + Unarmed Strike|+6|1d4+4 + + + Vitality Drain + One creature grappled by a tentacle of the dolgaunt must make a DC 11 Constitution saving throw. On a failed save, the target takes 9 (2d8) necrotic damage, and the dolgaunt regains a number of hit points equal to half the necrotic damage taken. + Vitality Drain||2d8 + + Dolgaunts are emaciated hobgoblins with disease-hued flesh. Their eye sockets gape open and empty above a mouth with a wormlike tongue. Writhing cilia cover their bodies, with longer tendrils around their heads and two wiry tentacles protruding from their bare shoulders. A dolgaunt is blind but can perceive its surroundings through the sensitive cilia that cover its skin. It can also absorb life through its tentacles, allowing it to drain the vitality out of any creature it touches. +Warped by Chaos. When the daelkyr emerged from Xoriat to conquer Khorvaire, they captured and transformed that land's indigenous creatures to create armies of hideous warriors. Dyrrn the Corruptor shaped dolgaunts from hobgoblin stock, turning them into intelligent, cold, and efficient killers. +When the daelkyr were defeated, the dolgaunts descended into the depths of Khyber with their masters. There, they study in cavernous monasteries, forging their bodies into living weapons dedicated to the missions given them by those masters. Dolgaunts are often found commanding squads of dolgrims, and can also be found working with the Cults of the Dragon Below—particularly those devoted to Dyrrn the Corruptor. +Source: Eberron: Rising from the Last War p. 290 + + + + Dolgrim + S + aberration + Chaotic Evil + 15 (natural armor, shield) + 13 (3d6+3) + walk 30 ft. + 15 + 14 + 12 + 8 + 10 + 8 + + + 10 + Deep Speech, Goblin + 1/2 + + + + + darkvision 60 ft. + + Dual Consciousness + The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Multiattack + The dolgrim makes three attacks. + + + Morningstar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Morningstar|+4|1d8+2 + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted mouths that gibber and slather at the front of a headless torso. The two mouths of a dolgrim sometimes carry on demented conversations with one another. However, a dolgrim has only a single personality—sadistic, bloodthirsty, and brutally dedicated to serving itself. +Small numbers of these creatures sometimes make their way to the surface, often under the command of dolgaunts, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy. +Source: Eberron: Rising from the Last War p. 291 + + + + Dusk Hag + M + fey + Neutral Evil + 17 (natural armor) + 82 (15d8+15) + walk 30 ft. + 11 + 14 + 12 + 17 + 16 + 18 + Int +6, Wis +6 + Deception +7, Insight +6, Perception +6 + 16 + Common, Giant, Infernal + 6 + + + + blinded, charmed, frightened + blindsight 60 ft. + + Magic Resistance + The hag has advantage on saving throws against spells and other magical effects. + + + Multiattack + The hag makes two Nightmare Touch attacks. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claws|+5|1d6+2 + + + Nightmare Touch + Melee Spell Attack: +7 to hit, reach 5 ft., one creature. 18 (4d6 + 4) psychic damage. If the target is unconscious, it takes an extra 10 (3d6) psychic damage and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 (1d10) whenever it finishes a long rest. + Nightmare Touch|+7|4d6+4 + + + Dream Eater + When an unconscious creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a DC 15 Wisdom saving throw. Unless the save succeeds, the creature takes 11 (2d10) psychic damage, and the hag regains hit points equal to the amount of damage taken. + + + Innate Spellcasting + The hag's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: + At will: detect magic, disguise self + 3/day each: dream, hypnotic pattern, sleep (9d8) + 1/day each: legend lore, scrying + + detect magic, disguise self, dream, hypnotic pattern, sleep, legend lore, scrying + Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of dreams dusk hags might share with unsuspecting sleepers. +Dusk Hag Prophecies +d10 | Prophecy +1 | "A red hat approaches with ill intent. Be wary." +2 | "A ship comes on a sea of bones, but treasure waits behind a silver skull." +3 | "Three days, three deaths, three eyes, three breaths." +4 | "Doom falls on the peacock and the sparrow alike. Best be a raven." +5 | "A white hand on a black field holds the golden key." +6 | "Beware the black horse." +7 | "The fish is your friend." +8 | "The stairs downward lead to that which you seek." +9 | "Look for two crossed swords. There your goal lies." +10 | "If you see two crows, turn back. Beyond is death." + +Source: Eberron: Rising from the Last War p. 292 + + + + Dyrrn + M + aberration + Chaotic Evil + 21 (natural armor) + 325 (31d8+186) + walk 40 ft., fly 40 ft. + 26 + 21 + 22 + 26 + 23 + 24 + Int +15, Wis +13, Cha +14 + Arcana +15, History +15, Insight +13, Perception +13 + 23 + Deep Speech, telepathy 120 ft. + 24 + poison, psychic + + + blinded, charmed, exhaustion, frightened, poisoned, prone + truesight 120 ft. + + Alien Mind + If a creature tries to read Dyrrn's thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Legendary Resistance (3/Day) + If Dyrrn fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Dyrrn has advantage on saving throws against spells and other magical effects. + + + Regeneration + Dyrrn regains 20 hit points at the start of its turn. If Dyrrn takes radiant damage, this trait doesn't function at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Teleport + As a bonus action, Dyrrn can teleport up to 30 feet to an unoccupied space it can see. + + + Multiattack + Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it has a creature grappled. + + + Tentacle Whip + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 24 (3d10 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Dyrrn, and must succeed on a DC 23 Intelligence saving throw or be stunned until this grapple ends. Dyrrn can't use the same tentacle whip on another target until this grapple ends. Dyrrn has two tentacle whips. + Tentacle Whip|+15|3d10+8 + + + Corruption + Dyrrn targets one creature it can see within 60 feet of it. The target must succeed on a DC 23 Constitution saving throw or take 22 (4d6 + 8) necrotic damage and become corrupted for 1 minute. + Corruption||4d6+8 + A corrupted creature's flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Extract Brain + Melee Weapon Attack: +15 to hit, reach 5 ft., one incapacitated creature grappled by Dyrrn. 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Dyrrn kills the target by extracting and devouring its brain. + Extract Brain|+15|10d10 + + + Dyrrn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Dyrrn regains spent legendary actions at the start of its turn. + + + Tentacle Whip + Dyrrn makes one attack with its Tentacle Whip. + + + Spawn Aberration (Costs 2 Actions) + Dyrrn regurgitates an intellect devourer in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn's control and acts immediately after Dyrrn in the initiative order. + + + Mind Blast (Costs 3 Actions) + Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Lair Actions + + + While within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row: + • Dyrrn uses its Corruption action. + • A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength (Athletics) or Dexterity (Acrobatics) check as an action. + • Each creature of Dyrrn's choice that it can see within 120 feet of it must succeed on a DC 23 Wisdom saving throw or take 26 (4d12) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest. + + + Regional Effects + + + A region containing a passage to Dyrrn's lair is warped in one or more of these ways: + • Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration. + • Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin. + • If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see "Madness of Dyrrn" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Dyrrn dies, these effects fade away after 1d10 days. + + Twisting Flesh and Thought. The mind flayers of Eberron know Dyrrn as the Overmind, and it serves as the cornerstone of their collective consciousness. Of all the daelkyr, the Corruptor is the most adept at twisting minds and bodies to create monsters. It was Dyrrn who turned goblinoid prisoners into the first dolgaunts and dolgrims, creating the legions that would savage the nations of Khorvaire. Dyrrn is also a prolific creator of symbionts—treasures that tempt people to bind alien entities to their flesh. +Dyrrn's Cults. Dyrrn's lair touches the Eldeen Reaches, and the druids of the Towering Wood are always watching for Dyrrn's influence. At the start of the Last War, the dwarves of the Mror Holds discovered passages to the daelkyr's realm below their halls, and Dyrrn's cults have spread from there. +Mind flayers often work with Dyrrn's cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will consume all sentient beings, except for its servants. +Dyrrn most often appears as a tall humanoid male with pale skin, clad in a heavy cassock of interwoven black leather that slithers unsettlingly around the daelkyr's form. Dyrrn can extend tentacles from its body, using them to extract the brains of others. +Dyrrn's Lair +Dyrrn makes its lair in the Palace of Sinew, a horrid site shaped from the leftover flesh and bones of the daelkyr's sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing. +Madness of Dyrrn +If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness. +Madness of Dyrrn +d6 | Flaw (lasts until cured) +1 | "There's an illithid parasite living in my brain!" +2 | "I can feel myself evolving into an aberration." +3 | "Aberrations are the only natural things." +4 | "A part of me has become a conscious entity." +5 | "My opponents must bow down to a mind flayer!" +6 | "Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!" + +Source: Eberron: Rising from the Last War p. 288 + + + + Expeditious Messenger + T + construct + Neutral + 13 + 7 (2d4+2) + walk 25 ft., fly 60 ft. + 6 + 16 + 13 + 8 + 12 + 7 + + Acrobatics +5, Stealth +5 + 11 + one language spoken by its creator + 1/8 + + poison + + exhaustion, poisoned + darkvision 60 ft. + + Flyby + The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Telepathic Bond + While the messenger is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Bite|+5|1d4+3 + + Constructed Nature. A homunculus doesn't require air, food, drink, or sleep. +A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence. +Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual. +Source: Eberron: Rising from the Last War p. 293 + + + + Fastieth + M + beast + Unaligned + 14 + 9 (2d8) + walk 50 ft. + 12 + 18 + 10 + 4 + 11 + 4 + + + 10 + + 1/4 + + + + + + + Quickness (Recharge 5-6) + The fastieth can take the Dodge action as a bonus action. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Bite|+6|1d8+4 + + Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts. +Source: Eberron: Rising from the Last War p. 289 + + + + Garra + L + giant + Any Chaotic Alignment + 12 (hide armor) + 30 (4d10+8) + walk 30 ft. + 17 + 10 + 14 + 7 + 9 + 10 + + + 9 + Common, Giant + 1 + + + + + darkvision 60 ft. + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands. + Battleaxe|+5|2d8+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 10 (2d6 + 3) piercing damage. + Javelin|+5|2d6+3 + + +Source: Eberron: Rising from the Last War p. 272 + underdark, mountain, forest, hill, urban, desert, arctic + + + Hashalaq Quori + M + aberration + Lawful Evil + 17 (natural armor) + 99 (18d8+18) + walk 40 ft. + 12 + 14 + 13 + 18 + 16 + 18 + Wis +7, Cha +8 + Arcana +12, History +12, Insight +11, Persuasion +8 + 13 + Common, Quori + 9 + psychic + + + charmed, frightened + darkvision 60 ft. + + Multiattack + The quori uses its Mind Thrust twice. + + + Idyllic Touch + Melee Spell Attack: +8 to hit, reach 5 ft., one target. 9 (1d10 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or fall prone in a fit of laughter. + Idyllic Touch|+8|1d10+4 + + + Mind Thrust + The quori targets a creature it can see within 60 feet of it. The target must make a DC 16 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. + Mind Thrust||4d8 + + + Possession (Recharge 6) + One humanoid that the quori can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + + Empathic Feedback + When the quori takes damage from a creature it can see within 60 feet of it, the quori can force that creature to succeed on a DC 16 Intelligence saving throw or take 11 (2d10) psychic damage. + + + Innate Spellcasting (Psionics) + The quori's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: + At will: charm person + 1/day: dominate person, dream + 3/day each: detect thoughts, disguise self, suggestion + + charm person, dominate person, dream, detect thoughts, disguise self, suggestion + Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter. +Source: Eberron: Rising from the Last War p. 305 + + + + Homunculus Servant + T + construct + Neutral + 13 (natural armor) + 1 + walk 20 ft., fly 30 ft. + 4 + 15 + 12 + 10 + 10 + 7 + Dex +4 + Perception +4, Stealth +4 + 14 + understands the languages you speak + + + poison + + exhaustion, poisoned + darkvision 60 ft. + + Hit Points + equal the homunculus's Constitution modifier + your Intelligence modifier + your level in this class + + + Evasion + If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated. + + + Might of the Master + The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below). + + + Force Strike + Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. 1d4 + 2 force damage. + + + Channel Magic + The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you. + + +Source: Eberron: Rising from the Last War p. 62 + + + + Inspired + M + humanoid (human) + Lawful Evil + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 11 + 14 + 10 + 16 + 10 + 16 + Int +5, Wis +2 + Deception +7, Insight +2, Persuasion +7 + 10 + Common, Quori + 2 + psychic + + + charmed, frightened + + + Dual Mind + The Inspired has advantage on Wisdom saving throws. + + + Multiattack + The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery. + + + Crysteel Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage plus 10 (3d6) force damage. + Crysteel Dagger|+4|1d4+2 + + + Vicious Mockery (Cantrip) + The Inspired unleashes a string of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the Inspired, the target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. + Vicious Mockery (Cantrip)||1d4 + + + Variant: Quori Vessel + The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired's knowledge and features. + Hashalaq. + Suggestion (3/Day). The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components. + Kalaraq. + All Around Vision. The Inspired can't be surprised. + Arcane Eye (3/Day). The Inspired can cast the arcane eye spell, requiring no material components. + Tsucora. + Fear (1/Day). The Inspired can cast the fear spell (spell save DC 13), requiring no material components. + + + Innate Spellcasting (Psionics) + The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: mage hand, vicious mockery (see "Actions" below) + 1/day each: charm person, dissonant whispers, hex, hold person, mage armor + + mage hand, vicious mockery, charm person, dissonant whispers, hex, hold person, mage armor + The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark. +Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can't resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty. +Most of the people of the Five Nations have heard of the Inspired lords in Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies. +Source: Eberron: Rising from the Last War p. 294 + + + + Iron Defender + M + construct + Neutral + 17 (natural armor) + 30 (4d8+12) + walk 40 ft. + 16 + 14 + 16 + 8 + 11 + 7 + + Perception +4, Stealth +4 + 13 + understands the languages of its creator but can't speak + 1 + + poison + + exhaustion, poisoned + darkvision 60 ft. + + Keen Senses + The defender has advantage on Wisdom (Perception) checks. + + + Telepathic Bond + While the defender is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or take an extra 3 (1d6) piercing damage and be grappled (escape DC 13). The defender can have only one creature grappled in this way at a time. + Bite|+5|1d6+3 + Bite||1d6 + + Constructed Nature. A homunculus doesn't require air, food, drink, or sleep. +A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence. +Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual. +Source: Eberron: Rising from the Last War p. 293 + + + + Kalaraq Quori + M + aberration + Lawful Evil + 18 (natural armor) + 161 (19d8+76) + walk 30 ft., fly 60 ft. + 12 + 21 + 18 + 23 + 24 + 25 + Int +12, Wis +13, Cha +13 + Deception +13, Perception +13, Persuasion +13 + 23 + all, telepathy 120 ft. + 19 + cold, necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks + + + blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained + truesight 120 ft. + + All-Around Vision + The quori can't be surprised while it isn't incapacitated. + + + Incorporeal Movement + The quori can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Magic Resistance + The quori has advantage on saving throws against spells and other magical effects. + + + Multiattack + The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast. + + + Arcane Blast + Ranged Spell Attack: +13 to hit, range 120 ft., one target. 12 (1d10 + 7) force damage. + Arcane Blast|+13|1d10+7 + + + Soul Binding + Melee Spell Attack: +13 to hit, reach 5 ft., one target. 29 (4d10 + 7) necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of the quori's eyes. The target can't be revived by any means short of a wish spell until the quori is destroyed. + Soul Binding|+13|4d10+7 + + + Mind Seed (1/Day) + The quori touches one humanoid, which must succeed on a DC 21 Intelligence saving throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell. + The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell can free the thrall from this control. + + + Swarm of Eyes (Recharge 6) + The quori creates a swarm of spectral eyes that fills a 30-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 45 (10d8) psychic damage, and it is blinded for 1 minute. On a success, a creature takes half as much damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Swarm of Eyes (Recharge 6)||10d8 + + + Possession (Recharge 6) + One humanoid that the quori can see within 5 feet of it must succeed on a DC 21 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + + Innate Spellcasting (Psionics) + The quori's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: arcane eye + 3/day each: clairvoyance, confusion, dream, eyebite + + arcane eye, clairvoyance, confusion, dream, eyebite + Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter. +Source: Eberron: Rising from the Last War p. 306 + + + + Kalashtar + M + humanoid (kalashtar) + Any alignment + 12 + 16 (3d8+3) + walk 30 ft. + 12 + 14 + 12 + 13 + 15 + 15 + + Acrobatics +4, Insight +4, Persuasion +6 + 12 + Common, telepathy 20 ft. + 1/4 + psychic + + + + + + Dual Mind + The kalashtar has advantage on Wisdom saving throws. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Mind Thrust + The kalashtar targets a creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage. + Mind Thrust||2d10 + + The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered their bodies as sanctuaries to those quori escaping the evil of Dal Quor, the kalashtar now fight to herald in a new age of light and balance. +Source: Eberron: Rising from the Last War p. 317 + + + + Karrnathi Undead Soldier + M + undead + Lawful Evil + 17 (half plate armor) + 52 (7d8+21) + walk 30 ft. + 16 + 14 + 16 + 12 + 13 + 5 + + Athletics +5, Perception +3 + 13 + Common + 3 + cold, poison + + + charmed, frightened, poisoned + darkvision 60 ft. + + Pack Tactics + The soldier has advantage on an attack roll against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Undead Fortitude + If damage reduces the soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the soldier drops to 1 hit point instead. + + + Multiattack + The soldier attacks three times with one of its weapons. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+5|1d8+3 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + + Parry + The soldier adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must see the attacker and be wielding a melee weapon. + + Undead soldiers form the elite core of the army of Karrnath. Fearless and tireless, they are a terrifying sight on the battlefield. With the end of the Last War, most Karrnathi undead have been sealed in vaults below the city of Atur. However, the Karrnathi army keeps numerous undead in its service, while others have been commandeered by the malevolent Order of the Emerald Claw. +The Odakyr Rites. The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead. +Initially, those skeletons and zombies required constant control and served as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. +The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. +Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power—and that Lady Illmarrow or someone else will turn the undead against the living. +Intelligent and Inhuman. Karrnathi undead bear little resemblance to the people they were in life. These undead are content to stand motionless and silent for days. They show no emotion, and certainly no mercy or compassion. Undead soldiers kill any opposing forces—including civilians among those forces—unless given explicit instructions to the contrary. +A few exceptional Karrnathi undead retain their individuality and the memories of their former lives. Such undead are often found as champions of the Blood of Vol or agents of the Order of the Emerald Claw. +Undead Nature. A Karrnathi undead soldier doesn't require air, food, drink, or sleep. +Source: Eberron: Rising from the Last War p. 295 + + + + Lady Illmarrow + M + undead + Neutral Evil + 19 (natural armor) + 199 (21d8+105) + walk 30 ft., fly 40 ft. + 16 + 16 + 20 + 27 + 21 + 24 + Con +12, Int +15, Wis +12 + Arcana +15, History +15, Insight +12, Perception +12 + 22 + Common, Draconic, Elvish + 22 + cold, lightning + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Illmarrow fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Illmarrow has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + Illmarrow's body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after 1d10 days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed. + + + Chill Touch (Cantrip) + Ranged Spell Attack: +15 to hit, range 120 ft., one creature. 18 (4d8) necrotic damage, and the target can't regain hit points until the start of Illmarrow's next turn. If the target is undead, it also has disadvantage on attack rolls against Illmarrow until the end of her next turn. + Chill Touch (Cantrip)|+15|4d8 + + + Paralyzing Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 13 (3d6 + 3) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Paralyzing Claw|+10|3d6+3 + + + Poison Breath (Recharge 5-6) + Illmarrow exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. While poisoned in this way, the creature can't regain hit points. On a successful save, the creature takes half as much damage and isn't poisoned. + Poison Breath (Recharge 5-6)||10d6 + A humanoid reduced to 0 hit points by this damage dies and rises at the start of Illmarrow's next turn as a zombie. The zombie acts immediately after Illmarrow in the initiative count and is permanently under her command, following her verbal orders. + + + Lady can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lady regains spent legendary actions at the start of its turn. + + + Cantrip + Illmarrow casts a cantrip. + + + Paralyzing Claw + Illmarrow uses her Paralyzing Claw. + + + Frightening Presence (Costs 2 Actions) + Illmarrow targets up to three creatures she can see within 30 feet of her. Each target must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Illmarrow's Frightening Presence for the next 24 hours. + + + Poison Breath (Costs 3 Actions) + Illmarrow recharges her Poison Breath and uses it. + + + Spellcasting + Illmarrow is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Illmarrow has the following wizard spells prepared: + Cantrips (at will): chill touch (see "Actions" below), fire bolt, mage hand, prestidigitation, ray of frost + • 1st level (4 slots): magic missile, shield, sleep + • 2nd level (3 slots): blur, detect thoughts, mirror image + • 3rd level (3 slots): animate dead, counterspell, fireball, fly, lightning bolt + • 4th level (3 slots): blight, confusion, polymorph + • 5th level (3 slots): cloudkill, cone of cold, hold monster, scrying + • 6th level (2 slots): chain lightning, circle of death, create undead, scrying + • 7th level (2 slots): finger of death, forcecage, prismatic spray + • 8th level (1 slots): incendiary cloud, maze + • 9th level (1 slots): power word kill, time stop + + 4, 3, 3, 3, 3, 2, 2, 1, 1 + chill touch, fire bolt, mage hand, prestidigitation, ray of frost, magic missile, shield, sleep, blur, detect thoughts, mirror image, animate dead, counterspell, fireball, fly, lightning bolt, blight, confusion, polymorph, cloudkill, cone of cold, hold monster, scrying, chain lightning, circle of death, create undead, scrying, finger of death, forcecage, prismatic spray, incendiary cloud, maze, power word kill, time stop + Lady Illmarrow is a legend—an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a court of vampires and ghosts in her palace of ice. Other tales claim that when anyone dies in Lhazaar, Illmarrow chooses whether to take their soul before it passes on to the Keeper and Dolurrh. +But Lady Illmarrow is no folk tale. She is the greatest necromancer in Eberron, and after centuries of silence, she is setting ancient plots into motion at last. She is the power behind the Order of the Emerald Claw, but her motives for founding the order are buried in her past. Lady Illmarrow has no interest in ruling the living. Rather, she seeks to become Queen of the Dead. +The Mark of Death. Illmarrow is a fiefdom on the isle of Farlnen—home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow's roots extend far beyond her island domain. +Long ago, it was revealed that the elven line of Vol—a house that practiced the art of necromancy and bore the Dragonmark of Death—was engaged in secret blood rites with a clan of dragons. The discovery of this pact triggered an unprecedented alliance between the Sibling Kings of Aerenal and the dragons of Argonnessen. The Sibling Kings proclaimed that House Vol would be exterminated to the last member, and the Mark of Death would be eliminated from the world. +The line of Vol had long been rivals of the Undying Court, and many whisper even today that the attack on House Vol was nothing more than an excuse to eliminate a political rival. But others believe that what the Undying Court truly feared was a path shown in the Draconic Prophecy—that a child born of dragon and elf could become a godlike avatar of death. +Illmarrow Rises. Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. +As an undead being, Erandis lost the use of her dragonmark. Thus, when the diviners of Aerenal asked if the line of Vol had been exterminated and the Mark of Death destroyed, they received a vision affirming that the bloodline of Vol was no more. To the world, the last survivor of that bloodline is known as Lady Illmarrow. But in truth, she is Erandis Vol, heir to the Mark of Death. +Trapped in Undeath. When Minara restored Erandis as a lich, she hid her daughter's phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she is destroyed. Thus, even Erandis herself doesn't know the location or form of her phylactery. +Restoring the Mark. Though she takes great pleasure in fighting the dragons and elves who destroyed her ancestors, Lady Illmarrow has a more important goal: restoring her dragonmark and unlocking godlike powers. The agents of the Emerald Claw who serve her fight either for the good of Karrnath or for personal gain, but Illmarrow cares for nothing except increasing her necromantic knowledge and finding a way to restore her lost mark. +Lady Illmarrow and the Blood of Vol. +------ +The Blood of Vol and Lady Illmarrow are both legacies of the line of Vol, but they aren't one and the same. As far as the world knows, the line of Vol was exterminated. Followers of the Blood of Vol who have heard of Lady Illmarrow believe that she's a champion of their faith, but they don't worship or serve her. And the powers of priests of the Blood of Vol don't come from Lady Illmarrow. +------ +Source: Eberron: Rising from the Last War p. 296 + + + + Living Burning Hands + M + construct + Unaligned + 15 (natural armor) + 15 (2d8+6) + walk 25 ft., fly 25 ft. + 10 + 12 + 16 + 3 + 6 + 6 + + + 8 + + 1 + bludgeoning, piercing, slashing from nonmagical attacks + fire + + blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone + darkvision 60 ft. + + Amorphous + The living spell can move through a space as narrow as 1 inch wide without squeezing. + + + Magic Resistance + The living spell has advantage on saving throws against spells and other magical effects. + + + Magical Strike + Melee Spell Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) fire damage. + Magical Strike|+5|1d6+3 + + + Spell Mimicry (Recharge 5-6) + The living spell unleashes a thin sheet of flames in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. + Spell Mimicry (Recharge 5-6)||3d6 + + Constructed Nature. A living spell doesn't require air, food, drink, or sleep. +Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely. +Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. +Customizing a Living Spell. Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level. +Living Spell Customization +Spell Level | Stat Block to Customize +1–2 | Living burning hands +3–4 | Living lightning bolt +5 | Living cloudkill + +Now make the following changes to that stat block: +Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. +Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. +Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike. +For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry. +Source: Eberron: Rising from the Last War p. 298 + + + + Living Cloudkill + L + construct + Unaligned + 15 (natural armor) + 73 (7d10+35) + walk 25 ft., fly 25 ft. + 10 + 15 + 14 + 3 + 11 + 6 + + + 10 + + 7 + bludgeoning, piercing, slashing from nonmagical attacks + poison + + blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone + darkvision 60 ft. + + Amorphous + The living spell can move through a space as narrow as 1 inch wide without squeezing. + + + Magic Resistance + The living spell has advantage on saving throws against spells and other magical effects. + + + Multiattack + The living spell makes two Magical Strike attacks. + + + Magical Strike + Melee Spell Attack: +8 to hit, reach 10 ft., one target. 22 (5d6 + 5) poison damage. + Magical Strike|+8|5d6+5 + + + Spell Mimicry (Recharge 5-6) + The living spell creates a 40-foot-diameter sphere of fog within 60 feet of it (the fog spreads around corners). When a creature enters the fog for the first time on a turn or starts its turn there, it must make a DC 16 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. + Spell Mimicry (Recharge 5-6)||5d8 + The fog moves 10 feet away from the living spell at the start of each of its turns, rolling along the ground and through openings. The fog lasts for 10 minutes or until the living spell's concentration ends (as if concentrating on a spell). + + Constructed Nature. A living spell doesn't require air, food, drink, or sleep. +Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely. +Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. +Customizing a Living Spell. Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level. +Living Spell Customization +Spell Level | Stat Block to Customize +1–2 | Living burning hands +3–4 | Living lightning bolt +5 | Living cloudkill + +Now make the following changes to that stat block: +Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. +Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. +Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike. +For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry. +Source: Eberron: Rising from the Last War p. 299 + + + + Living Lightning Bolt + L + construct + Unaligned + 15 (natural armor) + 57 (6d10+24) + walk 25 ft., fly 25 ft. + 10 + 15 + 18 + 3 + 10 + 6 + + + 10 + + 5 + bludgeoning, piercing, slashing from nonmagical attacks + lightning + + blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone + darkvision 60 ft. + + Amorphous + The living spell can move through a space as narrow as 1 inch wide without squeezing. + + + Magic Resistance + The living spell has advantage on saving throws against spells and other magical effects. + + + Multiattack + The living spell makes two Magical Strike attacks. + + + Magical Strike + Melee Spell Attack: +7 to hit, reach 10 ft., one target. 21 (5d6 + 4) lightning damage. + Magical Strike|+7|5d6+4 + + + Spell Mimicry (Recharge 5-6) + The living spell unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. + Spell Mimicry (Recharge 5-6)||8d6 + + Constructed Nature. A living spell doesn't require air, food, drink, or sleep. +Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely. +Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. +Customizing a Living Spell. Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level. +Living Spell Customization +Spell Level | Stat Block to Customize +1–2 | Living burning hands +3–4 | Living lightning bolt +5 | Living cloudkill + +Now make the following changes to that stat block: +Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. +Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. +Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike. +For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry. +Source: Eberron: Rising from the Last War p. 299 + + + + Magewright + M + humanoid (any race) + Any alignment + 11 + 9 (2d8) + walk 30 ft. + 11 + 13 + 10 + 14 + 14 + 12 + + Arcana +4 + 12 + Common plus any two languages + 0 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + + Spellcasting + The magewright's spellcasting ability is Intelligence (spell save DC 12). To cast one of its rituals, the magewright must provide additional material components whose value in gold pieces is 20 times the spell's level. These components are consumed when the ritual is finished. The magewright knows the following spells: + At will: mage hand, prestidigitation + + mage hand, prestidigitation + In Khorvaire, magic is part of everyday life. A chef might use prestidigitation to heat and season food, while a blacksmith uses mending to perform minor repairs and guidance to help inspire their work. Those who work minor magic into their labors are called magewrights. +Far more limited in magical power than a typical spellcaster, a magewright is dedicated to learning a handful of spells, and magewrights cast their non-cantrip spells as rituals—even spells that can't normally be cast in this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards. +Creating a Magewright. The magewright stat block provides the baseline statistics for a magewright. You then add to that baseline by choosing a specialty from the Magewright Specialties table, or roll for one. The specialty determines additional spells the magewright knows, including ones that can be cast only as rituals. The specialty also gives the magewright more proficiencies. +Magewright Specialties +d8 | Specialty | Spells | Proficiencies +1 | Artisan | Guidance, mending | One type of artisan's tools +2 | Entertainer | Minor illusion, thaumaturgy. Ritual only: disguise self. | Performance (+3) +3 | Healer | Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). | Medicine (+4), herbalism kit +4 | Lamplighter | Light. Ritual only: continual flame (1 hour). | Tinker's tools +5 | Locksmith | Mending. Ritual only: arcane lock (1 hour), knock. | Thieves' tools, tinker's tools +6 | Mediator | Guidance. Ritual only: comprehend languages, zone of truth. | Insight (+4), Persuasion (+3) +7 | Medium | Minor illusion. Ritual only: speak with dead. | Deception (+3), Religion (+4) +8 | Oracle | Guidance. Ritual only: augury, divination (1 hour). | History (+4), Religion (+4) + +Source: Eberron: Rising from the Last War p. 318 + + + + Mordakhesh + M + fiend + Lawful Evil + 18 (plate armor) + 170 (20d8+80) + walk 40 ft. + 20 + 16 + 18 + 15 + 17 + 20 + Str +10, Con +9, Wis +8, Cha +10 + Athletics +10, Insight +8, Perception +8, Persuasion +10 + 18 + Common, Infernal + 15 + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + piercing from magic weapons wielded by good creatures + + darkvision 60 ft. + + Limited Magic Immunity + Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be. Mordakhesh has advantage on saving throws against all other spells and magical effects. + + + Multiattack + Mordakhesh makes three greatsword attacks. + + + Greatsword + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage plus 5 (1d10) force damage. + Greatsword|+10|2d6+5 + + + Chromatic Orb + Ranged Spell Attack: +10 to hit, range 120 ft., one creature. 13 (3d8) damage of a type chosen by Mordakhesh: acid, cold, fire, lightning, poison, or thunder. + + + Mordakhesh can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Mordakhesh regains spent legendary actions at the start of its turn. + + + Attack + Mordakhesh makes one weapon attack or casts chromatic orb. + + + Chromatic Resistance + Modakhesh gains resistance to one damage type of his choice—acid, cold, fire, lightning, poison, or thunder—until the start of his next turn. + + + Warlord's Command (Costs 2 Actions) + Mordakhesh targets up to two allies that he can see within 30 feet of him. If a target can see and hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll. + + + Innate Spellcasting + Mordakhesh's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Mordakhesh can innately cast the following spells, requiring no material components: + At will: chromatic orb (see "Actions" below), detect thoughts, disguise self + 1/day each: banishing smite, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing + + chromatic orb, detect thoughts, disguise self, banishing smite, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing + In the age when fiends and dragons waged war across Eberron, rakshasas served the fiendish lords as strategists and generals. A rakshasa named Mordakhesh rose up through the ranks to become one of the greatest commanders of his age, and a dragon-slaying specialist. For this, he earned the nickname Shadowsword, along with a legendary reputation for leaving death in his wake. +Mordakhesh serves as the prakhutu or "speaker" of his imprisoned master, Rak Tulkhesh, and he seeks to free his lord by bathing the world in blood. Like a spider with multiple webs, he has agents and pawns (which he calls his "claws") established in armies across Khorvaire. The most significant of those is the barbarian horde he amasses in the Demon Wastes—warriors who threaten to sweep into Aundair on a tide of blood. +Many of the horrors of the Last War were instigated—or at least encouraged—by Mordakhesh's operatives, and his claws are known to have perpetrated some of the most brutal massacres of that conflict. No one knows how far the Shadowsword's reach extends, or which commanders in the armies of Khorvaire serve him. +Source: Eberron: Rising from the Last War p. 301 + + + + Radiant Idol + L + celestial + Lawful Evil + 18 (natural armor) + 142 (15d10+60) + walk 40 ft. + 23 + 18 + 19 + 17 + 20 + 21 + Wis +9, Cha +9 + Deception +9, Insight +9, Perception +9, Persuasion +9 + 19 + all, telepathy 120 ft. + 11 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Aura of False Divinity + A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the creature is charmed by the radiant idol. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours. + + + Magic Resistance + The radiant idol has advantage on saving throws against spells and other magical effects. + + + Multiattack + The radiant idol makes two melee attacks. + + + Flail + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage. + Flail|+10|1d8+6 + + + Radiant Strike (1/Day) + The radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each creature in the cylinder when it appears or that ends its turn there must make a DC 17 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one. + Radiant Strike (1/Day)||8d8 + + + Innate Spellcasting + The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant idol can innately cast the following spells, requiring no material components: + At will: charm person, cure wounds, disguise self, thaumaturgy + 1/day each: commune, dominate person, insect plague, mass suggestion, raise dead + + charm person, cure wounds, disguise self, thaumaturgy, commune, dominate person, insect plague, mass suggestion, raise dead + A radiant idol was an angel that was banished from the celestial realm of Syrania and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers. +Fallen Angels. The insatiable hunger to be adored can transform a fallen angel, physically and mentally. In its true form, a radiant idol appears to be a warped angel. It might have bloody stumps in place of its wings, or its wings could be weighted down with chains representing its pride. A radiant idol uses disguise self to hide its corruption, presenting an image of celestial glory. +The Weight of Corruption. When a radiant idol achieves a sizable following through silvered words and demonstrations of power, its facade begins to crack, and a downward spiral ensues. As the radiant idol sinks deeper into the realm of material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom. +Immortal Nature. A radiant idol doesn't require food, drink, or sleep. +Source: Eberron: Rising from the Last War p. 308 + + + + Rak Tulkhesh + H + fiend + Neutral Evil + 23 (natural armor, 25 versus ranged attacks) + 478 (33d12+264) + walk 40 ft., climb 40 ft., fly 80 ft. + 29 + 19 + 27 + 21 + 22 + 26 + Str +17, Con +16, Wis +14, Cha +16 + Athletics +17, Intimidation +16, Perception +14 + 24 + all, telepathy 120 ft. + 28 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + truesight 120 ft. + + Deadly Critical + Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice. + + + Legendary Resistance (3/Day) + If Rak Tulkhesh fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Rak Tulkhesh has advantage on saving throws against spells and other magical effects. + + + Whirlwind of Weapons + A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) force damage. + + + Multiattack + Rak Tulkhesh makes four weapon attacks. + + + Spawned Melee Weapon + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 28 (3d12 + 9) force damage. + Spawned Melee Weapon|+17|3d12+9 + + + Spawned Ranged Weapon + Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. 17 (3d8 + 4) force damage. + Spawned Ranged Weapon|+12|3d8+4 + + + Change Shape + Rak Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice). + In a new form, Rak Tulkhesh retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + Rak can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Rak regains spent legendary actions at the start of its turn. + + + Attack + Rak Tulkhesh makes one weapon attack. + + + End Magic (Costs 2 Actions) + Rak Tulkhesh casts dispel magic. + + + Provoke Rage (Costs 3 Actions) + Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll. + + + Innate Spellcasting + Rak Tulkhesh's spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells, requiring no material components: + At will: detect thoughts, dispel magic, spirit guardians + 1/day each: banishing smite, blinding smite, staggering smite + + detect thoughts, dispel magic, spirit guardians, banishing smite, blinding smite, staggering smite + Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM. +In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above. +As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence. +Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world. +Source: Eberron: Rising from the Last War p. 303 + + + + Sergeant + M + humanoid (any race) + Any alignment + 16 (chain shirt, shield) + 11 (2d8+2) + walk 30 ft. + 13 + 12 + 12 + 10 + 11 + 10 + + Perception +2 + 12 + any one language (usually Common) + 1/8 + + + + + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + +Source: Waterdeep: Dragon Heist p. 197 + + + + Shifter + M + humanoid (shifter) + Any alignment + 14 (leather armor) + 19 (3d8+6) + walk 30 ft. + 12 + 16 + 14 + 11 + 15 + 10 + + Acrobatics +5, Insight +4, Nature +2, Perception +4 + 14 + Common + 1/2 + + + + + darkvision 60 ft. + + Shifting (Recharges after a Short or Long Rest) + As a bonus action, the shifter takes on a more bestial form for 1 minute or until it dies. The shifter gains 5 temporary hit points. It can make a bite attack when it activates this trait and also as a bonus action on each of its turns while in its bestial form. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage. + Bite|+5|1d4+3 + + Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by "shifting," these features become even more pronounced. +Source: Eberron: Rising from the Last War p. 319 + + + + Steel Defender + M + construct + Neutral + 15 (natural armor) + 2 + walk 40 ft. + 14 + 12 + 14 + 4 + 10 + 6 + Dex +3, Con +4 + Athletics +4, Perception +4 + 14 + understands the languages you speak + + + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Hit Points + equal the steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class + + + Might of the Master + The following numbers increase by 1 when your proficiency bonus increases by 1: the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below). + + + Vigilant + The defender can't be surprised. + + + Force-Empowered Rend + Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. 1d8 + 2 force damage. + + + Repair (3/Day) + The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it. + + + Deflect Attack + The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender. + + +Source: Eberron: Rising from the Last War p. 61 + + + + Sul Khatesh + L + fiend + Lawful Evil + 22 (natural armor) + 475 (50d10+200) + walk 40 ft., fly 40 ft. + 18 + 21 + 19 + 30 + 22 + 25 + Con +12, Int +18, Wis +14, Cha +15 + Arcana +18, History +18, Insight +14, Religion +18 + 16 + all, telepathy 150 ft. + 28 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Sul Khatesh fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Sul Khatesh has advantage on saving throws against spells and other magical effects. + + + Master of Magic + Sul Khatesh has advantage on Constitution saving throws to maintain concentration. + + + Multiattack + Sul Khatesh makes four attacks with Arcane Blast. + + + Arcane Blast + Ranged Spell Attack: +18 to hit, range 120 ft., one target. 15 (1d10 + 10) force damage. + Arcane Blast|+18|1d10+10 + + + Magic Staff + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 36 (5d12 + 4) force damage. + Magic Staff|+12|5d12+4 + + + Arcane Cataclysm (Recharges after a Long Rest) + Sul Khatesh conjures orbs of magical energy that plummet to the ground at three different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields. + Arcane Cataclysm (Recharges after a Long Rest)||11d12 + + + Change Shape + Sul Khatesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Sul Khatesh's choice). + In a new form, Sul Khatesh retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + Sul can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Sul regains spent legendary actions at the start of its turn. + + + Attack + Sul Khatesh makes two attacks with her Arcane Blast or one attack with her magic staff. + + + Consume Magic (Costs 2 Actions) + Sul Khatesh targets a creature within 120 feet of her who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Sul Khatesh gains 5 temporary hit points per level of that spell. + + + Maddening Secrets (Costs 3 Actions) + Sul Khatesh whispers an arcane secret into the mind of a creature she can see within 60 feet of her. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can't expend a spell slot is instead stunned until the end of its next turn. + + + Innate Spellcasting + Sul Khatesh's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield + 3/day each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying + 1/day each: foresight, gate, power word kill, teleport + + counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield, chain lightning, create undead, dream, hold monster, mass suggestion, scrying, foresight, gate, power word kill, teleport + Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM. +In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above. +As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence. +Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world. +Source: Eberron: Rising from the Last War p. 304 + + + + Tarkanan Assassin + M + humanoid (any race) + Any Non-Good Alignment + 15 (studded leather armor) + 45 (7d8+14) + walk 30 ft. + 12 + 16 + 14 + 10 + 14 + 11 + + Athletics +3, Deception +2, Perception +4, Sleight of hand +5, Stealth +5 + 14 + Common, Thieves' cant + 2 + + + + + darkvision 60 ft. + + Unstable Mark + When the assassin casts an innate spell, each creature within 10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a successful one. + + + Multiattack + The assassin makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. + Shortsword|+5|1d6+3 + + + Fire Bolt (Cantrip) + Ranged Spell Attack: +4 to hit, range 120 ft., one target. 11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. + Fire Bolt (Cantrip)|+4|2d10 + + + Chromatic Orb (1/Day) + Ranged Spell Attack: +4 to hit, range 90 ft., one creature. 18 (4d8) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder. + + + Innate Spellcasting + The assassin's spellcasting ability is Constitution (+4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: fire bolt + 1/day: chromatic orb + + fire bolt, chromatic orb + Tarkanan assassins are the elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks. +Aberrant Dragonmark Innate Spells. +------ +The power granted by an aberrant dragonmark is unpredictable. When running a Tarkanan assassin, you can roll on the Aberrant Dragonmark Innate Spells table to determine the spells gained from that NPC's aberrant mark, replacing the spells in the stat block's Innate Spellcasting trait. +d6 | At Will | 1/Day +1 | Fire bolt (2d10) | Burning hands (3d6) +2 | Shocking grasp (2d8) | Chromatic orb (4d8) +3 | Poison spray (2d12) | Ray of sickness (3d8) +4 | Friends | Charm person (two creatures) +5 | Minor illusion | Thunderwave (2d8) +6 | Dancing lights | Sleep (7d8) + +------ +Source: Eberron: Rising from the Last War p. 320 + + + + The Lord of Blades + M + humanoid (warforged) + Lawful Evil + 19 (natural armor) + 195 (23d8+92) + walk 40 ft. + 20 + 15 + 18 + 19 + 17 + 18 + Str +11, Con +10, Int +10, Wis +9 + Arcana +10, Athletics +11, History +10, Perception +9 + 19 + Common, Draconic, Dwarvish, Elvish + 18 + necrotic, poison + + + charmed, exhaustion, frightened + + + Adamantine Plating + Any critical hit against the Lord of Blades becomes a normal hit. + + + Bladed Armor + A creature that grapples the Lord of Blades or is grappled by him takes 13 (3d8) slashing damage. A creature takes 13 (3d8) slashing damage if it starts its turn grappling or being grappled by the Lord of Blades. + + + Charge + If the Lord of Blades moves at least 10 feet straight toward a target and then hits it with his adamantine sixblade on the same turn, the target takes an extra 11 (2d10) slashing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away and knocked prone. + + + Warforged Resilience + The Lord of Blades has advantage on saving throws against being poisoned, is immune to disease, and magic can't put him to sleep. + + + Multiattack + The Lord of Blades makes three attacks: two with his adamantine sixblade and one with his bladed wings. + + + Adamantine Sixblade + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 21 (3d10 + 5) slashing damage plus 7 (2d6) force damage. + Adamantine Sixblade|+11|3d10+5 + + + Bladed Wings + Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. 8 (1d6 + 5) slashing damage. + Bladed Wings|+11|1d6+5 + + + Fire Bolt (Cantrip) + Ranged Spell Attack: +10 to hit, range 120 ft., one target. 22 (4d10) fire damage. + Fire Bolt (Cantrip)|+10|4d10 + + + The can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn. + + + Attack + The Lord of Blades makes one weapon attack. + + + Cantrip + The Lord of Blades casts one of his cantrips. + + + Cast a Spell (Costs 2 Actions) + The Lord of Blades casts a spell of 2nd level or lower from his spell list that takes 1 action to cast. + + + Blade Dash (Costs 3 Actions) + The Lord of Blades moves up to his speed without provoking opportunity attacks, then makes one attack with his adamantine sixblade. He can make one bladed wings attack against each creature he moves past. + + + Spellcasting + The Lord of Blades is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following artificer spells prepared: + Cantrips (at will): fire bolt (see "Actions" below), mage hand, mending, prestidigitation + • 1st level (4 slots): expeditious retreat, sanctuary, thunderwave + • 2nd level (3 slots): blur, heat metal, scorching ray, see invisibility + • 3rd level (3 slots): dispel magic, fly, haste + • 4th level (3 slots): freedom of movement, Mordenkainen's faithful hound + • 5th level (2 slots): animate objects, wall of force + + 4, 3, 3, 3, 2 + fire bolt, mage hand, mending, prestidigitation, expeditious retreat, sanctuary, thunderwave, blur, heat metal, scorching ray, see invisibility, dispel magic, fly, haste, freedom of movement, Mordenkainen's faithful hound, animate objects, wall of force + The Lord of Blades is a warforged warlord who has broken all ties with his former masters. He has established a nation for his people deep in the Mournland, centered in a great fortress where warforged from all over Khorvaire can come and feel a sense of belonging. No one knows what the Lord of Blades plans for his followers, but many fear that he intends to build a legion of warforged zealots, primed to march from the Mournland to unleash destruction on their former masters. +Some tales assert that the Lord of Blades led the warforged armies of Cyre in the Last War. Others cast him as a newer warforged, perhaps the last to come out of the Cannith creation forges before the Thronehold Accords led to their dismantling. One story claims the Lord of Blades caused the destruction of Cyre and warns that he plans to repeat the Day of Mourning in each of the remaining Five Nations. Whatever the truth, he has become a beacon for warforged everywhere. +Warforged Nature. The Lord of Blades doesn't require air, food, drink, or sleep. +Source: Eberron: Rising from the Last War p. 300 + + + + Tsucora Quori + M + aberration + Lawful Evil + 16 (natural armor) + 68 (8d8+32) + walk 40 ft. + 17 + 14 + 18 + 14 + 14 + 16 + Wis +5, Cha +6 + Insight +5, Perception +5 + 15 + Common, Quori + 7 + psychic + + + charmed, frightened + darkvision 60 ft. + + Multiattack + The quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack. + + + Pincer + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d10 + 3) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature. The quori has two pincers, each of which can grapple one target. + Pincer|+6|1d10+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (4d4 + 3) slashing damage. + Claws|+6|4d4+3 + + + Stinger + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 8 (1d10 + 3) piercing damage plus 10 (3d10) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened of the quori for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Stinger|+6|1d10+3 + + + Possession (Recharge 6) + One humanoid that the quori can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + + Innate Spellcasting (Psionics) + The quori's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: + At will: charm person + 1/day: fear + + charm person, fear + Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter. +Source: Eberron: Rising from the Last War p. 307 + + + + Undying Councilor + M + undead + Neutral Good + 17 (natural armor) + 104 (16d8+32) + walk 30 ft. + 16 + 10 + 14 + 17 + 21 + 16 + Con +6, Int +7, Wis +9 + Arcana +7, History +11, Insight +9, Perception +9, Religion +7 + 19 + Common, Elvish + 10 + + poison, radiant + necrotic + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 120 ft. + + Aura of Radiance + The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled. + + + Magic Resistance + The councilor has advantage on saving throws against spells and other magical effects. + + + Multiattack + The councilor makes two Radiant Touch attacks. + + + Radiant Touch + Melee Spell Attack: +9 to hit, reach 5 ft., one target. 15 (3d6 + 5) radiant damage. + Radiant Touch|+9|3d6+5 + + + Healing Touch (3/Day) + The councilor touches another creature. The target magically regains 18 (3d8 + 5) hit points and is freed from one curse afflicting it (councilor's choice). + + + Flame Strike (5th-Level Spell; Requires a Spell Slot) + The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a DC 17 Dexterity saving throw. A creature takes 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. If the councilor casts this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (its choice) increases by 1d6 for each slot level above 5th. + Flame Strike (5th-Level Spell; Requires a Spell Slot)||4d6 + + + The undead can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Touch + The councilor makes one attack with its Radiant Touch. + + + Shimmering Aura (Costs 2 Actions) + The councilor channels positive energy into its Aura of Radiance. Until the end of the councilor's next turn, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in the bright light must succeed on a DC 17 Constitution saving throw or be blinded until the end of the councilor's next turn. + + + Spellcasting + The councilor is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: + Cantrips (at will): guidance, mending, sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): bless, command, create or destroy water + • 2nd level (3 slots): augury, calm emotions, hold person + • 3rd level (3 slots): daylight, dispel magic, spirit guardians + • 4th level (3 slots): banishment, divination, guardian of faith + • 5th level (2 slots): dispel evil and good, flame strike (see "Actions" below), scrying + • 6th level (1 slots): forbiddance, planar ally + • 7th level (1 slots): plane shift + + 4, 3, 3, 3, 2, 1, 1 + guidance, mending, sacred flame, spare the dying, thaumaturgy, bless, command, create or destroy water, augury, calm emotions, hold person, daylight, dispel magic, spirit guardians, banishment, divination, guardian of faith, dispel evil and good, flame strike, scrying, forbiddance, planar ally, plane shift + The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. +Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. +The Face of Death. The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. +The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. +Bound by Love and Light. Undying are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the Undying Court is what sustains the undying of Aerenal, but devotion is a finite resource. As such, each elf that becomes an undying must earn their afterlife. If an undying elf leaves Aerenal, they require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die. +The Undying Court. The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai. +The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court. +Undead Nature. An undying doesn't require air, food, drink, or sleep. +Source: Eberron: Rising from the Last War p. 311 + + + + Undying Soldier + M + undead + Neutral Good + 17 (breastplate, shield) + 26 (4d8+8) + walk 30 ft. + 16 + 12 + 14 + 11 + 13 + 14 + + Athletics +5, History +4, Perception +3, Religion +4 + 13 + Common, Elvish + 2 + radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + necrotic + exhaustion, poisoned + darkvision 60 ft. + + Illumination + The soldier magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The soldier can extinguish or restore this light as a bonus action. + + + Turn Resistance + The soldier has advantage on saving throws against any effect that turns undead. + + + Multiattack + The soldier makes two spear attacks. + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) radiant damage if the target is a fiend or undead. + Spear|+5|1d6+3 + + The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. +Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. +The Face of Death. The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. +The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. +Bound by Love and Light. Undying are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the Undying Court is what sustains the undying of Aerenal, but devotion is a finite resource. As such, each elf that becomes an undying must earn their afterlife. If an undying elf leaves Aerenal, they require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die. +The Undying Court. The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai. +The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court. +Undead Nature. An undying doesn't require air, food, drink, or sleep. +Source: Eberron: Rising from the Last War p. 311 + + + + Valenar Hawk + T + fey + Neutral + 14 + 10 (4d4) + walk 10 ft., fly 60 ft. + 8 + 18 + 10 + 9 + 16 + 11 + + Perception +5 + 15 + understands Common, Elvish, and Sylvan but can't speak + 1/8 + + + + + + + Bonding + The hawk can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. + + + Keen Sight + The hawk has advantage on Wisdom (Perception) checks that rely on sight. + + + Talons + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage. + Talons|+6|1d4+4 + + The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion. +Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted. +The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms. +Variant: Ancestral Traits. Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal. +Ancestral Traits +d8 | Trait +1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage. +2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action. +3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. +4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. +5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep. +6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. +7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. +8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage. + +Source: Eberron: Rising from the Last War p. 312 + + + + Valenar Hound + M + fey + Neutral + 14 (natural armor) + 19 (3d8+6) + walk 40 ft. + 17 + 15 + 14 + 10 + 15 + 11 + + Perception +4 + 14 + understands Common, Elvish, and Sylvan but can't speak + 1/2 + + + + + + + Bonding + The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. + + + Keen Hearing and Smell + The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + Bite|+5|1d6+3 + + The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion. +Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted. +The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms. +Variant: Ancestral Traits. Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal. +Ancestral Traits +d8 | Trait +1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage. +2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action. +3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. +4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. +5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep. +6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. +7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. +8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage. + +Source: Eberron: Rising from the Last War p. 312 + + + + Valenar Steed + L + fey + Neutral + 13 + 22 (3d10+6) + walk 60 ft. + 14 + 16 + 14 + 10 + 15 + 11 + + Perception +4 + 14 + understands Common, Elvish, and Sylvan but can't speak + 1/2 + + + + + + + Bonding + The steed can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the steed bonds with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Hooves|+5|2d6+3 + + The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion. +Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted. +The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms. +Variant: Ancestral Traits. Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal. +Ancestral Traits +d8 | Trait +1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage. +2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action. +3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. +4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. +5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep. +6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. +7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. +8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage. + +Source: Eberron: Rising from the Last War p. 313 + + + + Warforged Colossus + G + construct + Unaligned + 23 (natural armor) + 410 (20d20+200) + walk 60 ft. + 30 + 11 + 30 + 3 + 11 + 8 + Int +4, Wis +8, Cha +7 + + 10 + understands Common but can't speak + 25 + + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned + truesight 150 ft. + + Immutable Form + The colossus is immune to any spell or effect that would alter its form. + + + Legendary Resistance (3/Day) + If the colossus fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The colossus has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The colossus deals double damage to objects and structures. + + + Towering Terror + Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy's next turn. If the enemy's saving throw is successful, it is immune to this colossus's Towering Terror for the next 24 hours. + + + Multiattack + The colossus makes three attacks—one with its slam and two with its eldritch turrets—and then uses Stomp. + + + Slam + Melee Weapon Attack: +18 to hit, reach 20 ft., one target. 29 (3d12 + 10) bludgeoning damage, and the colossus can push the target up to 20 feet away from it. + Slam|+18|3d12+10 + + + Eldritch Turret + Ranged Spell Attack: +18 to hit, range 300 ft., one target. 18 (4d8) force damage, and if the target is a creature, it is knocked prone. + Eldritch Turret|+18|4d8 + + + Stomp + The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained. + Stomp||6d10 + Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). + + + Incinerating Beam (Recharge 5-6) + The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying. + Incinerating Beam (Recharge 5-6)||11d10 + + In the final days of the Last War, House Cannith unleashed its mightiest creations: the warforged colossi. These enormous mechanical warriors thundered across Cyre, crushing everything in their paths and leaving ruin behind them. Meant to end the war decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of Mourning. The arcane cataclysm that engulfed Cyre destroyed most of the warforged colossi, causing them to collapse into lifeless heaps. +Colossal Survivors. Some warforged colossi survived the Day of Mourning more or less intact and are thought to only be in stasis, waiting to be awakened. Cannith artificers are eager to track them down and determine whether they can be awakened or, at the very least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell: +• "Arkus" (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off. +• "Artorok" (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House Cannith workshop, flooded but otherwise intact. +• "Hanamar" (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, buried up to its knees in sand and flooded, but it is otherwise intact. +• "Karrnslayer" (Colossus WX-31) lost its legs but crawls through the Mournland, using its arms to drag its great bulk across the ground. It is always prone and can't use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option. +• "Landro" (Colossus WX-33) is partially phased into a mountainside on the border of Cyre and Breland, but still explorable and potentially salvageable. +• "Norr" (Colossus WX-5) is slumped amid the ruins of Metrol, the former capital of Cyre. +• "Tymber" (Colossus WX-12) squats in the Crawling Swamp, in the northwest corner of the Shadow Marches. How it got there, no one knows. +Hollow Structure. Although it can operate without a crew, a warforged colossus is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks. +A colossus might be filled with monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that accompanies it explains how the colossus might serve as an adventure location. +Source: Eberron: Rising from the Last War p. 314 + + + + Warforged Soldier + M + humanoid (warforged) + Any alignment + 16 (natural armor, shield) + 30 (4d8+12) + walk 30 ft. + 16 + 12 + 16 + 10 + 14 + 11 + + Athletics +5, Perception +4, Survival +4 + 14 + Common + 1 + poison + + + + + + Warforged Resilience + The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep. + + + Multiattack + The warforged makes two armblade attacks. + + + Armblade + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Armblade|+5|1d6+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|+5|1d6+3 + + + Protection + When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll. + + Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The warforged were created to fight in the Last War, and in the aftermath of that conflict, they struggle to understand their place in the world. +Most warforged soldiers still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the soldiers they were made to be, seeking work as bouncers, bailiffs, and bodyguards. Others put their tireless strength to work as laborers, committed to the reconstruction of the towns and cities they defended or destroyed in the war. +Source: Eberron: Rising from the Last War p. 320 + + + + Warforged Titan + H + construct + Lawful Neutral + 20 (natural armor) + 125 (10d12+60) + walk 40 ft. + 23 + 8 + 22 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 8 + + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Platforms + The warforged titan has two platforms built into its chassis. One Medium or smaller creature can ride on each platform without squeezing. To make a melee attack against a target within 5 feet of the warforged, they must use spears or weapons with reach and the target must be Large or larger. + + + Siege Monster + The warforged titan deals double damage to objects and structures. + + + Multiattack + The warforged titan makes one axehand attack and one hammerfist attack. + + + Axehand + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) slashing damage, plus 11 (2d10) slashing damage if the target is prone. + Axehand|+9|3d8+6 + + + Hammerfist + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + Hammerfist|+9|3d8+6 + + + Sweeping Axe (Recharge 6) + The warforged titan makes a sweep with its axehand, and each creature within 10 feet of it must make a DC 17 Dexterity saving throw. A creature takes 19 (3d8 + 6) slashing damage on a failed save, or half as much damage on a successful one. + Sweeping Axe (Recharge 6)||3d8+6 + + Warforged titans are hulking constructs built to wreak paths of destruction through enemy armies. Some of the most feared combatants of the Last War, warforged titans are barely sentient, with just enough intelligence to follow commands. +Legacy of Giants. In the Age of Giants, giant artificers built mindless war golems to aid them in their war against the quori. Millennia later, some of these golems were unearthed by adventurers searching for the secrets of that age, then turned over to artificers working for the dragonmarked houses during the Last War. House Cannith studied these designs, and in the course of uncovering the secrets of the golems and the giant artificers who made them, House Cannith created the first warforged titans. +Source: Eberron: Rising from the Last War p. 315 + + + + Zakya Rakshasa + M + fiend + Lawful Evil + 18 (scale mail, shield) + 59 (7d8+28) + walk 30 ft. + 18 + 14 + 18 + 12 + 13 + 11 + + Athletics +7, Perception +4 + 14 + Common, Infernal + 5 + bludgeoning, piercing, slashing from nonmagical attacks + + piercing from magic weapons wielded by good creatures + + darkvision 60 ft. + + Limited Magic Immunity + The rakshasa can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. + + + Magic Weapons + The rakshasa's weapon attacks are magical. + + + Martial Prowess (1/Turn) + When the rakshasa hits a creature with a melee weapon attack, the attack deals an extra 11 (2d10) damage of the weapon's type, and the creature must make a DC 15 Strength saving throw. On a failure, the rakshasa can push the creature up to 10 feet away from it, knock the creature prone, or make the creature drop one item it is holding of the rakshasa's choice. + + + Multiattack + The rakshasa makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelins. + + + Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|+7|1d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage. + Javelin|+7|1d6+4 + + + Innate Spellcasting + The rakshasa's innate spellcasting ability is Charisma (spell save DC 11). The rakshasa can innately cast the following spells, requiring no material components: + At will: detect thoughts, disguise self + 1/day: shield + + detect thoughts, disguise self, shield + Millions of years before the rise of the humanoid races, the rakshasas of Eberron ruled a civilization that spanned Khorvaire. Masters of combat, the rakshasas of Eberron wield their weapons with demonic fury, rushing into battle seeking vengeance against those who bound their fiendish masters. +Rakshasas are described in the Monster Manual. A martial variant—the zakya rakshasa—is presented here. +Zakya rakshasas are the bloodthirsty foot soldiers of the rakshasa horde. They are driven to free their fiendish rulers, seeking vengeance against the dragons and those who revere the couatls. Unlike other rakshasas with their luxurious robes and fineries, zakya rakshasas are almost always clad in battle gear: well-worn scale mail, a razor-sharp longsword, and a heavy shield bearing the emblem of their demonic master. +Source: Eberron: Rising from the Last War p. 309 + + + diff --git a/FightClub5eXML/Sources/ExplorersGuideToWildemount.xml b/FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml similarity index 100% rename from FightClub5eXML/Sources/ExplorersGuideToWildemount.xml rename to FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml diff --git a/FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml b/FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml new file mode 100755 index 0000000..bfb56a3 --- /dev/null +++ b/FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml @@ -0,0 +1,2680 @@ + + + + Aeorian Absorber + L + monstrosity + Neutral Evil + 15 (natural armor) + 171 (18d10+72) + walk 40 ft. + 21 + 18 + 18 + 6 + 14 + 8 + Wis +6, Cha +3 + Perception +6, Stealth +8, Survival +6 + 16 + understands Draconic but can't speak + 10 + + necrotic, radiant + + + darkvision 120 ft. + + Magic Resistance + The absorber has advantage on saving throws against spells and other magical effects. + + + Pounce + If the absorber moves at least 20 feet straight toward a creature and then hits its claws attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the absorber can make one bite attack against it as a bonus action. + + + Multiattack + The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage plus 5 (1d10) force damage. + Bite|+9|1d10+5 + + + Claws + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 3 (1d6) force damage. + Claws|+9|1d6+5 + + + Mind Bolt + Ranged Spell Attack: +8 to hit, range 120 ft., one creature. 22 (4d10) psychic damage. + Mind Bolt|+8|4d10 + + + Tail Ray + When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster is within 60 feet of the absorber, the absorber can force the caster to make a DC 16 Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage. + + Resembling some sort of canine or feline quadruped at a distance, the absorber's monstrous nature becomes quickly apparent as it closes in. Named for its ability to draw magical energy into its body, the absorber can release that energy in devastating blasts through its tail, whose eye is constantly on the lookout for prey. +Created by Experimentation +Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it. +Madness through Immortality. Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see. +Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales. +Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind. +Perfect Soldiers. Aeorian hunters don't require food or drink. +Source: Explorer's Guide to Wildemount p. 283 + + + + Aeorian Nullifier + L + monstrosity + Neutral Evil + 17 (natural armor) + 180 (19d10+76) + walk 40 ft. + 19 + 14 + 18 + 7 + 14 + 18 + Wis +6, Cha +8 + Perception +6, Survival +6 + 16 + understands Draconic but can't speak + 12 + + necrotic, radiant + + + darkvision 120 ft. + + Horrid Gnashing + The nullifier's mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a DC 16 Wisdom saving throw. Unless the save succeeds, the creature rolls a d8 to determine what it does during the current turn: + 1-4: The creature is stunned until the end of the turn. + 5-6: The creature is frightened until the end of the turn and uses its movement to get as far as possible from the nullifier. + 7-8: The creature doesn't move, and it uses its action to make one melee attack against a random creature (other than itself) if one is within reach. It otherwise does nothing. + + + Magic Resistance + The nullifier has advantage on saving throws against spells and other magical effects. + + + Multiattack + The nullifier makes three attacks: one with its bites and two with its claws. + + + Bites + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 17 (2d12 + 4) piercing damage plus 11 (2d10) force damage. + Bites|+8|2d12+4 + + + Claws + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage plus 11 (2d10) force damage, and the target is grappled (escape DC 16) if it's a creature. The nullifier has two claws, each of which can grapple one creature. + Claws|+8|2d6+4 + + + Counterspell + The nullifier attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Charisma check with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect. + + + Innate Spellcasting + The nullifier's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: counterspell (see "Reactions" below), detect magic, dispel magic, see invisibility + 1/day: antimagic field + + counterspell, detect magic, dispel magic, see invisibility, antimagic field + Nullifiers are the bane of all magic users, with their physical forms and innate powers shaped specifically to resist and cancel magical effects. Against other foes, a nullifier is no less fearsome for the grotesque mouths filled with razor-sharp teeth that cover its torso—and which set up a cacophony of gnashing that can drive other creatures mad. +Created by Experimentation +Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it. +Madness through Immortality. Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see. +Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales. +Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind. +Perfect Soldiers. Aeorian hunters don't require food or drink. +Source: Explorer's Guide to Wildemount p. 283 + + + + Aeorian Reverser + L + monstrosity + Neutral Evil + 15 (natural armor) + 133 (14d10+56) + walk 40 ft., climb 40 ft. + 21 + 16 + 18 + 6 + 14 + 8 + Wis +5, Cha +2 + Perception +5, Stealth +6, Survival +5 + 15 + understands Draconic but can't speak + 8 + + necrotic, radiant + + + darkvision 120 ft. + + Magic Resistance + The reverser has advantage on saving throws against spells and other magical effects. + + + Multiattack + The reverser makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, range 5 ft., one creature. 11 (1d12 + 5) piercing damage plus 6 (1d12) force damage. + Bite|+8|1d12+5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 7 (2d6) force damage. + Claws|+8|1d6+5 + + + Reversal + When a creature the reverser can see within 30 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals 13 (3d8) force damage to the creature. + + A reverser is a terrible foe in melee, laying into other creatures with teeth and claw. But the chaos it imposes is more fearful by far, as its enemies' healing magic are unraveled and turned against them. +Created by Experimentation +Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it. +Madness through Immortality. Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see. +Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales. +Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind. +Perfect Soldiers. Aeorian hunters don't require food or drink. +Source: Explorer's Guide to Wildemount p. 284 + + + + Allowak Abominable Yeti + H + monstrosity + Chaotic Evil + 15 (natural armor) + 137 (11d12+66) + walk 40 ft., climb 40 ft. + 24 + 10 + 22 + 9 + 13 + 9 + + Perception +5, Stealth +4 + 15 + Yeti + 9 + + cold + + + darkvision 60 ft. + + Fear of Fire + If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Keen Smell + The yeti has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Multiattack + The yeti can use its Chilling Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. + Claw|+11|2d6+7 + + + Chilling Gaze + The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour. + Chilling Gaze||6d6 + + + Cold Breath (Recharge 6) + The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath (Recharge 6)||10d8 + + +Source: Explorer's Guide to Wildemount p. 126 + arctic + + + Allowak Yeti + L + monstrosity + Chaotic Evil + 12 (natural armor) + 51 (6d10+18) + walk 40 ft., climb 40 ft. + 18 + 13 + 16 + 8 + 12 + 7 + + Perception +3, Stealth +3 + 13 + Yeti + 3 + + cold + + + darkvision 60 ft. + + Fear of Fire + If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Keen Smell + The yeti has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Multiattack + The yeti can use its Chilling Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage. + Claw|+6|1d6+4 + + + Chilling Gaze + The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. + Chilling Gaze||3d6 + + +Source: Explorer's Guide to Wildemount p. 126 + arctic + + + Animated Knife + T + construct + Unaligned + 17 (natural armor) + 12 (5d4) + walk 0 ft., fly 50 ft. + 12 + 15 + 11 + 1 + 5 + 1 + Dex +4 + + 7 + + 1/4 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The knife is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the knife must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the knife remains motionless and isn't flying, it is indistinguishable from a normal knife. + + + Longknife + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Longknife|+3|1d8+1 + + +Source: Explorer's Guide to Wildemount p. 248 + + + + Animated Tree + H + plant + Chaotic Good + 16 (natural armor) + 138 (12d12+60) + walk 30 ft. + 23 + 8 + 21 + 12 + 16 + 12 + + + 13 + Common, Druidic, Elvish, Sylvan + 9 + bludgeoning, piercing, necrotic, radiant + + fire + + + + False Appearance + While the tree remains motionless, it is indistinguishable from a normal tree. + + + Siege Monster + The tree deals double damage to objects and structures. + + + Multiattack + The tree makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage. + Slam|+10|3d6+6 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+10|4d10+6 + + + Animate Trees (1/Day) + The tree magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a tree, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the tree. The tree remains animate for 1 day or until it dies; until the tree dies or is more than 120 feet from the tree; or until the tree takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. + + +Source: Explorer's Guide to Wildemount p. 130, Mythic Odysseys of Theros + forest + + + Blood Hunter + M + humanoid (any race) + Any alignment + 16 (half plate armor) + 65 (10d8+20) + walk 30 ft. + 18 + 12 + 15 + 9 + 16 + 11 + Str +7, Wis +6 + Acrobatics +4, Insight +6, Perception +6 + 16 + any one language (usually Common) + 5 + + + + + darkvision 60 ft. + + Blood Curse of Binding (1/Day) + As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Blood Frenzy + The blood hunter has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Magic Resistance + The blood hunter has advantage on saving throws against spells and other magical effects. + + + Multiattack + The blood hunter attacks twice with a weapon. + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage. + Greatsword|+7|2d6+4 + + + Heavy Crossbow + Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+4|1d10+1 + + + Innate Spellcasting (1/Day) + The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence. + At will: hex + + hex + To mortals and monsters alike, the blood hunter is a legendary figure—a humanoid stalker said to embrace monstrous power. Long years ago, a group of mortals undertook dark rituals and alchemical experiments to gain the power of the deadliest monsters, allowing them to better hunt those monsters. +Blood hunters are steely on the surface, but roiling emotion lies beneath that impassive mask. Bestial fury and fathomless sorrow drive every stroke of a blood hunter's blade. Humanoids who draw the ire of a blood hunter are often in league with monsters—or the victims of a terrible misunderstanding. Such misunderstandings are tough to clear up, for blood hunters are the kind of folk to slay first and ask questions later. +Source: Explorer's Guide to Wildemount p. 284 + + + + Bol'bara + S + humanoid (goblinoid) + Chaotic Good + 13 (leather armor, 15 with mage armor) + 40 (9d6+9) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + + 11 + Common, Goblin + 3 + + + + + darkvision 60 ft. + + Dark One's Blessing + When Bol'bara reduces a hostile creature to 0 hit points, she gains 6 temporary hit points. + + + Nimble Escape + Bol'bara can take the Disengage or Hide action as a bonus action on each of her turns. + + + Multiattack + Bol'bara makes two melee attacks. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Eldritch Blast (Cantrip) + Ranged Spell Attack: +4 to hit, range 120 ft., one creature. 7 (1d10 + 2) force damage. + Eldritch Blast (Cantrip)|+4|1d10+2 + + + The humanoid (goblinoid) can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (goblinoid) regains spent legendary actions at the start of its turn. + + + Incorporeal Dash + Bol'bara moves up to her speed. She can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. + + + Zone of Calamity (Costs 2 Actions) + A 15-foot-radius sphere of magical confusion extends from a point Bol'bara can see within 60 feet of her and spreads around corners. Each creature that starts its turn in that area is treated as if targeted by the confusion spell (save DC 12). The sphere lasts as long as Bol'bara maintains concentration, up to 1 minute (as if concentrating on a spell). + + + Innate Spellcasting + Bol'bara's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: eldritch blast, false life, mage armor, mage hand + 1/day each: charm person, hex, hold person, invisibility + + eldritch blast, false life, mage armor, mage hand, charm person, hex, hold person, invisibility + +Source: Explorer's Guide to Wildemount p. 261 + + + + Bristled Moorbounder + L + beast + Unaligned + 15 (natural armor) + 52 (7d10+14) + walk 70 ft. + 18 + 14 + 14 + 2 + 13 + 5 + + + 11 + + 3 + + + + + darkvision 60 ft. + + Bladed Hide + At the start of each of its turns, the moorbounder deals 5 (2d4) piercing damage to any creature grappling it. + + + Standing Leap + The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. + + + Multiattack + The moorbounder makes two attacks: one with its blades and one with its claws. + + + Blades + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Blades|+6|2d6+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (4d4 + 4) slashing damage. + Claws|+6|4d4+4 + + A weird and deadly offshoot of the moorbounder has rows of long, bladelike bristles covering its sleek body. The creature weaponizes these blades, using them to slash nearby creatures to ribbons. However, these blades make the bristled moorbounder less suitable as a mount. +Natural Hunters +Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores. +Source: Explorer's Guide to Wildemount p. 295 + + + + Core Spawn Crawler + S + aberration + Chaotic Evil + 12 + 21 (6d6) + walk 30 ft. + 7 + 14 + 10 + 9 + 12 + 6 + + Perception +5 + 15 + understands Deep Speech but can't speak + 1 + + psychic + + blinded + blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft. + + Pack Tactics + The crawler has advantage on an attack roll against a creature if at least one of the crawler's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The crawler makes four attacks: one with its bite, two with its claws, and one with its tail. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened until the start of the crawler's next turn. + Bite|+4|1d4+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 15 ft., one target. 4 (1d4 + 2) slashing damage. + Claws|+4|1d4+2 + + + Tail + Melee Weapon Attack: +4 to hit, reach 15 ft., one target. 5 (1d6 + 2) piercing damage. + Tail|+4|1d6+2 + + The smallest and most numerous of the core spawn, these eyeless creatures scurry through the subterranean darkness with the help of their four irregular, gangly arms and hooked prehensile tails. Core spawn crawlers rarely travel alone, and a group of these agile predators is known as a vein of crawlers. Their clattering taloned limbs warn of their presence as they scuttle through the shadow-haunted depths of the earth. +Offspring of Calamity +The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. +Source: Explorer's Guide to Wildemount p. 286 + + + + Core Spawn Emissary + M + aberration + Chaotic Evil + 15 (natural armor) + 102 (12d8+48) + walk 40 ft., fly 60 ft. + 17 + 15 + 18 + 8 + 13 + 8 + Dex +5, Wis +4, Cha +2 + Perception +4 + 14 + telepathy 120 ft., understands Deep Speech but can't speak + 6 + + psychic + + blinded + blindsight 30 ft., tremorsense 60 ft. + + Magic Resistance + The emissary has advantage on saving throws against spells and other magical effects. + + + Multiattack + The emissary makes three talons attacks. + + + Talons + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 14 (2d10 + 3) slashing damage. + Talons|+6|2d10+3 + + + Alluring Thrum (Recharges 5-6) + The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Crystal Spores (Recharge 6) + A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Crystal Spores (Recharge 6)||2d10 + + These airborne predators serve as assassins and sentinels for the core spawn. The terrible thrum of its insectoid wings and a chittering of mandibles announces an emissary's arrival. +The core spawn emissary can expel clouds of crystalline spores from tubes in its head. These spores act like a contact poison and can be deadly if inhaled. +Offspring of Calamity +The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. +Source: Explorer's Guide to Wildemount p. 286 + + + + Core Spawn Seer + M + aberration + Chaotic Evil + 17 (natural armor) + 153 (18d8+72) + walk 30 ft. + 14 + 12 + 18 + 22 + 19 + 16 + Dex +6, Int +11, Wis +9, Cha +8 + Perception +9 + 19 + Common, Deep Speech, telepathy 120 ft., Undercommon + 13 + + psychic + + charmed, frightened + blindsight 60 ft., tremorsense 60 ft. + + Earth Glide + The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through. + + + Magic Resistance + The seer has advantage on saving throws against spells and other magical effects. + + + Multiattack + The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once. + + + Fission Staff + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone. + Fission Staff|+8|1d6+6 + + + Psychedelic Orb + The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer's next turn. Roll a d6 for the condition: (1-2) blinded, (3-4) frightened, or (5-6) stunned. + Psychedelic Orb||5d10 + + + Fuse Damage + When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage. + + Core spawn seers are humanoid arcanists corrupted by the eldritch power of the Elder Evils through blasphemous rites or accursed encounters. Ravaged by otherworldly radiation and disease, their bodies are covered in horrible protrusions of fluorescent crystals, which emit a psychedelic glow from beneath the tattered folds of their robes. +Offspring of Calamity +The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. +Source: Explorer's Guide to Wildemount p. 286 + + + + Core Spawn Worm + G + aberration + Chaotic Evil + 18 (natural armor) + 279 (18d20+90) + walk 60 ft., burrow 40 ft. + 26 + 5 + 20 + 6 + 8 + 4 + Con +10, Wis +4 + Perception +4 + 14 + understands Deep Speech but can't speak + 15 + + fire, psychic + cold + charmed, frightened + blindsight 30 ft., tremorsense 60 ft. + + Illumination + The worm sheds dim light in a 20-foot radius. + + + Radiant Mirror + If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well. + + + Tunneler + The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The worm makes two attacks: one with its barbed tentacles and one with its bite. + + + Barbed Tentacles + Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. 25 (5d6 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The tentacles can grapple only one creature at a time. + Barbed Tentacles|+13|5d6+8 + + + Bite + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 30 (5d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 21 (6d6) fire damage at the start of each of the worm's turns. + Bite|+13|5d8+8 + Bite||6d6 + If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + This invertebrate horror has quivering, barbed tentacles set around its massive, toothy maw. The worm's cracked and stony hide pulses with a dull orange glow, as if it might be composed of primordial lava perpetually on the verge of hardening into solid rock. +Offspring of Calamity +The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. +Source: Explorer's Guide to Wildemount p. 287 + + + + Damaged Flesh Golem + M + construct + Neutral + 9 + 5 (11d8+44) + walk 30 ft. + 19 + 9 + 18 + 6 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 5 + + lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Berserk + Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. + + + Aversion of Fire + If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Slam|+7|2d8+4 + + +Source: Explorer's Guide to Wildemount p. 248 + + + + Ferol Sal + M + undead + Neutral Evil + 14 (studded leather armor) + 45 (6d8+18) + walk 30 ft. + 15 + 14 + 16 + 10 + 13 + 15 + + Perception +3, Stealth +4 + 13 + the languages it knew in life + 3 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + + exhaustion, poisoned + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, Ferol has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Ferol makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+4|1d6+2 + A humanoid slain by this attack rises 24 hours later as a zombie under Ferol's control, unless the humanoid is restored to life or its body is destroyed. Ferol can have no more than twelve zombies under its control at one time. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+4|1d8+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Explorer's Guide to Wildemount p. 249 + underdark, swamp, urban, desert + + + Frost Giant Zombie + H + undead + Neutral Evil + 15 (patchwork armor) + 138 (12d12+60) + walk 40 ft. + 23 + 6 + 21 + 3 + 6 + 5 + Wis +2 + + 8 + understands Giant but can't speak + 9 + + cold, poison + + poisoned + darkvision 60 ft. + + Numbing Aura + Any creature that starts its turn within 10 feet of the zombie must make a DC 17 Constitution saving throw. Unless the save succeeds, the creature can't make more than one attack, or take a bonus action on that turn. + + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Multiattack + The zombie makes two weapon attacks. + + + Greataxe + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. + Greataxe|+10|3d12+6 + + + Hurl Rock + Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Hurl Rock|+10|4d10+6 + + + Freezing Stare + The zombie targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn. + Freezing Stare||10d6 + + An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eiselcross to please the ruling frost giant, Conessa Berg. The object's unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead. These hulking brutes now wander the ruined landscape surrounding their cursed home, hunting and destroying all living things with a frightening ferocity. +The battered, butchered, and frozen remains of would-be heroes litter battle sites where these undead giants have been encountered. Underestimating these towering horrors has been the folly of numerous expeditions to the northern reaches of Eiselcross, with only rumors often finding their way back as proof that these frigid monsters even exist. +Source: Explorer's Guide to Wildemount p. 288 + + + + Frost Worm + G + monstrosity + Unaligned + 18 (natural armor) + 264 (16d20+96) + walk 40 ft., burrow 30 ft. + 28 + 8 + 22 + 1 + 5 + 5 + Con +12, Wis +3 + + 7 + + 17 + + cold + fire + + blindsight 30 ft., tremorsense 60 ft. + + Freezing Body + A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage. + + + Death Burst + When the worm dies, it explodes in a burst of frigid energy. Each creature within 60 feet of it must make a DC 20 Dexterity saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. Creatures inside the worm when it dies automatically fail this saving throw. + + + Tunneler + The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The worm makes two bite attacks, or uses its Trill and makes a bite attack. + + + Bite + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 22 (3d8 + 9) piercing damage plus 10 (3d6) cold damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 10 (3d6) acid damage and 10 (3d6) cold damage at the start of each of the worm's turns. + Bite|+15|3d8+9 + Bite||3d6 + If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. + + + Trill + The frost worm emits a haunting cry. Each creature within 60 feet of the worm that can hear it must succeed on a DC 20 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill of all frost worms for the next 24 hours. Frost worms are immune to this effect. + + Frost worms burrow through the snow, dirt, ice, and rock of Wildemount's Biting North. These enormous monstrosities eagerly consume any living creature they can wrap their jaws around. +A frost worm spends most of its time beneath the frozen ground, conserving energy while it waits for prey to pass overhead. Smart travelers can identify a frost worm's hunting grounds by looking for recently iced-over tunnels. When the worm senses vibrations above, it bursts forth through dirt, ice, and snow. Those who escape its initial assault must still contend with the worm's haunting trill—a hypnotizing call that stops creatures in their tracks to make them easy prey. +Source: Explorer's Guide to Wildemount p. 289 + + + + Gearkeeper Construct + L + construct + Unaligned + 18 (natural armor) + 161 (17d10+68) + walk 60 ft. + 20 + 16 + 18 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + bludgeoning, piercing, slashing from nonmagical attacks + fire, poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 120 ft. + + Immutable Form + The gearkeeper is immune to any spell or effect that would alter its form. + + + Rapid Shifting + Opportunity attacks made against the gearkeeper have disadvantage. + + + Whirling Blades + Any creature that starts its turn within 5 feet of the gearkeeper takes 4 (1d8) slashing damage. + + + Multiattack + The gearkeeper makes two Arm Blade attacks, or one Arm Blade attack and one Spear Launcher attack. + + + Arm Blade + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 18 (3d8 + 5) slashing damage. + Arm Blade|+9|3d8+5 + + + Spear Launcher + Ranged Weapon Attack: +9 to hit, range 90 ft., one target. 12 (2d6 + 5) piercing damage, and the target is knocked prone. + Spear Launcher|+9|2d6+5 + + + Shrapnel Blast (Recharge 6) + The gearkeeper jettisons a spray of jagged metal in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. + Shrapnel Blast (Recharge 6)||6d6 + + +Source: Explorer's Guide to Wildemount p. 290 + + + + Gloomstalker + L + monstrosity + Neutral Evil + 15 (natural armor) + 90 (12d10+24) + walk 40 ft., fly 80 ft. + 22 + 16 + 14 + 5 + 17 + 14 + Str +9, Dex +6 + Athletics +9, Intimidation +5, Perception +6, Stealth +6 + 16 + understands Common but can't speak + 6 + + + radiant + + darkvision 240 ft + + Shadowstep + As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see. + + + Sunlight Sensitivity + While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The gloomstalker makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage. + Bite|+9|2d8+6 + + + Claws + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. + Claws|+9|2d6+6 + + + Snatch + Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained. + Snatch|+9|2d6+6 + + + Shriek (Recharge 6) + The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy's next turn. + + A gloomstalker is a terrifying, winged predator resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth. +Source: Explorer's Guide to Wildemount p. 291 + + + + Guardian Wolf + H + monstrosity + Unaligned + 14 (natural armor) + 66 (7d12+21) + walk 60 ft. + 22 + 14 + 16 + 5 + 12 + 8 + + Perception +5, Stealth +4 + 15 + Common, Elvish + 4 + + + + + + + Keen Hearing and Smell + The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The wolf makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. + Bite|+8|1d10+6 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (2d8 + 6) piercing damage. + Claws|+8|2d8+6 + + +Source: Explorer's Guide to Wildemount p. 272 + + + + Horizonback Tortoise + G + monstrosity + Unaligned + 17 (natural armor, 22 while in its shell) + 227 (13d20+91) + walk 20 ft. + 28 + 3 + 25 + 4 + 10 + 5 + Str +12, Con +10 + + 10 + understands Goblin but can't speak + 7 + + poison + + poisoned + darkvision 60 ft + + Amphibious + The tortoise can breathe air and water. + + + Massive Frame + The tortoise can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath the tortoise while it's not prone. + Any creature under the tortoise when it falls prone is grappled (escape DC 18). Until the grapple ends, the creature is prone and restrained. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 28 (3d12 + 9) bludgeoning damage. + Bite|+12|3d12+9 + + + Shell Defense (Recharge 4-6) + The tortoise withdraws into its shell, falls prone, and gains a +5 bonus to AC. While the tortoise is in its shell, its speed is 0 and can't increase. The tortoise can emerge from its shell as an action, whereupon it is no longer prone. + + Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Eastern Wynandir. Nearly fifty feet from nose to tail, and with a habit of remaining stationary for long periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. An omnivore of incredible size, these scavengers prefer to feed on dead vegetation, but make use of whatever edible matter they come across. +Source: Explorer's Guide to Wildemount p. 292 + + + + Hulil Lutan + M + humanoid (dwarf) + Any Non-Good Alignment + 13 (leather armor) + 33 (6d8+6) + walk 25 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + Deception +4, Persuasion +4, Religion +2 + 11 + any one language (usually Common), Dwarvish + 2 + poison + + + + darkvision 60 ft. + + Dark Devotion + Hulil has advantage on saving throws against being charmed or frightened. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + Hulil makes two melee attacks. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Spellcasting + Hulil is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Hulil has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): command, inflict wounds, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + +Source: Explorer's Guide to Wildemount p. 240 + + + + Husk Zombie + M + undead + Neutral Evil + 10 + 37 (5d8+15) + walk 35 ft. + 16 + 10 + 16 + 3 + 6 + 5 + Con +5, Wis +0 + + 8 + understands the languages it knew in life but can't speak + 1 + + poison + + poisoned + darkvision 60 ft. + + Curse of the Husk + A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn. + + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Multiattack + The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+5|1d6+3 + + + Variant: Husk Zombie Bursters + Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. A husk zombie burster has the following additional action option: + Burst. The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as a husk zombie after 1 minute. + + The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake. +Source: Explorer's Guide to Wildemount p. 293 + + + + Ishel + M + humanoid (elf) + Neutral Evil + 15 (chain shirt) + 24 (3d8) + walk 30 ft. + 10 + 14 + 10 + 11 + 11 + 12 + + Perception +2, Stealth +4 + 12 + Elvish, Undercommon + 1/4 + + + + + darkvision 120 ft. + + Fey Ancestry + Ishel has advantage on saving throws against being charmed, and magic can't put Ishel to sleep. + + + Sunlight Sensitivity + While in sunlight, Ishel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. + Hand Crossbow|+4|1d6+2 + + + Variant: Drow Magic Armor and Weapons + Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. + A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks. + + + Innate Spellcasting + Ishel's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Explorer's Guide to Wildemount p. 231 + underdark + + + Karkethzerethzerus, the Sable Despoiler + G + dragon + Lawful Good + 22 (natural armor) + 487 (25d20+225) + walk 40 ft., fly 80 ft. + 30 + 10 + 29 + 18 + 15 + 23 + Dex +7, Con +16, Wis +9, Cha +13 + Arcana +11, History +11, Perception +16, Stealth +2 + 26 + Common, Draconic + 23 + necrotic + cold + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Living Shadow + While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant. + + + Shadow Stealth + While in dim light or darkness, the dragon can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) piercing damage. + Bite|+17|2d10+10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) slashing damage. + Claw|+17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 19 (2d8 + 10) bludgeoning damage. + Tail|+17|2d8+10 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Necrotic Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||15d8 + • Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. + + + Regional Effects + + + The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. + • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + +Source: Explorer's Guide to Wildemount p. 158 + mountain, urban + + + Kobold Underling + S + humanoid (kobold) + Lawful Evil + 13 + 7 (3d6-3) + walk 30 ft. + 7 + 16 + 9 + 8 + 9 + 8 + + + 9 + Common, Draconic + 1/8 + + + + + darkvision 60 ft. + + Messy End + The kobold explodes 3 rounds after it dies, or immediately if it was killed by a critical hit. The explosion destroys the kobold's body, leaving its equipment behind. Each creature within 5 feet of the exploding kobold must make a DC 10 Dexterity saving throw, taking 4 (1d8) bludgeoning damage on a failed save, or half as much damage on a successful one. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Hand Crossbow + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Hand Crossbow|+5|1d6+3 + + Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making. +Source: Explorer's Guide to Wildemount p. 221 + + + + Merrow Shallowpriest + L + monstrosity + Chaotic Evil + 15 (natural armor) + 75 (10d10+20) + walk 10 ft., swim 40 ft. + 18 + 14 + 15 + 11 + 16 + 9 + + + 13 + Abyssal, Aquan + 4 + + + + + darkvision 60 ft. + + Amphibious + The merrow can breathe air and water. + + + Harpoon + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer. + Harpoon|+6|2d6+4 + + + Lightning Bolt (3rd-Level Spell; Requires a Spell Slot) + The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Bolt (3rd-Level Spell; Requires a Spell Slot)||8d6 + + + Spellcasting + The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merrow has the following druid spells prepared: + Cantrips (at will): druidcraft, minor illusion, shocking grasp + • 1st level (4 slots): cure wounds, fog cloud, thunderwave + • 2nd level (3 slots): hold person, mirror image, misty step + • 3rd level (3 slots): dispel magic, lightning bolt (see "Actions" below), sleet storm + + 4, 3, 3 + druidcraft, minor illusion, shocking grasp, cure wounds, fog cloud, thunderwave, hold person, mirror image, misty step, dispel magic, lightning bolt, sleet storm + Some of the many merrow that dwell in the watery shadows of the Menagerie Coast learn to harness the magical aspects of the elements. Often working as guides leading merrow hunting parties, some of these shallowpriests rise to become powerful leaders, inspiring their clans to terrorize coastal communities and passing ships. +Rumors speak of underground waterways and lakes carved into the rock beneath Wildemount, where shallowpriests hold court over huge subterranean communities of merrow. These evil creatures are thought to seek the means of flooding the surface world, allowing them to steal away who and what they will to the dark waters below. +While most shallowpriests do not bind themselves in the service of a specific deity, some are drawn to the worship of entities that reign over regions of the Elemental Plane of Water, hoping to find means of expanding their dominion into the seas of Exandria. These merrow often spearhead the construction of intricate shrines and temples along the bottom of the ocean, preparing a sacred space for planar doorways to their master's realm to be opened and maintained. +Source: Explorer's Guide to Wildemount p. 294 + + + + Moorbounder + L + beast + Unaligned + 13 (natural armor) + 30 (4d10+8) + walk 70 ft. + 18 + 14 + 14 + 2 + 13 + 5 + + + 11 + + 1 + + + + + darkvision 60 ft. + + Standing Leap + The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (4d4 + 4) slashing damage. + Claws|+6|4d4+4 + + Natural Hunters +Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores. +Source: Explorer's Guide to Wildemount p. 295 + + + + Mossback Steward + G + monstrosity + Unaligned + 17 (natural armor, 22 while in its shell) + 227 (13d20+91) + walk 20 ft. + 28 + 3 + 25 + 4 + 10 + 5 + Str +12, Con +10 + + 10 + understands Goblin but can't speak + 7 + + poison + + poisoned + darkvision 60 ft + + Amphibious + Mossback Steward can breathe air and water. + + + Massive Frame + Mossback Steward can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath Mossback Steward while it's not prone. + Any creature under Mossback Steward when it falls prone is grappled (escape DC 18). Until the grapple ends, the creature is prone and restrained. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 28 (3d12 + 9) bludgeoning damage. + Bite|+12|3d12+9 + + + Shell Defense (Recharge 4-6) + Mossback Steward withdraws into its shell, falls prone, and gains a +5 bonus to AC. While Mossback Steward is in its shell, its speed is 0 and can't increase. Mossback Steward can emerge from its shell as an action, whereupon it is no longer prone. + + +Source: Explorer's Guide to Wildemount p. 256 + + + + Nergaliid + L + fiend (devil) + Lawful Evil + 12 (natural armor) + 42 (4d10+20) + walk 30 ft. + 18 + 12 + 20 + 12 + 10 + 12 + + Deception +5, Perception +2, Stealth +5 + 12 + Common, Infernal + 3 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Shadow Stealth + While in dim light or darkness, the nergaliid can take the Hide action as a bonus action. + + + Standing Leap + The nergaliid's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|+6|2d8+4 + + + Tongue Lash + Melee Weapon Attack: +6 to hit, reach 20 ft., one target. 10 (1d12 + 4) bludgeoning damage. + Tongue Lash|+6|1d12+4 + + + Siphon Life (Recharge 4-6) + The nergaliid magically draws the life from a humanoid it can see within 40 feet of it. The target must make a DC 15 Wisdom saving throw. An incapacitated target fails the save automatically. On a failed save, the creature takes 10 (3d6) psychic damage, and the nergaliid gains temporary hit points equal to the damage taken. On a successful save, the target takes half as much damage, and the nergaliid doesn't gain temporary hit points. If this damage kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie (see earlier in this chapter). + Siphon Life (Recharge 4-6)||3d6 + + Corpulent, scaled, and utterly repulsive, these vicious devils stalk the dark edges of society away from prying eyes, subsisting on the life force of unsuspecting humanoids. Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie (see earlier in this chapter). +The nergaliid favors feeding on the life force of sleeping humanoids, feasting on the same prey nightly—so long as its victim remains unaware. This ensures a lasting source of nourishment, with the victim beset by terrible nightmares as long as the feeding continues. When a nergaliid is discovered, it tries to strike a deal with the one who uncovered it. It might offer material wealth in exchange for freedom and silence. Only when an accord seems unlikely does the nergaliid attack. +Source: Explorer's Guide to Wildemount p. 296 + + + + Ogre Lord Buhfal II + L + giant + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Greatclub|+6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|+6|2d6+4 + + +Source: Explorer's Guide to Wildemount p. 251 + grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain + + + Old Croaker + L + beast + Unaligned + 11 + 39 (6d10+6) + walk 20 ft., swim 40 ft. + 15 + 13 + 13 + 2 + 10 + 3 + + + 10 + + 1 + + + + + darkvision 30 ft. + + Amphibious + Old Croaker can breathe air and water + + + Standing Leap + Old Croaker's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and Old Croaker can't bite another target. + Bite|+4|1d10+2 + + + Swallow + Old Croaker makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside Old Croaker, and it takes 10 (3d6) acid damage at the start of each of Old Croaker's turns. Old Croaker can have only one target swallowed at a time. + If Old Croaker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. + + +Source: Explorer's Guide to Wildemount p. 240 + underdark, forest, swamp, desert, coastal + + + Oracs the Enduring + G + undead + Chaotic Evil + 22 (natural armor) + 367 (21d20+147) + walk 40 ft., fly 80 ft., swim 40 ft. + 27 + 14 + 25 + 16 + 15 + 19 + Dex +9, Con +14, Wis +9, Cha +11 + Perception +16, Stealth +9 + 26 + Common, Draconic + 21 + necrotic + acid, poison + + charmed, frightened, paralyzed, poisoned, exhaustion + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dracolich fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The dracolich has advantage on saving throws against spells and other magical effects. + + + Multiattack + The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. + Bite|+15|2d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+15|2d8+8 + + + Frightful Presence + Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours. + + + Acid Breath (Recharge 5-6) + The dracolich exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath (Recharge 5-6)||15d8 + + + The undead can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Detect + The dracolich makes a Wisdom (Perception) check. + + + Tail Attack + The dracolich makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dracolich beats its wings. Each creature within 15 feet of the dracolich must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. + • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. + • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. + + + Regional Effects + + + The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. + • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. + • Fog lightly obscures the land within 6 miles of the lair. + If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days. + + +Source: Explorer's Guide to Wildemount p. 154 + swamp + + + Parson Pellinost + M + humanoid (any race) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 30 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages + 2 + + + + + + + Divine Eminence + As a bonus action, Pellinost can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Pellinost expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + Pellinost is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Pellinost has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + +Source: Explorer's Guide to Wildemount p. 261 + + + + Raegrin Mau + M + humanoid (elf) + Any Non-Good Alignment + 12 (leather armor) + 9 (2d8) + walk 35 ft. + 11 + 12 + 10 + 10 + 11 + 10 + + Deception +2, Religion +2, Perception +1 + 10 + any one language (usually Common), Elvish + 1/8 + + + + + darkvision 60 ft. + + Dark Devotion + Raegrin has advantage on saving throws against being charmed or frightened. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Raegrin to sleep. + + + Mask of the Wild + <$title_short_name$> can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage. + Scimitar|+3|1d6+1 + + +Source: Explorer's Guide to Wildemount p. 240 + + + + Sahuagin Warlock of Uk'otoa + M + humanoid (sahuagin) + Neutral Evil + 14 (natural armor) + 22 (5d8) + walk 30 ft., swim 40 ft. + 14 + 10 + 11 + 8 + 8 + 16 + + Arcana +1, Persuasion +5 + 9 + Common, Sahuagin + 3 + + + + + darkvision 120 ft. + + Blood Frenzy + The warlock has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The warlock can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The warlock makes two attacks: one with its bite and one with its Sword of Fathoms. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Sword of Fathoms + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) slashing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or begin choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it. + Sword of Fathoms|+4|1d10+2 + + + Eldritch Blast (Cantrip) + Ranged Spell Attack: +5 to hit, range 120 ft., one creature. 5 (1d10) force damage. + Eldritch Blast (Cantrip)|+5|1d10 + + + Variant: Rod of Retribution + Sahuagin warlocks of Uk'otoa who have exceptional potential in the eyes of the leviathan lord are granted a rod of retribution in addition to Uk'otoa's typical blessing, the Sword of Fathoms. A sahuagin warlock of Uk'otoa holding this rod gains the following reaction: + Retribution (3/Day). When a creature the warlock can see within 60 feet of it damages the warlock, the creature must make a DC 13 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one. + + + Innate Spellcasting + The warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: eldritch blast (see "Actions" below), minor illusion + 1/day each: armor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar + + eldritch blast, minor illusion, armor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar + The slumbering leviathan Uk'otoa preys on the fears and ambitions of humanoids that brave the depths of the Lucidian Ocean. Countless communities of sahuagin inhabit uncharted pockets of water along the Menagerie Coast, and the most ambitious among them often hear the call of the leviathan in their dreams, urging them to take his power and use it to achieve their bloodsoaked dreams. +Sahuagin who answer the call of Uk'otoa tend to have one ambition in common: vengeance against the land dwellers of the Clovis Concord for daring to sail oceans that do not belong to them. As these devotees receive dark boons from their leviathan lord, other sahuagin begin to gather to their side, drawn to their displays of power and seeking their own pathway to power. Over time, these warlocks eventually become empty husks, mere receptacles for Uk'otoa's power, and puppets that the slumbering leviathan can control as he pleases. +Source: Explorer's Guide to Wildemount p. 297 + + + + Sea Fury + M + fey + Chaotic Evil + 14 (natural armor) + 105 (14d8+42) + walk 30 ft., swim 50 ft. + 19 + 15 + 16 + 12 + 12 + 18 + + Deception +8, Insight +5, Perception +5, Stealth +6 + 15 + Aquan, Common, Giant + 12 + + cold, fire, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + paralyzed, poisoned + darkvision 120 ft. + + Amphibious + The sea fury can breathe air and water. + + + Legendary Resistance (3/Day) + If the sea fury fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The sea fury has advantage on saving throws against spells and other magical effects. + + + Multiattack + The sea fury makes two attacks with its claws. + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws|+8|2d8+4 + + + Death Glare + The sea fury targets one frightened creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or drop to 0 hit points. + + + The fey can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey regains spent legendary actions at the start of its turn. + + + As Water + The sea fury transforms into a wave of foaming seawater, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity attacks. While in this form, it can't be grappled or restrained. It reverts to its true form at the end of this movement. + + + Fearsome Apparition (Costs 2 Actions) + The sea fury conjures an apparition of one of its dead sisters, which appears in an unoccupied space the sea fury can see within 30 feet of it. Enemies of the sea fury that can see the apparition must succeed on a DC 16 Wisdom saving throw or be frightened of it until it vanishes at the end of the sea fury's next turn. + + + Conjure Snakes (Costs 3 Actions) + The sea fury disgorges a swarm of poisonous snakes, which occupies the same space as the sea fury, acts on its own initiative count, and attacks as directed by the sea fury. The sea fury can control up to three of these swarms at a time. + + + Lair Actions + + + A sea fury lurks in the caverns where its coven once dwelled, decorating the walls with the bones of its slain kin, as well as baubles stolen from sunken wrecks. + On initiative count 20 (losing initiative ties), the sea fury can take a lair action to cause one of the following magical effects, but can't use the same effect two rounds in a row: + • Caverns, tunnels, and pools of water within 120 feet of the sea fury become foggy or murky, to the extent that the area becomes heavily obscured. + • The sea fury conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing wave must succeed on a DC 16 Strength saving throw or be knocked prone by it and pushed 15 feet along its course. + • The sea fury calls forth the spirit of a dead sailor or sea hag that met its end in the lair. This spirit has the statistics of a specter and lasts until the sea fury uses another lair action. The specter appears in an unoccupied space within 30 feet of the sea fury and obeys the sea fury's commands. + + + Regional Effects + + + The region containing a sea fury's lair is warped by the sea fury's magic, which creates the following effects: + • Sea water within 5 miles of the lair becomes coarse and choppy, as if whipped by an unseen wind. + • Sea grass within 1 mile of the lair is imbued with a foul mockery of life, grasping ineffectually at any creature that passes within 5 feet of it. + • Ordinary crab and octopus within 1 mile of the lair grow in size to become giant crab and giant octopus, respectively. These creatures serve the sea fury as spies and guards. + + + Innate Spellcasting + The sea fury's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: witch bolt + 1/day each: bestow curse, fear, thunderwave + + witch bolt, bestow curse, fear, thunderwave + In times of great danger, sea hags form massive covens to channel powerful magic against outside threats. But when the threat is vanquished, these covens often destroy themselves from within. One sea hag grows more powerful than the others, killing its kin one by one and siphoning their magical power as it does so. +Driven to madness by the power it claims—and by the loneliness that is the cost of its killing spree—the hag becomes a sea fury, which hoards treasure, spreads rumors, and does everything within its power to lure sailors and explorers to its lair. By doing so, it hopes to break its loneliness for a time—and then to destroy its new playthings when they have outlived their usefulness. +Source: Explorer's Guide to Wildemount p. 299 + + + + Shadowghast + M + undead + Chaotic Evil + 15 + 49 (9d8+9) + walk 35 ft. + 14 + 20 + 12 + 12 + 11 + 8 + + Perception +3, Stealth +8 + 13 + + 5 + necrotic + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Stench + Any creature that starts its turn within 5 feet of the shadowghast must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to this Stench for 24 hours. + + + Shadow Stealth + While in dim light or darkness, the shadowghast can take the Hide action as a bonus action. + + + Multiattack + The shadowghast makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 11 (2d8 + 2) slashing damage plus 5 (1d10) necrotic damage. + Bite|+8|2d8+2 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|+8|2d6+5 + + A shadowghast is an undead assassin. Leaping out from the shadows and trailing tendrils of darkness, it closes in on its prey with nary a sound, then tears into a victim with its paralyzing claws and furious bite. +Source: Explorer's Guide to Wildemount p. 299 + + + + Sharkbody Abomination + L + beast + Unaligned + 12 (natural armor) + 45 (6d10+12) + swim 40 ft. + 18 + 13 + 15 + 1 + 10 + 4 + + Perception +2 + 12 + + 2 + + + + + blindsight 30 ft. + + Blood Frenzy + The abomination has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The abomination can breathe only underwater. + + + Limited Amphibiousness + The abomination can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Bite|+6|2d8+4 + + +Source: Explorer's Guide to Wildemount p. 215 + underwater + + + Sken Zabriss + M + humanoid (goliath) + Lawful Evil + 16 (breastplate, shield) + 45 (7d8+14) + walk 30 ft. + 16 + 11 + 15 + 13 + 10 + 12 + + + 10 + Common, Draconic, Giant + 1 + + + + + + + Powerful Build + Sken counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift. + + + Special Equipment + Sken wears a ring of obscuring. With it, she can cast the fog cloud spell centered on herself three times per day. The cloud lasts for 1 minute (no concentration required). + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands. + Longsword|+5|1d8+3 + + + Stone's Endurance (Recharges after a Short or Long Rest) + When Sken takes damage, she can use her reaction to reduce the damage taken by 8 (1d12 + 2). + + +Source: Explorer's Guide to Wildemount p. 221 + + + + Skr'a S'orsk + M + humanoid (lizardfolk) + Neutral + 13 (natural armor) + 27 (5d8+5) + walk 30 ft., swim 30 ft. + 15 + 10 + 13 + 10 + 15 + 8 + + Perception +4, Stealth +4, Survival +6 + 14 + Draconic + 2 + + + + + + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Multiattack (Lizardfolk Form Only) + The lizardfolk makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If Skr'a S'orsk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and Skr'a S'orsk can't bite another target. If Skr'a S'orsk reverts to its true form, the grapple ends. + Bite|+4|1d6+2 + + + Claws (Lizardfolk Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claws (Lizardfolk Form Only)|+4|1d4+2 + + + Change Shape (Recharges after a Short or Long Rest) + The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Spellcasting (Lizardfolk Form Only) + The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, thorn whip + • 1st level (4 slots): entangle, fog cloud + • 2nd level (3 slots): heat metal, spike growth + • 3rd level (2 slots): conjure animals (reptiles only), plant growth + + 4, 3, 2 + druidcraft, produce flame, thorn whip, entangle, fog cloud, heat metal, spike growth, conjure animals, plant growth + +Source: Explorer's Guide to Wildemount p. 254 + forest, swamp + + + Swarm of Undead Snakes + M + swarm of Medium beasts + Unaligned + 14 + 36 (8d8) + walk 30 ft., swim 30 ft. + 8 + 18 + 11 + 1 + 10 + 3 + + + 10 + + 2 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, poisoned + blindsight 10 ft. + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. + Bites|+6|2d6 + Bites||4d6 + + +Source: Explorer's Guide to Wildemount p. 247 + forest, swamp + + + Swavain Basilisk + H + monstrosity + Unaligned + 16 (natural armor) + 85 (10d12+20) + walk 15 ft., swim 40 ft. + 15 + 16 + 15 + 2 + 8 + 7 + + + 9 + + 7 + + poison + + poisoned + darkvision 60 ft. + + Amphibious + The basilisk can breathe air and water. + + + Petrifying Secretions + A creature must make a DC 13 Constitution saving throw if it hits the basilisk with a weapon attack while within 5 feet of it or if it starts its turn grappled by the basilisk. Unless the save succeeds, the creature magically begins to turn to stone and is restrained, and it must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failure, the creature is petrified. + + + Multiattack + The basilisk makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (3d6 + 3) piercing damage plus 10 (3d6) poison damage. + Bite|+6|3d6+3 + + + Tail + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 14 (2d10 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). + Tail|+6|2d10+3 + + Pearl divers and seafloor scavengers sometimes tell tales of mysterious ocean gardens filled with statues of sea creatures and sailors—the underwater grottoes of the deadly Swavain basilisk. Though named for the Swavain Islands where they are most commonly found, these dangerous hunters have been known to wander inland waterways, and have even been spotted in subterranean sewer systems. +Source: Explorer's Guide to Wildemount p. 300 + + + + Three Earrings + M + humanoid (tabaxi) + Any Non-Lawful Alignment + 15 (studded leather armor) + 65 (10d8+20) + walk 30 ft. + 15 + 16 + 14 + 14 + 11 + 14 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + 10 + any two languages + 2 + + + + + darkvision 60 ft. + + Feline Agility + When <$title_short_name$> moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, <$title_short_name$> can't use it again until they moves 0 feet on one of their turns. + + + Multiattack + The captain makes three melee attacks: two with its scimitar and one with its dagger. Or Three Earrings makes two ranged attacks with its daggers. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|+5|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Claws + Melee Weapon Attack: ++4 to hit, reach 5 ft., one target. 4 (1d4 +2) slashing damage. + Claws|+4|1d4+2 + + + Parry + The captain adds 2 to its AC against one melee attack that would hit it. To do so, Three Earrings must see the attacker and be wielding a melee weapon. + + +Source: Explorer's Guide to Wildemount p. 211 + + + + Udaak + G + fiend + Neutral Evil + 18 (natural armor) + 165 (10d20+60) + walk 50 ft. + 26 + 14 + 22 + 3 + 11 + 10 + Str +13, Con +11 + + 10 + + 16 + + poison; bludgeoning, piercing, slashing from nonmagical attacks + thunder + frightened, grappled, poisoned, restrained + darkvision 120 ft. + + Charge + If the udaak moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 27 (6d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away from the udaak and knocked prone. + + + Siege Monster + The udaak deals double damage to objects and structures. + + + Multiattack + The udaak makes three attacks: one with its bite and two with its slam. + + + Bite + Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. 21 (2d12 + 8) piercing damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the udaak can't bite another target. + Bite|+13|2d12+8 + + + Slam + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 21 (3d8 + 8) bludgeoning damage. + Slam|+13|3d8+8 + + + Swallow + The udaak makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the udaak, and it takes 21 (6d6) acid damage at the start of each of the udaak's turns. + If the udaak takes 30 damage or more on a single turn from a creature inside it, the udaak must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the udaak. If the udaak dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + Known commonly as the brutes of Xhorhas, these enormous creatures resemble an immense, demonic cross between ox and gorilla. Udaaks are solitary wanderers, found most commonly along the edges of settled lands in the barrens of Eastern Wynandir. Though they often scavenge for food, a hungry udaak will attack almost any prey, its four sets of red eyes and its tangle of teeth and tusks striking fear into the heart of any creature. +Living Siege Engine. Originally brought to Exandria from the Abyss, udaaks lost their connection to that realm after the Divergence and have roamed the world freely ever since. In recent years, the warmasters of the Kryn Dynasty have developed arcane collars that can keep an udaak under control, and they have begun using these dread creatures in the war against the Dwendalian Empire. +Source: Explorer's Guide to Wildemount p. 301 + + + + Vox Seeker + T + construct + Unaligned + 14 (natural armor) + 7 (2d4+2) + walk 20 ft., climb 20 ft. + 2 + 10 + 12 + 1 + 10 + 1 + + + 10 + + 1/8 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Voice Lock + The vox seeker must move toward and attack the source of the nearest voice within 60 feet of it, to the exclusion of all other targets, for as long as it remains operational. + + + Spider Climb + The vox seeker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pincer + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage plus 3 lightning damage. + Pincer|+2|1d4 + + +Source: Explorer's Guide to Wildemount p. 270 + + + + Yinra Emberwind + M + humanoid (elf) + Neutral Good + 15 (studded leather armor) + 16 (3d8+3) + walk 30 ft. + 11 + 16 + 12 + 14 + 13 + 11 + + Investigation +4, Perception +3, Stealth +5 + 13 + Common, Elvish + 1/2 + + + + + darkvision 60 ft. + + Fey Ancestry + Yinra has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Keen Hearing and Sight + Yinra has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage. + Longbow|+5|1d8+3 + + +Source: Explorer's Guide to Wildemount p. 223 + + + diff --git a/FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml b/FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml new file mode 100755 index 0000000..87b3180 --- /dev/null +++ b/FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml @@ -0,0 +1,262 @@ + + + + Dark Star + 8 + EV + NO + + 150 feet + V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes) + Concentration, up to 1 minute + Wizard (Graviturgy) + This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force. +For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. +Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. +Source: Explorer's Guide to Wildemount p. 186 + 8d10 + + + Fortune's Favor + 2 + D + NO + + Touch + V, S, M (a white pearl worth at least 100 gp, which the spell consumes) + 1 hour + Wizard (Chronurgy), Wizard (Graviturgy) + You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. +If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. +Source: Explorer's Guide to Wildemount p. 186 + + + Gift of Alacrity + 1 + D + NO + + Touch + V, S + 8 hours + Wizard (Chronurgy) + You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls. +Source: Explorer's Guide to Wildemount p. 186 + 1d8 + + + Gravity Fissure + 6 + EV + NO + + Self (100-foot line) + V, S, M (a fistful of iron filings) + Instantaneous + Wizard (Graviturgy) + You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. +Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. +Source: Explorer's Guide to Wildemount p. 187 + 8d8 + 9d8 + 10d8 + 11d8 + + + Gravity Sinkhole + 4 + EV + NO + + 120 feet + V, S, M (a black marble) + Instantaneous + Wizard (Graviturgy) + A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. +Source: Explorer's Guide to Wildemount p. 187 + 5d10 + 6d10 + 7d10 + 8d10 + 9d10 + 10d10 + + + Immovable Object + 2 + T + NO + + Touch + V, S, M (gold dust worth at least 25 gp, which the spell consumes) + 1 hour + Wizard (Graviturgy) + You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. +If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet. +At Higher Levels: +If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled. +Source: Explorer's Guide to Wildemount p. 187 + + + Magnify Gravity + 1 + T + NO + + 60 feet + V, S + 1 round + Wizard (Graviturgy) + The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. +Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. +Source: Explorer's Guide to Wildemount p. 188 + 2d8 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + + + Pulse Wave + 3 + EV + NO + + Self (30-foot cone) + V, S + Instantaneous + Wizard (Chronurgy), Wizard (Graviturgy) + You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. +In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd. +Source: Explorer's Guide to Wildemount p. 188 + 6d6 + 1d6 + + + Ravenous Void + 9 + EV + NO + + 1000 feet + V, S, M (a small, nine-pointed star made of iron) + Concentration, up to 1 minute + Wizard (Graviturgy) + You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried. +When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible. +A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying. +Source: Explorer's Guide to Wildemount p. 188 + 5d10 + + + Reality Break + 8 + C + NO + + 60 feet + V, S, M (a crystal prism) + Concentration, up to 1 minute + Wizard (Chronurgy) + You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. +At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success. +Reality Break Effects +d10 | Effect +1-2 | Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn. +3-5 | Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one. +6-8 | Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone. +9-10 | Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn. +Source: Explorer's Guide to Wildemount p. 189 + 6d12 + 8d12 + 10d12 + + + Sapping Sting + 0 + N + NO + + 30 feet + V, S + Instantaneous + Wizard (Chronurgy), Wizard (Graviturgy) + You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. +This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). +Source: Explorer's Guide to Wildemount p. 189 + 1d4 + 2d4 + 3d4 + 4d4 + + + Temporal Shunt + 5 + T + NO + + 120 feet + V, S + 1 round + Wizard (Chronurgy) + You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other. +Source: Explorer's Guide to Wildemount p. 189 + + + Tether Essence + 7 + N + NO + + 60 feet + V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes) + Concentration, up to 1 hour + Wizard (Chronurgy), Wizard (Graviturgy) + Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both. +Source: Explorer's Guide to Wildemount p. 189 + + + Time Ravage + 9 + N + NO + + 90 feet + V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes) + Instantaneous + Wizard (Chronurgy) + You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age. +Source: Explorer's Guide to Wildemount p. 189 + 10d12 + + + Wristpocket + 2 + C + YES + + Self + S + Concentration, up to 1 hour + Wizard (Chronurgy), Wizard (Graviturgy) + You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. +Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet. +Source: Explorer's Guide to Wildemount p. 190 + + diff --git a/FightClub5eXML/Sources/GhostsOfSaltmarsh/bestiary-gos.xml b/FightClub5eXML/Sources/GhostsOfSaltmarsh/bestiary-gos.xml new file mode 100755 index 0000000..a6a8dd4 --- /dev/null +++ b/FightClub5eXML/Sources/GhostsOfSaltmarsh/bestiary-gos.xml @@ -0,0 +1,2987 @@ + + + + Amphisbaena (monstrosity) + M + monstrosity + Unaligned + 14 + 11 (2d8+2) + walk 30 ft., swim 30 ft. + 14 + 18 + 12 + 3 + 10 + 3 + + Perception +2 + 12 + + 1/2 + + + + + blindsight 10 ft. + + Two Heads + The Amphisbaena (monstrosity) has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Multiattack + The Amphisbaena (monstrosity) makes two bite attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one. + Bite|+6|1d4+4 + Bite||1d6 + + +Source: Ghosts of Saltmarsh p. 230, Mythic Odysseys of Theros + + + + Barnacle Bess + M + beast + Unaligned + 15 (natural armor) + 13 (3d8) + walk 30 ft., swim 30 ft. + 13 + 15 + 11 + 1 + 9 + 3 + + Stealth +4 + 9 + + 1/8 + + + + + blindsight 30 ft. + + Amphibious + Bess can breathe air and water. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). Bess has two claws, each of which can grapple only one target. + Claw|+3|1d6+1 + + +Source: Ghosts of Saltmarsh p. 220 + coastal + + + Bullywug Croaker + M + humanoid (bullywug) + Neutral Evil + 15 (hide armor, shield) + 33 (6d8+6) + walk 20 ft., swim 40 ft. + 14 + 12 + 12 + 7 + 15 + 10 + Con +3 + Perception +4, Stealth +3 + 14 + Bullywug + 2 + + + + + + + Amphibious + The croaker can breathe air and water. + + + Speak with Frogs and Toads + The croaker can communicate simple concepts to frogs and toads when it speaks in Bullywug. + + + Standing Leap + The croaker's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Swamp Camouflage + The croaker has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear|+4|1d6+2 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Glaaar-pat (3/Day) + The croaker sings a song of marshy doom. Each chosen creature within 30 feet of the croaker that can hear the song must make a DC 12 Wisdom saving throw, taking 9 (2d8) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw also has disadvantage on Constitution saving throws until the end of its next turn. + Glaaar-pat (3/Day)||2d8 + + + Rooooo-glog (1/Day) + The croaker sings an ode to an elder froghemoth. Each bullywug within 30 feet of the croaker that can hear the song gains 10 temporary hit points. + + Some bullywugs are born with the ability to weave magic into their songs. These rare specimens are raised in protected enclaves where they are taught to use their magic to both heal and harm. As demonstrated in Danger at Dunwater, they are among the most pompous of bullywugs. +Source: Ghosts of Saltmarsh p. 232 + + + + Bullywug Royal + M + humanoid (bullywug) + Neutral Evil + 15 (hide armor, shield) + 52 (8d8+16) + walk 20 ft., swim 40 ft. + 16 + 12 + 14 + 10 + 11 + 14 + Str +5, Dex +3 + Athletics +5, Intimidation +4, Stealth +3 + 10 + Bullywug + 3 + + + + + + + Amphibious + The royal can breathe air and water. + + + Brute + A melee weapon deals one extra die of its damage when the royal hits with it (included in the attack). + + + Frog Rider + The royal has advantage on melee attacks made while riding a frog mount. + + + Speak with Frogs and Toads + The royal can communicate simple concepts to frogs and toads when it speaks in Bullywug. + + + Standing Leap + The royal's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Swamp Camouflage + The royal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Multiattack + The royal makes two attacks: one with its royal spear and one with its bite. + + + Royal Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + Royal Spear|+5|2d6+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite|+5|1d6+3 + + + Croaked Decree (1/Day) + The royal makes a loud pronouncement. Each bullywug within 60 feet of the royal that can hear the pronouncement has advantage on its next attack roll. + + The largest and most intelligent bullywugs invariably end up leading their kind. These sneering specimens dress in robes made from leather, rough cloth, and bits of marsh plants. As seen in Danger at Dunwater, a bullywug royal is often accompanied by and mounted astride a giant toad. +Source: Ghosts of Saltmarsh p. 232 + + + + Captain Xendros + M + humanoid (tiefling) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 30 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages, Infernal + 2 + fire + + + + darkvision 60 ft. + + Divine Eminence + As a bonus action, Xendros can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Xendros expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + Xendros is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Xendros has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 11). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: thaumaturgy + 1/day each: darkness, hellish rebuke + + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians, thaumaturgy, darkness, hellish rebuke + +Source: Ghosts of Saltmarsh p. 14 + + + + Drowned Ascetic + M + undead + Chaotic Evil + 13 + 75 (10d8+30) + walk 30 ft. + 12 + 16 + 16 + 3 + 9 + 5 + Dex +5 + + 9 + understands the languages it knew in life but can't speak + 3 + + poison + + poisoned + darkvision 60 ft. + + Bottom Treader + The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. + + + Bound Together + The drowned ascetic shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. + + + Undead Fortitude + If damage reduces the drowned ascetic to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned ascetic drops to 1 hit point instead. + + + Multiattack + The drowned ascetic makes three unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the "Bluerot" in notes). + Unarmed Strike|+5|1d8+3 + + + Dexterous Target + The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker. + + Dressed in tattered robes, its fists wrapped in long rib bons of rotting cloth, the drowned ascetic moves with alarming speed for an undead creature. This martial artist, rising from the ocean in Tammeraut's Fate, retains its fighting reflexes despite its rotting flesh. +Bluerot. This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. +At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. +Source: Ghosts of Saltmarsh p. 233, Locathah Rising + + + + Drowned Assassin + M + undead + Chaotic Evil + 14 (leather armor) + 67 (9d8+27) + walk 30 ft. + 15 + 16 + 16 + 9 + 9 + 16 + Dex +5, Con +5 + Intimidation +5, Stealth +5 + 9 + understands the languages it knew in life but can't speak + 4 + + poison + + poisoned + darkvision 60 ft. + + Bottom Treader + The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. + + + Bound Together + The drowned assassin shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. + + + Undead Fortitude + If damage reduces the drowned assassin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned assassin drops to 1 hit point instead. + + + Multiattack + The drowned assassin makes two hand crossbow attacks or two dagger attacks. It can then take the Dash, Disengage, or Hide action. + + + Hand Crossbow + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the "Bluerot" in notes). + Hand Crossbow|+5|1d6+3 + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the "Bluerot" in notes). + Dagger|+5|1d4+3 + + + Reveal (1/Day) + The drowned assassin removes its mask, revealing its rotting face. Each creature of the assassin's choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. + + The drowned assassin stalks and kills in a grim pantomime of its former occupation. Sneaking from shadow to shadow, and appearing in the undead assault of Tammeraut's Fate, it aims its barnacle-encrusted hand crossbow with deadly precision. Hidden behind a simple driftwood mask, this creature's face causes terror in mortal hearts when exposed. +Bluerot. This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. +At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. +Source: Ghosts of Saltmarsh p. 234, Locathah Rising + + + + Drowned Blade + M + undead + Chaotic Evil + 10 (leather armor) + 45 (6d8+18) + walk 30 ft. + 16 + 8 + 16 + 3 + 9 + 5 + + + 9 + understands the languages it knew in life but can't speak + 2 + + poison + + poisoned + darkvision 60 ft. + + Bottom Treader + The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. + + + Bound Together + The drowned blade shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. + + + Undead Fortitude + If damage reduces the drowned blade to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned blade drops to 1 hit point instead. + + + Multiattack + The drowned blade makes two rusted longsword attacks. + + + Rusted Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the "Bluerot" in notes). + Rusted Longsword|+5|1d8+3 + + Assaulting the hermitage in Tammeraut's Fate, this barnacle-encrusted undead warrior fights with surprising cunning. Starfish cling to its wispy beard, and its evil rage is visible in its bloated gray eyes. +Bluerot. This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. +At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. +Source: Ghosts of Saltmarsh p. 235, Locathah Rising + + + + Drowned Master + M + undead + Chaotic Evil + 14 (natural armor) + 157 (21d8+63) + walk 30 ft. + 17 + 12 + 16 + 9 + 14 + 12 + Con +7, Wis +6 + Perception +10 + 20 + understands the languages it knew in life but can't speak + 9 + + poison + + poisoned + darkvision 60 ft. + + Bound Together + The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. + + + Cold Aura + At the start of each of the drowned master's turns, each creature within 5 feet of it takes 5 (1d10) cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage. + + + Undead Fortitude + If damage reduces the drowned master to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned master drops to 1 hit point instead. + + + Multiattack + The drowned master makes two attacks: one with its greatsword and one with its Life-Draining Tentacle. + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage plus 14 (4d6) cold damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the "Bluerot" in notes). + Greatsword|+7|2d6+3 + + + Life-Draining Tentacle + Melee Weapon Attack: +7 to hit, reach 15 ft., one target. 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. This reduction lasts until the target finishes a long rest. On a failed save, the target also contracts bluerot (see the "Bluerot" in notes). + Life-Draining Tentacle|+7|2d6+3 + + + Necrotic Ink (Recharge 5-6) + The drowned master discharges foul ink in front of itself in a 30-foot cone. Each creature caught in the ink must make a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much damage on a successful one. A creature that fails this saving throw is blinded until the end of its next turn and contracts bluerot (see the "Bluerot" in notes). + Necrotic Ink (Recharge 5-6)||6d8 + + This waterlogged undead, bound to the Pit of Hatred in Tammeraut's Fate, hovers menacingly over the bones of its victims. Its torso, arms, and head retain their former shapes, but its legs have split into shadowy tentacles. The drowned master is tethered to a source of powerful magic that prevents it from traveling far. It commands other drowned ones, compelling them to serve as agents in its dark plots. +Bluerot. This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater. +At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal. +Source: Ghosts of Saltmarsh p. 235, Locathah Rising + + + + Fish + T + beast + Unaligned + 13 + 1 (1d4-1) + swim 40 ft. + 2 + 16 + 9 + 1 + 7 + 2 + + + 8 + + 0 + + + + + darkvision 60 ft. + + Water Breathing + The fish can breathe only underwater. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage. + + +Source: Ghosts of Saltmarsh p. 224 + underwater + + + Giant Coral Snake + L + beast + Unaligned + 13 + 90 (12d10+24) + walk 30 ft., swim 30 ft. + 12 + 16 + 14 + 2 + 10 + 3 + + Perception +2 + 12 + + 4 + + + + + blindsight 10 ft. + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a dmg|8|madness). The effect lasts 10 minutes. + Bite|+5|2d4+3 + + Comfortable on land or in water, these brilliantly colored snakes are renowned for their potent and hallucinogenic venom. They are most often found in coastal caves. In the abandoned chambers of the hermitage in Tammeraut's Fate, these giant serpents feed on any creature that crosses their path. +Source: Ghosts of Saltmarsh p. 236 + + + + Giant Sea Eel + L + beast + Unaligned + 14 (natural armor) + 19 (3d10+3) + walk 0 ft., swim 40 ft. + 11 + 14 + 12 + 7 + 10 + 7 + Dex +4 + Perception +2, Stealth +4 + 12 + + 1/2 + + + + + darkvision 60 ft. + + Water Breathing + The eel can breathe only underwater. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 13 (2d10 + 2) piercing damage. + Bite|+4|2d10+2 + + Snaking predators lurking in the dark waters of the ocean, these kelp-colored beasts serve as guards and mounts for the locathah (including those found in Danger at Dunwater). +Source: Ghosts of Saltmarsh p. 237 + + + + Giant White Moray Eel + H + beast + Unaligned + 12 + 60 (8d12+8) + walk 30 ft., swim 30 ft. + 19 + 14 + 12 + 1 + 10 + 3 + + Perception +2 + 12 + + 2 + + + + + blindsight 10 ft. + + Water Breathing + The eel can breathe only underwater. + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. + Bite|+6|2d6+4 + + +Source: Ghosts of Saltmarsh p. 216 + underwater, underdark, forest, swamp, desert + + + Harpy Matriarch + M + monstrosity + Chaotic Evil + 14 (natural armor) + 88 (16d8+16) + walk 20 ft., fly 40 ft. + 13 + 16 + 12 + 9 + 10 + 16 + Dex +6, Cha +6 + Perception +3 + 13 + Common + 5 + + + + + darkvision 60 ft. + + Luring Maestro + While within 60 feet of the matriarch, creatures have disadvantage on saving throws against the matriarch's Luring Song. + + + Magic Resistance + The matriarch has advantage on saving throws against spells and other magical effects. + + + Multiattack + The matriarch makes two claws attacks. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (3d6 + 3) slashing damage. + Claws|+6|3d6+3 + + + Fleeting Form + The matriarch can magically disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny. + + + Luring Song + The matriarch sings a magical melody. Every humanoid and giant within 300 feet of the matriarch that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated. + While charmed by the matriarch, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the matriarch, the target must move on its turn toward the matriarch by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the matriarch, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. + A target that successfully saves is immune to this matriarch's song for the next 24 hours. + + + Visage of Desire (1/Day) + The matriarch projects a vision into the minds of creatures within 30 feet of it that aren't constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 14 Wisdom saving throw or drop whatever it is holding and become paralyzed until the end of its next turn. + + Happy to watch its flock squabble over carrion in Tammeraut's Fate, this gray-feathered matron of the harpies is surrounded by a cloud of magical spirits resembling skeletal seabirds. +Source: Ghosts of Saltmarsh p. 237 + + + + Juvenile Kraken + H + monstrosity (titan) + Chaotic Evil + 16 (natural armor) + 207 (18d12+90) + walk 20 ft., swim 50 ft. + 24 + 11 + 20 + 19 + 15 + 17 + Str +12, Dex +5, Con +10, Int +9, Wis +7 + + 12 + Abyssal, Celestial, Infernal, Primordial, telepathy 60 ft. but can't speak + 14 + bludgeoning, piercing, slashing from nonmagical attacks + lightning + + frightened, paralyzed + truesight 120 ft. + + Amphibious + The kraken can breathe air and water. + + + Freedom of Movement + The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. + + + Multiattack + The kraken makes two tentacle attacks, each of which it can replace with a use of Fling. + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 20 (3d8 + 7) piercing damage. If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time. + Bite|+12|3d8+7 + If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. + + + Tentacle + Melee Weapon Attack: +12 to hit, reach 20 ft., one target. 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. + Tentacle|+12|3d6+7 + + + Fling + One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. + + + Lightning Strike + The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike||4d10 + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Tentacle Attack (Costs 2 Actions) + The kraken makes one tentacle attack. + + + Fling + The kraken uses Fling. + + + Ink Cloud (Costs 3 Actions) + While underwater, the kraken expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. + + Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun's madness. Becoming more independent every day, it dreams of freeing itself from its aboleth tenders and wreaking its own foul will upon the seas. +Source: Ghosts of Saltmarsh p. 238 + + + + Koalinth + M + humanoid (goblinoid) + Lawful Evil + 14 (scale mail) + 16 (3d8+3) + walk 30 ft., swim 20 ft. + 13 + 11 + 12 + 11 + 10 + 11 + Dex +2 + Athletics +3, Perception +2 + 12 + Common, Goblin + 1/2 + + + + + darkvision 60 ft. + + Amphibious + The koalinth can breathe air and water. + + + Martial Advantage + Once per turn, the koalinth can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the koalinth that isn't incapacitated. + + + Trident + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Trident|+3|1d6+1 + + The koalinth, found in Danger at Dunwater, are martial and aggressive aquatic hobgoblins, with brightly colored faces and functional gills. They are known for their ferocity, and for their hatred of elves. +Source: Ghosts of Saltmarsh p. 239 + + + + Koalinth Sergeant + M + humanoid (goblinoid) + Lawful Evil + 14 (scale mail) + 33 (6d8+6) + walk 30 ft., swim 30 ft. + 14 + 11 + 12 + 11 + 10 + 12 + Dex +2, Wis +2 + Athletics +4, Perception +2 + 12 + Common, Goblin + 2 + + + + + darkvision 60 ft. + + Amphibious + The koalinth can breathe air and water. + + + Martial Advantage + Once per turn, the sergeant can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't incapacitated. + + + Multiattack + The sergeant makes two melee attacks with its trident. + + + Trident + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Trident|+4|1d6+2 + + + Hooked Net + Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. 4 (1d4 + 2) piercing damage, and the target is restrained. A creature can use its action to make a DC 12 Strength check to free itself or another creature in a hooked net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 12) frees the target without harming it and destroys the net. + Hooked Net|+4|1d4+2 + + + Spear the Helpless (2/Day) + Whenever a creature within 30 feet of the sergeant becomes restrained, the sergeant can move its speed toward the restrained creature. If the sergeant ends its move within reach of the restrained creature, it can make a melee attack against it. + + These fierce koalinths lead special missions for their people, such as the diplomatic envoy encountered in Danger at Dunwater. A koalinth sergeant focuses its ire on the most significant threats on the battlefield, then eliminates those threats one by one. +Source: Ghosts of Saltmarsh p. 239 + + + + Krell Grohlg + M + humanoid (half-orc) + Any alignment + 11 (16 with barkskin) + 27 (5d8+5) + walk 30 ft. + 10 + 12 + 13 + 12 + 15 + 11 + + Medicine +4, Nature +3, Perception +4, Intimidation +1 + 14 + Druidic plus any two languages, Orc + 2 + + + + + darkvision 60 ft. + + Relentless Endurance + When reduced to 0 hit points, <$title_short_name$> drops to 1 hit point instead (but can't do this again until they finish a long rest). + + + Savage Attacks + When they score a critical hit, <$title_short_name$> can roll one of the weapon's damage dice and add it to the extra damage of the critical hit. + + + Quarterstaff + Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands. + Quarterstaff|+2|1d6 + + + Spellcasting + Krell is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, shillelagh + • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + • 2nd level (3 slots): flaming sphere, barkskin + + 4, 3 + druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, flaming sphere, barkskin + +Source: Ghosts of Saltmarsh p. 92 + + + + Kysh + M + humanoid (triton) + Lawful Good + 13 + 27 (5d8+5) + walk 30 ft., swim 30 ft. + 14 + 16 + 12 + 10 + 13 + 14 + + Persuasion +4, Survival +3 + 11 + Common, Primordial + 1 + + + + + darkvision 60 ft. + + Amphibious + Kysh can breathe air and water. + + + Emissary of the Sea + Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot understand them in return. + + + Multiattack + Kysh makes two melee attacks with his spear. + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear|+4|1d6+2 + + + Innate Spellcasting + Kysh's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can cast the following spell, requiring only verbal components: + 1/day: fog cloud + + fog cloud + A prisoner of the sahuagin in The Final Enemy, Kysh is a defender of the deep sea realms who is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard over portals, deep sea chasms, and other places where foul monsters might emerge. When such threats appear, the tritons take up arms to drive them from the world. +Source: Ghosts of Saltmarsh p. 240 + + + + Living Iron Statue + M + construct + Unaligned + 16 (natural armor) + 102 (12d8+48) + walk 20 ft. + 16 + 14 + 18 + 6 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 5 + + lightning, poison + acid + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Immutable Form + The statue is immune to any spell or effect that would alter its form. + + + Multiattack + The statue makes two attacks: one with its blade and one with its hammer. + + + Blade + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Blade|+6|2d6+3 + + + Hammer + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is knocked prone. + Hammer|+6|2d6+3 + + + Whirl (Recharge 5-6) + The statue can use its action to spin at the waist, targeting creatures of its choice within 10 feet of it. Each target must make a DC 13 Dexterity saving throw, taking 19 (3d10 + 3) bludgeoning damage on a failed save, or half as much damage on a successful one. + Whirl (Recharge 5-6)||3d10+3 + + This squat, solid-looking statue, currently guarding the evil cult's treasure in Isle of the Abbey, is made from pure iron. Its hands are shaped into deadly weapons. +Source: Ghosts of Saltmarsh p. 241 + + + + Lizardfolk Commoner + M + humanoid (lizardfolk) + Neutral + 13 (natural armor) + 16 (3d8+3) + walk 30 ft., swim 30 ft. + 15 + 10 + 12 + 7 + 12 + 7 + + Perception +3, Stealth +2, Survival +3 + 13 + Draconic + 1/4 + + + + + + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + These lizardfolk, found wandering the halls in Danger at Dunwater, are just as fierce as their armed kin, and can equip themselves with weapons and shields if such are available. +Source: Ghosts of Saltmarsh p. 241 + + + + Lizardfolk Render + L + humanoid (lizardfolk) + Neutral + 15 (natural armor) + 52 (7d10+14) + walk 30 ft., swim 30 ft. + 16 + 10 + 14 + 7 + 12 + 7 + + Athletics +5, Perception +3, Survival +5 + 13 + Draconic + 3 + + + + + + + Blood Frenzy + The render has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Hold Breath + The render can hold its breath for 15 minutes. + + + Multiattack + The render makes two attacks: one with its claws and one with its bite. + + + Claws + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 12 (2d8 + 3) slashing damage. + Claws|+5|2d8+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. + Bite|+5|1d10+3 + + + Rend the Field (Recharge 5-6) + The render makes a claw attack against each creature of its choice within 10 feet of it. A creature hit by this attack must succeed on a DC 13 Strength saving throw or be knocked prone. + + Filled with the primal magic of Semuanya, the lizardfolk render undergoes terrifying changes during a dayslong ritual performed by a shaman. As seen in Danger at Dunwater, the render's claws grow long and hard as steel, its frame enlarges, and its temperament becomes even more ferocious. +Source: Ghosts of Saltmarsh p. 241, Essentials Kit: Storm Lord's Wrath, Infernal Machine Rebuild + + + + Lizardfolk Scaleshield + M + humanoid (lizardfolk) + Neutral + 16 (scale mail, shield) + 32 (5d8+10) + walk 30 ft., swim 30 ft. + 15 + 10 + 14 + 7 + 12 + 7 + + Athletics +4, Perception +3, Survival +5 + 13 + Draconic + 1 + + + + + + + Hold Breath + The scaleshield can hold its breath for 15 minutes. + + + Multiattack + The scaleshield makes two melee attacks, each one with a different weapon. + + + Morningstar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Morningstar|+4|1d8+2 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Spiked Shield + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Spiked Shield|+4|1d6+2 + + + Shield Block + If an ally within 5 feet of the scaleshield is hit by an attack, the scaleshield can reduce that attack's damage by half. + + Serving as the elite warriors and officers of a lizardfolk clan, these robust creatures wear thick armor made from crocodile scales and metal. Trained in martial weapons and advanced combat tactics, they are found protecting lizardfolk lairs such as the one in Danger at Dunwater. +Source: Ghosts of Saltmarsh p. 242 + + + + Lizardfolk Subchief + M + humanoid (lizardfolk) + Neutral + 14 (natural armor) + 52 (8d8+16) + walk 30 ft., swim 30 ft. + 14 + 12 + 14 + 10 + 16 + 12 + Wis +5 + Athletics +4, Perception +5, Survival +5 + 15 + Draconic + 3 + + + + + + + Hold Breath + The subchief can hold its breath for 15 minutes. + + + Tooth Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Tooth Dagger|+4|1d4+2 + + + Jaws of Semuanya (Recharge 5-6) + The subchief invokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must make a DC 13 Dexterity saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also frightened until the end of its next turn. + Jaws of Semuanya (Recharge 5-6)||5d8 + + + Spellcasting + The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): command, guiding bolt, purify food and drink + • 2nd level (3 slots): hold person, lesser restoration, silence + • 3rd level (2 slots): bestow curse, dispel magic + + 4, 3, 2 + light, sacred flame, spare the dying, thaumaturgy, command, guiding bolt, purify food and drink, hold person, lesser restoration, silence, bestow curse, dispel magic + The lizardfolk subchief (seen in Danger at Dunwater) is a devout priest of Semuanya, pursuing the worship of its god in a manner similar to a cleric. It wields a dagger crafted of a massive crocodile tooth blessed by Semuanya, representing the subchief's prowess in both battle and piety. +Source: Ghosts of Saltmarsh p. 242, Essentials Kit: Storm Lord's Wrath + + + + Locathah + M + humanoid (locathah) + Neutral + 13 (natural armor) + 22 (4d8+4) + walk 30 ft., swim 30 ft. + 13 + 12 + 12 + 11 + 10 + 11 + Dex +3 + Athletics +3, Perception +2 + 12 + Aquan, Common + 1/2 + + + + + + + Leviathan Will + The locathah has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. + + + Limited Amphibiousness + The locathah can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Multiattack + The locathah makes two melee attacks with its spear. + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands. + Spear|+3|1d6+1 + + These resilient and proud fish-folk (found in Danger at Dunwater) have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water. +Source: Ghosts of Saltmarsh p. 243, Infernal Machine Rebuild + + + + Locathah Hunter + M + humanoid (locathah) + Neutral + 14 (natural armor) + 33 (6d8+6) + walk 30 ft., swim 30 ft. + 13 + 14 + 12 + 11 + 14 + 11 + Dex +4, Wis +4 + Athletics +3, Perception +4 + 14 + Aquan, Common + 2 + + + + + + + Leviathan Will + The hunter has advantage on saving throws against spells and effects that control its actions. + + + Limited Amphibiousness + The hunter can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Multiattack + The hunter makes two attacks with its envenomed crossbow. + + + Envenomed Crossbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 11 (2d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. + Envenomed Crossbow|+4|2d8+2 + + + Club + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Club|+3|1d6+1 + + The far-ranging locathah hunter is trained in tracking and stalking prey on land and in water. They often serve as leaders to small bands of locathah or emissaries for their people (such as the hunter found in Danger at Dunwater). Their colorful, poisoned, and fast-loading crossbows rarely miss a target. +Source: Ghosts of Saltmarsh p. 243 + + + + Master Refrum + M + humanoid (any race) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 30 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages + 2 + + + + + + + Divine Eminence + As a bonus action, Refrum can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Refrum expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + Refrum is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Refrum has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + +Source: Ghosts of Saltmarsh p. 165 + + + + Maw of Sekolah + H + monstrosity + Neutral Evil + 12 (natural armor) + 114 (12d12+36) + walk 0 ft., swim 50 ft. + 21 + 12 + 17 + 2 + 14 + 7 + Str +8, Con +6 + Athletics +8, Perception +5 + 15 + Sahuagin, telepathy 100 ft. + 7 + + + + + darkvision 120 ft. + + Legendary Resistance (2/Day) + If the maw of Sekolah fails a saving throw, it can choose to succeed instead. + + + Water Breathing + The maw of Sekolah can breathe only underwater. + + + Multiattack + The maw of Sekolah makes one attack with its bite and one attack with its tail smash. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage. + Bite|+8|2d10+5 + + + Tail Smash + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 9 (1d8 + 5) bludgeoning damage. + Tail Smash|+8|1d8+5 + + + The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn. + + + Detect + The maw of Sekolah makes a Wisdom (Perception) check. + + + Speed of Sekolah + The maw of Sekolah moves up to its speed. + + + Feed (Costs 2 Actions) + The ferocious spirit of Sekolah flashes through the water, tearing through the foes of the maw of Sekolah. Each creature of the maw's choosing within 60 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one. + + Summoned from the shadowy depths of the ocean through ritual and tidal magic, the Maw of Sekolah appears in The Final Enemy as the avatar of the hungry sahuagin god. This huge, two-headed shark is fed a steady diet of sentient creatures, captured by the sahuagin and offered up as tribute. Sahuagin priestesses adorn the fins of the maw of Sekolah with gemmed bands and polished skulls. +Source: Ghosts of Saltmarsh p. 244 + + + + Merfolk Salvager + M + humanoid (merfolk) + Neutral + 12 + 22 (4d8+4) + walk 10 ft., swim 40 ft. + 12 + 14 + 12 + 11 + 10 + 13 + Dex +4 + Athletics +3, Perception +2 + 12 + Aquan, Common + 1 + + + + + + + Amphibious + The salvager can breathe air and water. + + + Multiattack + The salvager makes two attacks with its coral rapier. + + + Coral Rapier + Melee Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Coral Rapier|+4|1d8+2 + + + Inject Toxin (2/Day) + Melee Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, and the creature must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn. + Inject Toxin (2/Day)|+4|1d8+2 + + Veterans of scouring the wrecks and ruins found in the deepest waters, these skilled warriors help defend their kin with rapier-like weapons of living coral. The salvagers escort other merfolk on scavenging missions, using their keen senses to detect danger. They are found allying with the lizardfolk in Danger at Dunwater. +Source: Ghosts of Saltmarsh p. 244 + + + + Merfolk Scout + M + humanoid (merfolk) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 10 ft., swim 40 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + any one language (usually Common), Aquan + 1/2 + + + + + + + Keen Hearing and Sight + The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Amphibious + <$title_short_name$> can breathe air and water. + + + Multiattack + The scout makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + +Source: Ghosts of Saltmarsh p. 216 + + + + Minotaur Living Crystal Statue + L + construct + Unaligned + 15 (natural armor) + 136 (16d10+48) + walk 30 ft. + 18 + 9 + 16 + 6 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 6 + + lightning, poison + force + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Immutable Form + The statue is immune to any spell or effect that would alter its form. + + + Multiattack + The statue makes two attacks: one with its greataxe and one gore attack. + + + Greataxe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage. + Greataxe|+7|2d12+4 + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Gore|+7|1d8+4 + + + Flying Shards + In response to a creature hitting the statue with a melee weapon attack, the statue deals 11 (2d10) piercing damage to the attacker. + + Given life through powerful magic, a large, crudely carved crystal minotaur guards the tunnels in Isle of the Abbey. +Source: Ghosts of Saltmarsh p. 245 + + + + Monstrous Peryton + L + monstrosity + Chaotic Evil + 14 (natural armor) + 144 (17d10+51) + walk 20 ft., fly 60 ft. + 19 + 14 + 16 + 9 + 14 + 10 + Str +8, Dex +6, Wis +6 + Perception +6 + 16 + understands Common and Elvish but can't speak + 11 + + + + + darkvision 60 ft. + + Flyby + The peryton doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Keen Sight and Smell + The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Legendary Resistance (3/Day) + If the peryton fails a saving throw, it can choose to succeed instead. + + + Multiattack + The peryton makes two attacks: one with its gore and one with its talons. + + + Gore + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage. + Gore|+9|2d6+5 + + + Talons + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 16 (2d10 + 5) slashing damage. + Talons|+9|2d10+5 + + + Warp Shadow + The peryton chooses up to three creatures within 60 feet of it that it can see. Each creature must succeed on a DC 14 Wisdom saving throw or become cursed. While cursed, whenever the creature makes an attack roll, an ability check, or a saving throw, it must roll a d4 and subtract that number from the roll. A cursed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on this saving throw is immune to this peryton's Warp Shadow for 24 hours. + + + The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn. + + + Detect + The peryton makes a Wisdom (Perception) check. + + + Talons Attack + The peryton makes one attack with its talons. + + + Dive Attack (Costs 2 Actions) + The peryton moves up to its speed toward one target of its choosing. It then makes a gore attack that deals an extra 9 (2d8) piercing damage on a hit. + + The terror of the coast and the recent scourge of Firewatch Island in Tammeraut's Fate, this large peryton preys on ships and coastal communities alike. It has built numerous nests to mark its territory. +Source: Ghosts of Saltmarsh p. 245 + + + + Mr. Dory + M + aberration + Chaotic Evil + 18 (studded leather armor, shield) + 170 (20d8+80) + walk 30 ft. + 13 + 20 + 19 + 14 + 14 + 16 + Con +8, Wis +6 + Athletics +5, Perception +6, Stealth +9 + 16 + Abyssal, Common, Deep Speech, telepathy 60 ft. + 10 + + necrotic + + + darkvision 60 ft. + + Magic Resistance + Mr. Dory has advantage on saving throws against spells and other magical effects. + + + Water Dependency + Mr. Dory takes 6 (1d12) acid damage at the end of every hour he goes without exposure to water. + + + Multiattack + Mr. Dory makes three attacks with his rapier. + + + Rapier + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage and 7 (2d6) necrotic damage. + Rapier|+9|1d8+5 + + + Eye of Corruption (Recharge 5-6) + Mr. Dory glares at a creature he can see within 30 feet of him. The target must make a DC 15 Constitution saving throw. On a failed save, it takes 27 (5d10) necrotic damage and 27 (5d10) poison damage and then gains vulnerability to both necrotic and poison damage for 1 minute. On a successful save, it takes half damage and does not gain the vulnerabilities. + Eye of Corruption (Recharge 5-6)||5d10 + + + Innate Spellcasting + Mr. Dory's innate spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). Mr. Dory can innately cast the following spells, requiring no material components: + At will: detect magic, detect thoughts, invisibility (self only) + 2/day each: fear, fireball, fly + 1/day each: cloudkill, etherealness + + detect magic, detect thoughts, invisibility, fear, fireball, fly, cloudkill, etherealness + One of the four councillors who rule the Styes, Mr. Dory hides his cursed nature in plain sight. His rare, liquid-sensitive "skin condition" is actually a form of the same aboleth affliction that creates skum, though Dory's condition is not as severe, and he has managed to retain his free will. +Source: Ghosts of Saltmarsh p. 246 + + + + Oceanus + M + humanoid (elf) + Neutral Good + 12 (leather armor) + 30 (4d8+12) + walk 30 ft., swim 30 ft. + 15 + 12 + 16 + 11 + 12 + 10 + Con +5 + Athletics +4, Perception +3 + 13 + Aquan, Elvish + 1/2 + + + + + darkvision 60 ft. + + Amphibious + Oceanus can breathe air and water. + + + Friend of the Sea + Using gestures and sounds, Oceanus can communicate simple ideas with any beast that has an innate swimming speed. + + + Trident + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Trident|+4|1d6+2 + + + Light Crossbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 5 (1d8 + 1) piercing damage. + Light Crossbow|+3|1d8+1 + + Before being captured, this sea elf had been tasked with investigating the Sea Ghost's movements in The Sinister Secret of Saltmarsh. Oceanus is a smart and resourceful elf who is more than willing to join adventurers who have brave hearts and good intentions. +Source: Ghosts of Saltmarsh p. 246 + + + + Othokent + M + humanoid (lizardfolk) + Chaotic Evil + 15 (natural armor) + 78 (12d8+24) + walk 30 ft., swim 30 ft. + 17 + 12 + 15 + 11 + 11 + 15 + Con +4, Wis +2 + Perception +4, Stealth +5, Survival +4 + 14 + Abyssal, Draconic + 4 + + + + frightened + darkvision 60 ft. + + Hold Breath + Othokent can hold its breath for 15 minutes. + + + Skewer + Once per turn, when Othokent makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and Othokent gains temporary hit points equal to the extra damage dealt. + + + Multiattack + Othokent makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite|+5|1d6+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. + Claws|+5|1d4+3 + + + Trident + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. + Trident|+5|1d6+3 + + +Source: Ghosts of Saltmarsh p. 81 + forest, swamp + + + Pirate Bosun + M + humanoid (any race) + Any alignment + 12 (studded leather armor) + 27 (5d8+5) + walk 30 ft. + 16 + 11 + 13 + 11 + 10 + 13 + + Athletics +5, Intimidation +3 + 10 + any one language (usually Common) + 1/2 + + + + + + + Cargo Hauler + The bosun has advantage on Strength checks. + + + Sea Legs + The bosun has advantage on ability checks and saving throws to resist being knocked prone. + + + Light Hammer + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) bludgeoning damage. + Light Hammer|+5|1d4+3 + + + Hook + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage, and the target is grappled (escape DC 13). + Hook|+5|1d8+3 + + The bosun (or boatswain) is tasked with organizing the cargo and crew aboard a ship. Bosuns are capable fighters whose experience with hauling cargo and delivering beatings make them tough opponents. Foul Frithoff in The Sinister Secret of Saltmarsh is the bosun who protects the cargo aboard the smugglers' ship. Ever since a bad accident, he has worn a hook at the end of one arm in place of a hand. +Source: Ghosts of Saltmarsh p. 247 + + + + Pirate Captain + M + humanoid (any race) + Any alignment + 14 (studded leather armor) + 45 (7d8+14) + walk 30 ft. + 16 + 14 + 14 + 11 + 10 + 14 + + Athletics +5, Intimidation +4 + 10 + any one language (usually Common) + 2 + + + + + + + Flourish + The captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack). + + + Sea Legs + The captain has advantage on ability checks and saving throws to resist being knocked prone. + + + Multiattack + The captain makes two attacks: one with its hand crossbow and one with its longsword. + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. + Longsword|+5|1d8+5 + + + Shape Up, Ye Dog (2/Day) + Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll. + + Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain's impressive sword work and biting words inspire both confidence and fear in a ship's crew. Sigurd "Snake Eyes" is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh. +Source: Ghosts of Saltmarsh p. 247 + + + + Pirate Deck Wizard + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 32 (5d8+10) + walk 30 ft. + 10 + 14 + 14 + 16 + 13 + 11 + + Arcana +5, Perception +3 + 13 + any one language (usually Common) + 1 + + + + + + + Sea Legs + The deck wizard has advantage on ability checks and saving throws to resist being knocked prone. + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Quarterstaff|+2|1d6 + + + Spellcasting + The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): friends, mage hand, prestidigitation, ray of frost + • 1st level (4 slots): disguise self, fog cloud, mage armor, witch bolt + • 2nd level (3 slots): gust of wind, Melf's acid arrow, misty step + + 4, 3 + friends, mage hand, prestidigitation, ray of frost, disguise self, fog cloud, mage armor, witch bolt, gust of wind, Melf's acid arrow, misty step + These salt-encrusted practitioners of magic are at once learned and superstitious. The crews of pirate ships generally give their deck wizards a wide berth, as they magically step from place to place and unleash their briny magic against attackers. The ship Sea Ghost in The Sinister Secret of Saltmarsh is home to a pirate deck wizard named Punketah. +Source: Ghosts of Saltmarsh p. 248 + + + + Pirate First Mate + M + humanoid (any race) + Any alignment + 16 (chain mail) + 26 (4d8+8) + walk 30 ft. + 14 + 11 + 14 + 11 + 10 + 13 + + Athletics +4, Intimidation +3 + 10 + any one language (usually Common) + 1 + + + + + + + Sea Legs + The first mate has advantage on ability checks and saving throws to resist being knocked prone. + + + Multiattack + The first mate makes two attacks with its longsword. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. If the target is a creature, the first mate can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 14 Strength saving throw or drop one item it is holding on the ground. + Longsword|+4|1d8+2 + + These no-nonsense sailors are the trusted allies of a pirate ship's captain. Ex-soldiers and trained mercenaries often find employment as mates aboard pirate ships. In The Sinister Secret of Saltmarsh, Bloody Bjorn serves as the first mate aboard Sea Ghost. +Source: Ghosts of Saltmarsh p. 248 + + + + Rip Tide Priest + M + humanoid (human) + Neutral Evil + 13 (chain shirt) + 52 (8d8+16) + walk 30 ft. + 15 + 11 + 14 + 10 + 11 + 16 + + Deception +5, Religion +2, Stealth +2 + 10 + Aquan, Common + 2 + + + + + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage. + Quarterstaff|+4|1d8+2 + + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost + • 1st level (4 slots): expeditious retreat, magic missile, shield + • 2nd level (3 slots): blur, hold person + • 3rd level (2 slots): sleet storm + + 4, 3, 2 + chill touch, mage hand, minor illusion, prestidigitation, ray of frost, expeditious retreat, magic missile, shield, blur, hold person, sleet storm + Priests of the Rip Tide cult gather in secret cabals to perform dark rituals that glorify Olhydra, the elemental Princess of Evil Water, as the embodiment of water's destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra's favor. +Source: Ghosts of Saltmarsh p. 248 + + + + Sahuagin Blademaster + M + humanoid (sahuagin) + Lawful Evil + 20 (plate armor, shield) + 97 (15d8+30) + walk 30 ft., swim 40 ft. + 16 + 12 + 14 + 12 + 11 + 12 + Str +6, Con +5 + Athletics +6, Intimidation +4 + 10 + Sahuagin + 6 + + + + + darkvision 120 ft. + + Blood Frenzy + The blademaster has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The blademaster can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws. + + + Wavecutter Blade + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage. + Wavecutter Blade|+6|2d8+3 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. + Bite|+6|1d10+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claws|+6|1d8+3 + + A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin blademasters often serve as officers in the sa huagin army. +Source: Ghosts of Saltmarsh p. 249, Essentials Kit: Sleeping Dragon's Wake, Locathah Rising + + + + Sahuagin Champion + M + humanoid (sahuagin) + Lawful Evil + 16 (natural armor) + 71 (13d8+13) + walk 30 ft., swim 40 ft. + 16 + 14 + 12 + 12 + 13 + 9 + + Perception +5 + 15 + Sahuagin + 3 + + + + + darkvision 120 ft. + + Blood Frenzy + The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The champion can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The champion can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The champion makes three attacks with its spear, or one attack with its bite and two with its claws. + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. + Spear|+5|1d6+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Bite|+5|1d4+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claws|+5|1d6+3 + + Those sahuagin warriors who prove themselves through heroic acts are given both title and status. Sahuagin champions often serve as lieutenants in the sahuagin army, as they do in The Final Enemy. +Source: Ghosts of Saltmarsh p. 249 + + + + Sahuagin Coral Smasher + M + humanoid (sahuagin) + Lawful Evil + 14 (natural armor) + 33 (6d8+6) + walk 30 ft., swim 40 ft. + 16 + 12 + 12 + 12 + 13 + 9 + + Perception +5 + 15 + Sahuagin + 1 + + + + + darkvision 120 ft. + + Blood Frenzy + The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The coral smasher can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy. + + + Siege Monster + The coral smasher deals double damage to objects and structures. + + + Multiattack + The coral smasher makes two attacks with its warhammer, or one attack with its bite and one with its claws. + + + Warhammer + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. + Warhammer|+5|1d8+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Bite|+5|1d4+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. + Claws|+5|1d4+3 + + Employed as frontline brutes in The Final Enemy, coral smashers are drawn from the ranks of the strongest sahuagin warriors. Their physical strength overcomes the resistance of the water as they swing their hammers at structures and foes with equal zeal. +Source: Ghosts of Saltmarsh p. 249 + + + + Sahuagin Deep Diver + M + humanoid (sahuagin) + Lawful Evil + 15 (natural armor) + 91 (14d8+28) + walk 30 ft., swim 40 ft. + 14 + 16 + 15 + 12 + 13 + 9 + Con +4, Wis +3 + Perception +5, Stealth +5 + 15 + Sahuagin + 4 + + + + + darkvision 120 ft. + + Blood Frenzy + The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Brine Lurker + The deep diver has advantage on Dexterity (Stealth) checks made while submerged in water. + + + Limited Amphibiousness + The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Lure + The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet. + + + Shark Telepathy + The deep diver can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws. + + + Glaive + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 13 (2d10 + 2) slashing damage. + Glaive|+4|2d10+2 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage. + Bite|+4|1d10+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage. + Claws|+4|1d8+2 + + + Light of Sekolah + The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light. + + These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water, they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver's forehead. +Source: Ghosts of Saltmarsh p. 250, Locathah Rising + + + + Sahuagin Hatchling Swarm + L + swarm of Large beasts + Chaotic Evil + 14 + 52 (8d10+8) + walk 0 ft., swim 40 ft. + 9 + 18 + 12 + 3 + 10 + 3 + + + 10 + + 3 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 120 ft. + + Blood Frenzy + The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Seething + Once it enters combat, the swarm deals 10 slashing damage to itself at the end of its turn if it did not make an attack on that turn. This damage ignores resistance, and it cannot reduce the swarm to 0 hit points. + + + Swarm + The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. + + + Water Breathing + The swarm can breathe only underwater. + + + Bites + Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. + Bites|+6|4d6 + + Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the individual members devour one another until only the strongest hatchlings are left alive to grow to maturity. +Source: Ghosts of Saltmarsh p. 250, Locathah Rising + + + + Sahuagin High Priestess + M + humanoid (sahuagin) + Lawful Evil + 14 (natural armor) + 71 (11d8+22) + walk 30 ft., swim 40 ft. + 14 + 12 + 14 + 12 + 16 + 10 + Wis +6 + Insight +6, Perception +6 + 16 + Sahuagin + 5 + + + + + darkvision 120 ft. + + Blood Frenzy + The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The high priestess can magically command any shark within 120 feet of her, using a limited telepathy. + + + Multiattack + The high priestess makes two attacks with her toothsome staff, or one attack with her bite and one with her claws. + + + Toothsome Staff + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage. + Toothsome Staff|+5|2d8+2 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+5|1d4+2 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claws|+5|1d4+2 + + + Spellcasting + The high priestess is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared: + Cantrips (at will): guidance, mending, resistance, thaumaturgy + • 1st level (4 slots): bless, detect magic, guiding bolt + • 2nd level (3 slots): hold person, spiritual weapon (trident) + • 3rd level (3 slots): bestow curse, fear, mass healing word, tongues + • 4th level (1 slots): banishment + + 4, 3, 3, 1 + guidance, mending, resistance, thaumaturgy, bless, detect magic, guiding bolt, hold person, spiritual weapon, bestow curse, fear, mass healing word, tongues, banishment + A sahuagin high priestess is the most devout and ferocious of all Sekolah's worshipers. Armed with a staff studded with jagged shark's teeth, she can be seen leading dark rituals in The Final Enemy. +Source: Ghosts of Saltmarsh p. 251, Essentials Kit: Sleeping Dragon's Wake + + + + Sahuagin Wave Shaper + M + humanoid (sahuagin) + Lawful Evil + 14 (natural armor) + 60 (11d8+11) + walk 30 ft., swim 40 ft. + 10 + 12 + 12 + 16 + 14 + 12 + Int +6 + Arcana +6, Intimidation +4, Perception +5 + 15 + Sahuagin + 5 + + + + + darkvision 120 ft. + + Blood Frenzy + The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The wave shaper can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The wave shaper makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 10 (2d8 + 1) piercing damage plus 13 (3d8) cold damage. + Bite|+4|2d8+1 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 10 (2d8 + 1) slashing damage plus 13 (3d8) cold damage. + Claws|+4|2d8+1 + + + Whirlpool (1/Day) + The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until the wave shaper is incapacitated. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a DC 14 Strength (Athletics) check. + When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 14 Strength saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength (Athletics) check to do so. + Whirlpool (1/Day)||2d8 + The first time each turn that an object enters the vortex, the object takes 9 (2d8) bludgeoning damage. This damage occurs each round it remains in the vortex. + + + Innate Spellcasting + The wave shaper's spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring only verbal components: + At will: message + 1/day: comprehend languages + + message, comprehend languages + These hunched and twisted sahuagin sacrifice their bodies to the mutating magic of Sekolah. Wave shapers add elemental magic to sahuagin armed forces (as seen in The Final Enemy) and delight in creating destructive whirlpools. +Source: Ghosts of Saltmarsh p. 251 + + + + Sanbalet + M + humanoid (human) + Neutral Evil + 11 + 27 (6d8) + walk 30 ft. + 10 + 12 + 11 + 16 + 13 + 14 + + Arcana +5 + 11 + Common + 1 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + + Spellcasting + Sanbalet is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): dancing lights, minor illusion, ray of frost + • 1st level (4 slots): charm person, color spray, magic missile, silent image + • 2nd level (2 slots): magic mouth, scorching ray + + 4, 2 + dancing lights, minor illusion, ray of frost, charm person, color spray, magic missile, silent image, magic mouth, scorching ray + In The Sinister Secret of Saltmarsh, Sanbalet is the leader of the land-based half of a smuggling ring. He is a cunning narcissist with an interest in illusion and mind control. He defends the contraband stored in the caves under the haunted house. +Source: Ghosts of Saltmarsh p. 252 + + + + Sauriv + M + humanoid (lizardfolk) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft., swim 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages, Draconic + 1/8 + + + + + + + Hold Breath + <$title_short_name$> can hold their breath for up to 15 minutes at a time. + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Sauriv adds 2 to its AC against one melee attack that would hit it. To do so, Sauriv must see the attacker and be wielding a melee weapon. + + +Source: Ghosts of Saltmarsh p. 79 + + + + Shell Shark + M + monstrosity + Unaligned + 18 (shell plate armor) + 32 (5d8+10) + walk 0 ft., swim 40 ft. + 15 + 12 + 14 + 3 + 10 + 7 + Str +6 + Athletics +6 + 10 + + 2 + + + + + darkvision 120 ft. + + Blood Frenzy + The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Magic Resistance + The shark has advantage on saving throws against spells and other magical effects. + + + Water Breathing + The shark can breathe only underwater. + + + Multiattack + The shark makes two bite attacks. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 13 (2d10 + 2) piercing damage. + Bite|+4|2d10+2 + + These impressive creatures, swimming through the sahuagin stronghold in The Final Enemy, are chosen by priestesses of Sekolah to serve as protectors and messengers. The sharks are blessed in a ritual during which plates of shell and coral are permanently affixed to their bodies. +Source: Ghosts of Saltmarsh p. 252 + + + + Skeletal Alchemist + M + undead + Lawful Evil + 11 + 32 (5d8+10) + walk 30 ft. + 9 + 13 + 15 + 14 + 10 + 9 + + Arcana +4 + 10 + understands all languages it knew in life but can't speak + 1/2 + + poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft. + + Magic Resistance + The skeletal alchemist has advantage on saving throws against spells and other magical effects. + + + Multiattack + The skeletal alchemist makes two Lob Acid attacks. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft. one target. 4 (1d6 + 1) slashing damage. + Claws|+3|1d6+1 + + + Lob Acid + Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. 5 (1d8 + 1) acid damage. + Lob Acid|+3|1d8+1 + + This undead retains enough of its former self to continue its alchemical work, often on behalf of necromancers or other sinister patrons. It toils in a dark laboratory (such as the one found in The Sinister Secret of Saltmarsh), often falling dormant for long periods of time. +Source: Ghosts of Saltmarsh p. 253 + + + + Skeletal Juggernaut + L + undead + Lawful Evil + 13 (armor scraps) + 142 (19d10+38) + walk 30 ft. + 16 + 14 + 15 + 6 + 8 + 5 + + + 9 + + 5 + + poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft. + + Disassemble + If the juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains. + + + Falling Apart + If the juggernaut does not have all of its hit points at the start of its turn, it loses 10 hit points. + + + Multiattack + The juggernaut makes two claws attacks. + + + Claws + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 12 (2d8 + 3) slashing damage. + Claws|+6|2d8+3 + + + Avalanche of Bones (Recharge 5-6) + The juggernaut collapses into a large heap before quickly reforming. Each creature within 10 feet of the juggernaut must make a DC 14 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked prone. + Avalanche of Bones (Recharge 5-6)||4d8 + + As seen lumbering across the beaches in Isle of the Abbey, a skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time before disassembling into a gang of individual undead. +Source: Ghosts of Saltmarsh p. 253, Infernal Machine Rebuild + + + + Skeletal Swarm + L + swarm of Large undeads + Lawful Evil + 13 (armor scraps) + 60 (8d10+16) + walk 30 ft. + 12 + 14 + 15 + 6 + 8 + 5 + + + 9 + + 2 + slashing, piercing + poison + bludgeoning + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 60 ft. + + Deafening Clatter + Creatures are deafened while in the swarm's space. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can't regain hit points or gain temporary hit points. + + + Slash + Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. 11 (2d8 + 2) slashing damage, or 6 (1d8 + 2) slashing damage if the swarm has half of its hit points or fewer. + Slash|+4|2d8+2 + + This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. A skeletal swarm alternates its appearance between partially formed humanoid shapes and a chaotic, swirling mass. +Source: Ghosts of Saltmarsh p. 254, Essentials Kit: Divine Contention, Infernal Machine Rebuild + + + + Skum + M + aberration + Lawful Evil + 14 (natural armor) + 93 (11d8+44) + walk 20 ft., swim 40 ft. + 19 + 11 + 18 + 7 + 12 + 9 + + Perception +4 + 14 + Common, Deep Speech, telepathy 60 ft. + 5 + psychic + + + + darkvision 120 ft. + + Abolethic Vassal + The skum is permanently charmed by its aboleth master. + + + Amphibious + The skum can breathe air and water. + + + Psychic Conditioning + The skum is immune to the frightened and charmed conditions unless they are from effects created by an aboleth. + + + Water Dependency + The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water. + + + Multiattack + The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch. + + + Trident + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Trident|+7|1d6+4 + + + Mind-Breaking Touch + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 18 (4d8) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum's next turn. + Mind-Breaking Touch|+7|4d8 + + Several poor souls around the Styes have succumbed to an aboleth's magic through its disease-bearing touch. Transformed into creatures called skum, they barely resemble their past forms, their skin turning slimy and translucent while their limbs warp to resemble those of deep-sea oddities. The change makes them dependent on water, which they must immerse themselves in regularly lest they experience painful-and potentially lethal-skin eruptions. Skum are bound to their aboleth master not just by their cursed state, but by a psychic bond that compels them to serve its every sinister whim. +Source: Ghosts of Saltmarsh p. 254 + + + + Thousand Teeth + L + monstrosity + Neutral Evil + 12 (natural armor) + 93 (11d10+33) + walk 30 ft., swim 50 ft. + 19 + 10 + 17 + 2 + 10 + 7 + Str +7, Con +6 + Athletics +7, Stealth +3 + 10 + + 6 + + + + + + + Hold Breath + Thousand Teeth can hold its breath for 30 minutes. + + + Legendary Resistance (2/Day) + If Thousand Teeth fails a saving throw, it can choose to succeed instead. + + + Multiattack + Thousand Teeth makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage. + Bite|+7|2d10+4 + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 8 (1d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Tail|+7|1d8+4 + + + Thousand can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Thousand regains spent legendary actions at the start of its turn. + + + Detect + Thousand Teeth makes a Wisdom (Perception) check. + + + Lunge + Thousand Teeth moves up to half its speed. + + + Bite (Costs 2 Actions) + Thousand Teeth makes a bite attack. + + Thousand Teeth is an ancient crocodilian nightmare that has served as the apex predator in the swamps near Saltmarsh for as long as anyone can remember. This monster recently fought a number of lizardfolk and lost one of its teeth. Angered and hungry, it sulks in its lair, lost in primal dreams of rending and tearing. It is found in the deep marshes in Danger at Dunwater. +Source: Ghosts of Saltmarsh p. 256 + + + + Vampiric Jade Statue + L + construct + Unaligned + 14 (natural armor) + 114 (12d10+48) + walk 30 ft. + 16 + 14 + 18 + 6 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 8 + + lightning, poison + force + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Immutable Form + The statue is immune to any spell or effect that would alter its form. + + + Legendary Resistance (3/Day) + If the statue fails a saving throw, it can choose to succeed instead. + + + Multiattack + The statue makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. If the target is a creature, that creature becomes cursed by the statue. The curse lasts for 10 minutes. While the creature is cursed, the statue has advantage on all attacks against it. + Bite|+6|2d6+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Claws|+6|2d6+3 + + + The construct can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The construct regains spent legendary actions at the start of its turn. + + + Bite + The statue makes one bite attack. + + + Blood Reaper + All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage. + + + Move + The statue moves up to its speed without provoking opportunity attacks. + + A large, exquisitely carved jade statue of a vampire guards the tunnels in Isle of the Abbey, having been brought to life by dark magic. Its stone fangs draw blood that it then uses to work a curse on its victims. +Source: Ghosts of Saltmarsh p. 256 + + + + Yalaga Maladwyn + M + humanoid (elf) + Neutral Evil + 16 (scale mail) + 71 (13d8+13) + walk 30 ft. + 10 + 14 + 12 + 13 + 17 + 18 + Con +4, Wis +6, Cha +7 + Insight +6, Perception +6, Religion +4, Stealth +5 + 16 + Elvish, Undercommon + 8 + + + + + darkvision 120 ft. + + Sunlight Sensitivity + While in sunlight, Yalaga has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Yalaga makes two scourge attacks. + + + Scourge + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage. + Scourge|+5|1d6+2 + + + Variant: Drow Magic Armor and Weapons + Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. + A drow priestess of lolth wearing +3 scale mail has AC 19. + + + Innate Spellcasting + Yalaga's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + Yalaga is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). Yalaga has the following cleric spells prepared: + Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy + • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness + • 2nd level (3 slots): lesser restoration, protection from poison, web + • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic + • 4th level (3 slots): divination, freedom of movement + • 5th level (2 slots): insect plague, mass cure wounds + + 4, 3, 3, 3, 2 + dancing lights, darkness, faerie fire, levitate, guidance, poison spray, resistance, spare the dying, thaumaturgy, animal friendship, cure wounds, detect poison and disease, ray of sickness, lesser restoration, protection from poison, web, conjure animals, dispel magic, divination, freedom of movement, insect plague, mass cure wounds + +Source: Ghosts of Saltmarsh p. 226 + underdark + + diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml similarity index 100% rename from FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml rename to FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml new file mode 100755 index 0000000..203ed1a --- /dev/null +++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml @@ -0,0 +1,4566 @@ + + + + Anarch + M + humanoid (any race) + Chaotic Neutral + 13 (hide armor) + 11 (2d8+2) + walk 30 ft. + 14 + 13 + 12 + 9 + 11 + 10 + + Perception +2, Survival +2 + 12 + any one language (usually Common) + 1/4 + + + + + + + Aggressive + As a bonus action, the anarch can move up to its speed toward a hostile creature it can see. + + + Siege Monster + The anarch deals double damage to objects and structures. + + + Spiked Club + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands. + Spiked Club|+4|1d8+2 + + The rank-and-file members of the Gruul Clans, called anarchs, despise civilization and have sworn to tear down both its physical structures and its institutions. Anarchs scavenge everything, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures. +Source: Guildmasters' Guide to Ravnica p. 239 + + + + Archon of the Triumvirate + M + celestial + Lawful Neutral + 18 (plate armor) + 144 (17d8+68) + walk 30 ft. + 20 + 15 + 19 + 15 + 21 + 18 + Con +9, Wis +10, Cha +9 + Insight +10, Perception +10 + 20 + all + 14 + bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Eye of the Law + As a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours. + + + Mount + If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying. While mounted and not incapacitated, the archon can't be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well. + + + Multiattack + The archon makes two Hammer of Justice attacks. + + + Hammer of Justice + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. + Hammer of Justice|+10|2d6+5 + + + Pacifying Presence + Each creature of the archon's choice that the archon can see within 120 feet of it must succeed on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Pacifying Presence for the next 24 hours. + + + The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn. + + + Rejoin Mount + If the archon isn't mounted, it magically teleports to its steed and mounts it as long as the archon and its steed are on the same plane of existence. + + + Smite (Costs 2 Actions) + The archon makes a Hammer of Justice attack, and then its mount can use its reaction to make a melee weapon attack. + + + Detention (Costs 3 Actions) + The archon targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically teleported to a harmless demiplane until the end of the archon's next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied. + + + Innate Spellcasting + The archon's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components: + At will: calm emotions, command, compelled duel + + calm emotions, command, compelled duel + Archons are enigmatic, supernatural embodiments of the harshest aspects of law and order. They espouse a rigid sense of justice and deal ruthless punishment to those who break the law. This nature often aligns them with the Azorius Senate, and they are commonly seen circling above the Azorius guildhall astride their winged felidar mounts, soaring alongside griffon-mounted hussars. +An archon appears as an armored humanoid figure, nearly always mounted. Its face is usually shadowed beneath a large hood; those who have seen beneath the hood describe a face of celestial beauty with a stern expression and blank white eyes. +Eternal Riders. The bond between an archon and its winged felidar mount is so close that the two are sometimes considered a single being, acting with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant. +Immortal Nature. An archon doesn't require food, drink, or sleep. +Source: Guildmasters' Guide to Ravnica p. 192 + + + + Arclight Phoenix + M + elemental + Chaotic Neutral + 16 + 142 (19d8+57) + walk 0 ft., fly 120 ft. + 15 + 22 + 17 + 5 + 12 + 7 + Dex +10 + + 11 + + 12 + thunder; bludgeoning, piercing, slashing from nonmagical attacks + lightning, poison + + exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious + darkvision 60 ft. + + Flyby + The arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Grounded Lightning + The first time on a turn that the arclight phoenix touches the ground, it takes 11 (2d10) force damage. + + + Illumination + The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet. + + + Lightning Form + The arclight phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage. In addition, the arclight phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 9 (2d8) lightning damage. + + + Crackling Death + When the arclight phoenix dies, it explodes. Each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. The explosion destroys the phoenix but leaves behind a Tiny, warm egg with a mizzium shell. The egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in the egg's space. + + + Arclight Touch + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 27 (6d8) lightning damage, and lightning jumps from the target to one creature of the phoenix's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 18 Dexterity saving throw or take 27 (6d8) lightning damage. + Arclight Touch|+10|6d8 + Arclight Touch||6d8 + + An arclight phoenix is variously said to be a byproduct of a lightning strike on an aviary, a mishap in an effort to create a translocation device, or a successful attempt to create an elemental creature in the form of a majestic bird. +Whatever its origin, an arclight phoenix looks like a bird of prey formed entirely of electrical energy. Lightning fans out behind it as it bolts from place to place through the sky, making up in speed what it lacks in grace and majesty. It seems happiest during natural thunderstorms, as it darts among the clouds, gliding alongside thunderbolts. +Elemental Nature. An arclight phoenix doesn't require air, food, drink, or sleep. +Source: Guildmasters' Guide to Ravnica p. 193 + + + + Aurelia + M + celestial (angel) + Lawful Good + 22 (natural armor) + 287 (25d8+175) + walk 50 ft., fly 150 ft. + 26 + 24 + 25 + 17 + 25 + 30 + Dex +14, Con +14, Cha +17 + Insight +14, Perception +14 + 24 + all + 23 + necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Aurelia fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Aurelia has advantage on saving throws against spells and other magical effects. + + + Multiattack + Aurelia makes three longsword attacks and uses Leadership. + + + Longsword + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage. + Longsword|+15|1d8+8 + + + Leadership + Aurelia utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Aurelia's next turn. + + + Warleader's Helix (Recharge 5-6) + Ranged Spell Attack: +17 to hit, range 60 ft., one creature. 54 (12d8) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8) hit points. + Warleader's Helix (Recharge 5-6)|+17|12d8 + + + Parry + Aurelia adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon. + + + Unyielding + When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone. + + + Aurelia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Aurelia regains spent legendary actions at the start of its turn. + + + Command Allies + Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll. + + + Longsword Attack (Costs 2 Actions) + Aurelia makes one longsword attack. + + + Frighten Foes (Costs 3 Actions) + Aurelia targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 25 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw. + + The angel Aurelia leads the Boros Legion. During the years of her leadership, she has shown a strong appreciation for the ordinary citizens who are often caught in the middle of interguild violence. +True justice, Aurelia argues, isn't merely the enforcement of the letter of existing laws (let the Azorius fret over that), but the establishment of equitable and compassionate relationships among all of Ravnica's people. That means protecting the weak from the depredations of the strong, sheltering the innocents who are threatened by war, and ensuring that enforcement of the law doesn't become oppressive. Aurelia actively supports efforts to establish a lasting peace among the guilds in the absence of the Guildpact. +Aurelia prefers to lead the Boros Legion from the front. She brings swift and unrelenting punishment to the wicked, and her temper is legendary. +Immortal Nature. Aurelia doesn't require food, drink, or sleep. +Source: Guildmasters' Guide to Ravnica p. 230 + + + + Battleforce Angel + M + celestial + Lawful Good + 18 (plate armor) + 66 (12d8+12) + walk 30 ft., fly 90 ft. + 16 + 12 + 13 + 11 + 17 + 18 + Wis +6, Cha +7 + Investigation +3, Perception +6 + 16 + all + 5 + fire, radiant + + + charmed, exhaustion, frightened + darkvision 120 ft., truesight 120 ft. + + Flyby + The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Multiattack + The angel makes two melee attacks. It also uses Battlefield Inspiration. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) radiant damage. + Longsword|+6|1d8+3 + + + Battlefield Inspiration + The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a d4 to its attack rolls and saving throws. + + Battleforce angels are the radiant hosts that soar into combat, bathed in the light of Boros zeal. They lead companies of mortal soldiers from above or fly ahead of roc-mounted skyknights. They don't shy away from the blood, pain, and confusion of combat; rather, they immerse themselves in the shifting tides of battle. Only by wading into the battle can they fulfill their responsibility to carry out the commands of the warleaders by adapting their tactics to the shifting situation on the ground. +Boros Angels. Angels of the Boros Legion view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal. +Most Boros soldiers assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren't immune to the temptations of corruption, and the necessities of political machination can compromise the best of them. +Warleaders. The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels. +Source: Guildmasters' Guide to Ravnica p. 189 + + + + Biomancer + M + humanoid (any race) + Neutral Good + 17 (splint armor) + 110 (17d8+34) + walk 30 ft. + 10 + 15 + 14 + 20 + 14 + 15 + Int +9, Wis +6 + Arcana +9, Nature +9 + 12 + Common plus any one language + 10 + + + + + + + Bolstering Presence + The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10) hit points. + + + Magic Resistance + The biomancer has advantage on saving throws against spells and other magical effects. + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+6|1d6+2 + + + Spellcasting + The biomancer is a 16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The biomancer has the following wizard spells prepared: + Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp + • 1st level (4 slots): detect magic, grease, shield + • 2nd level (3 slots): alter self, darkvision, enlarge/reduce, hold person + • 3rd level (3 slots): counterspell, dispel magic, haste, protection from energy + • 4th level (3 slots): confusion, conjure minor elementals, polymorph + • 5th level (2 slots): cone of cold, creation, hold monster + • 6th level (1 slots): move earth, wall of ice + • 7th level (1 slots): prismatic spray + • 8th level (1 slots): control weather + + 4, 3, 3, 3, 2, 1, 1, 1 + acid splash, light, mending, poison spray, shocking grasp, detect magic, grease, shield, alter self, darkvision, enlarge/reduce, hold person, counterspell, dispel magic, haste, protection from energy, confusion, conjure minor elementals, polymorph, cone of cold, creation, hold monster, move earth, wall of ice, prismatic spray, control weather + Nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and krasis in search of the perfect union between nature and civilization. +Source: Guildmasters' Guide to Ravnica p. 256 + + + + Blistercoil Weird + M + elemental + Chaotic Neutral + 13 + 45 (7d8+14) + walk 40 ft., swim 60 ft. + 16 + 16 + 15 + 5 + 10 + 7 + + + 10 + Draconic + 4 + cold, fire; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Feed on Fire + If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a DC 12 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium. + + + Form of Fire and Water + The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there. The first time the weird enters another creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns. + + + Heated Body + A creature that touches the weird or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. + + + Illumination + The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage, or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage if the weird is Large or bigger. + Slam|+5|1d8+3 + + A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its oozelike body to increase in size. During one disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size. +Izzet Weirds. Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators. +Elemental Nature. An Izzet weird doesn't require air, food, drink, or sleep. +Source: Guildmasters' Guide to Ravnica p. 207 + + + + Blood Drinker Vampire + M + undead + Lawful Evil + 16 (natural armor) + 90 (12d8+36) + walk 40 ft., fly 40 ft. + 16 + 18 + 17 + 16 + 13 + 19 + Dex +7, Con +6, Wis +4 + Intimidation +7, Perception +4, Stealth +7 + 14 + the languages it knew in life + 8 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Multiattack + The vampire makes three melee attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + Bite|+7|1d6+4 + + + Rapier + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Rapier|+7|1d8+4 + + + Unarmed Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free. + Unarmed Strike|+6|1d8+3 + + + Parry + The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon. + + Plenty of blood drinkers haunt Ravnica's alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds. +Orzhov Vampires. Vampires thrive in the Orzhov Syndicate, where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel. +Blood Bond. Consuming a creature's blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim. +Vampires. Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better. +The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence. +Source: Guildmasters' Guide to Ravnica p. 223 + + + + Blood Witch + M + humanoid (any race) + Chaotic Evil + 12 (15 with mage armor) + 78 (12d8+24) + walk 30 ft. + 16 + 14 + 15 + 13 + 9 + 19 + Wis +2, Cha +7 + Arcana +4, Intimidation +7, Perception +2, Stealth +5 + 12 + Abyssal plus any one language (usually Common) + 7 + psychic + + + + darkvision 120 ft. + + Blood Witch Dance + The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice. + + + Devil's Sight + Magical darkness doesn't impede the witch's darkvision. + + + Multiattack + The witch makes two attacks: one with its longsword and one with its shortsword. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Longsword|+6|1d8+3 + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+6|1d6+3 + + + Innate Spellcasting + The witch's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components: + At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only) + 1/day each: circle of death, enthrall, suggestion + 3/day each: hellish rebuke, hex, scorching ray (at 3rd level) + + alter self, detect magic, eldritch blast, false life, levitate, mage armor, circle of death, enthrall, suggestion, hellish rebuke, hex, scorching ray + Blood witches imagine themselves to be the intermediaries between Rakdos and his cult-the pinnacle of his priesthood, his trusted advisors, and the messengers who communicate his will to the scattered troupes and ringmasters. The Cult of Rakdos recognizes no authority but Rakdos, and the demon lord requires no advisors. Nonetheless, the blood witches are smart, charismatic, and powerful, so their voices do carry some weight. +Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such as Tormentor of the Wojek, as a way of mocking their intended victims. +Source: Guildmasters' Guide to Ravnica p. 248 + + + + Bloodfray Giant + H + giant + Chaotic Evil + 14 (natural armor) + 103 (9d12+45) + walk 40 ft. + 23 + 9 + 20 + 7 + 8 + 9 + Str +9, Con +8, Wis +2 + Athletics +9, Perception +2 + 12 + Giant + 6 + + + + + + + Chain + Melee Weapon Attack: +9 to hit, reach 20 ft., one target. 16 (3d6 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the giant can't use this attack on anyone else. + Chain|+9|3d6+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 16 (3d6 + 6) bludgeoning damage. + Rock|+9|3d6+6 + + + Furious Defense + After a creature the giant can see is dealt damage by a foe within 20 feet of the giant, the giant makes a chain attack against that foe. + + Giants in the Cult of Rakdos act as enforcers, bouncers, and sometimes even pillars, holding the mobile platforms that serve as stages for Rakdos performances. Like other members of the cult, giants thrill to the violence of those shows. Though they can seem entranced by the horror unfolding on the stage, they react quickly and brutally to any interruption of the performance. +Giants. Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline. +Source: Guildmasters' Guide to Ravnica p. 200 + + + + Borborygmos + H + giant + Chaotic Neutral + 14 (natural armor) + 270 (20d12+140) + walk 40 ft. + 24 + 11 + 24 + 8 + 17 + 16 + Str +13, Con +13, Wis +9 + Athletics +13, Insight +9, Survival +9 + 13 + Common, Giant + 18 + poison, psychic + + + charmed, frightened + tremorsense 60 ft. + + Legendary Resistance (3/Day) + If Borborygmos fails a saving throw, he can choose to succeed instead. + + + Poor Depth Perception + Borborygmos has disadvantage on any attack roll against a target more than 30 feet away. + + + Siege Monster + Borborygmos deals double damage to objects and structures. + + + Multiattack + Borborygmos can use his Frightful Presence. He also makes two attacks: one with his maul and one with his stomp. + + + Maul + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 28 (6d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. + Maul|+13|6d6+7 + + + Stomp + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 18 (2d10 + 7) bludgeoning damage. + Stomp|+13|2d10+7 + + + Rock + Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. 29 (4d10 + 7) bludgeoning damage. + Rock|+13|4d10+7 + + + Frightful Presence + Each creature of Borborygmos's choice that is within 60 feet of him and can see or hear him must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Frightful Presence for the next 24 hours. + + + Borborygmos can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Borborygmos regains spent legendary actions at the start of its turn. + + + Attack + Borborygmos makes a weapon attack. + + + Bellow (Costs 2 Actions) + Borborygmos yells menacingly at one creature he can see within 60 feet of him. That creature must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. If the creature is already frightened, it becomes stunned instead. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Bellow for the next 24 hours. + + + Wide Berth (Costs 3 Actions) + Borborygmos moves up to half his speed and can move through the space of any creature smaller than Huge. The first time Borborygmos enters a creature's space during this move, the creature must make a DC 21 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from Borborygmos. If the saving throw fails, that creature is knocked prone, and Borborygmos can make a stomp attack against it. + + For decades, the enormous cyclops Borborygmos has commanded the respect and obedience of the Gruul Clans by defeating all who challenged him. He embodies the raging fire that the Gruul believe burns in their bellies, and his wrath toward the civilization of Ravnica knows no bounds. +Mightiest of the Mighty. Borborygmos leads the Burning Tree clan, which is the largest and most diverse of the Gruul Clans. He is almost always accompanied by other members of his clan-not because he needs their protection, but because they might need his. His companions include creatures ranging from burly giants to cowering goblins. +The Gruul follow strength, and Borborygmos holds his position only because he has proved stronger than any challenger. +Source: Guildmasters' Guide to Ravnica p. 238 + + + + Cackler + S + fiend (demon) + Chaotic Evil + 15 (natural armor) + 10 (3d6) + walk 30 ft. + 9 + 16 + 11 + 11 + 7 + 12 + + Deception +3, Perception +0, Performance +3 + 10 + Abyssal, Common + 1/2 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + + Last Laugh + When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage. + + + Mimicry + The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Bite|+5|1d4+3 + + + Spiked Chain + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) slashing damage. + Spiked Chain|+5|1d6+3 + + + Innate Spellcasting + The cackler's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components: + At will: fire bolt + 1/day: Tasha's hideous laughter + + fire bolt, Tasha's hideous laughter + Cacklers are small, jabbering jesters that spice up Rakdos performances with their chaotic antics. Their incessant cackling can inspire uncontrollable laughter by making everything—even the most horrifying spectacles—seem hilarious. Some cacklers excel at vocal mimicry and perform as impressionists; others put their sadistic bent to use by lurking in shadows and terrifying passersby. Rakdos performers enjoy dressing cacklers in a variety of masks, hats, and costumes to lampoon public figures. +Demons. Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority. +Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged. +Demonic "Devils". The creatures called "devils" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size. +Diabolic Demons. Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.) +Source: Guildmasters' Guide to Ravnica p. 195 + + + + Category 1 Krasis + M + monstrosity + Unaligned + 15 (natural armor) + 19 (3d8+6) + walk 30 ft. + 16 + 15 + 14 + 2 + 13 + 8 + + + 11 + + 1 + + + + + + + Amphibious + The krasis can breathe air and water. + + + Multiattack + The krasis makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 8 (1d10 + 3) piercing damage. + Bite|+5|1d10+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claws|+5|1d8+3 + + Krasis. In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie. +Creating a Krasis. To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations. +Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well). +Major Adaptations +d8 | Major Adaptation +1 | Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3). +2 | Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4. +3 | Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects. +4 | Flight. The krasis has wings and gains a flying speed equal to its walking speed. +5 | Grabber. When the krasis hits a creature with its claws, the target is grappled (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time. +6 | Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours. +7 | Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned for 1 minute. If the krasis is a category 2 or 3, the creature is paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +8 | Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point. + +Minor Adaptations +d8 | Minor Adaptation +1 | Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing. +2 | Aquatic. The krasis gains a swimming speed equal to its walking speed. +3 | Climbing Speed. The krasis gains a climbing speed equal to its walking speed. +4 | Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide. +5 | Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes. +6 | Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud. +7 | Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3). +8 | Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + +Source: Guildmasters' Guide to Ravnica p. 210 + + + + Category 2 Krasis + L + monstrosity + Unaligned + 15 (natural armor) + 136 (16d10+48) + walk 40 ft. + 18 + 14 + 16 + 2 + 13 + 8 + + + 11 + + 6 + + + + + + + Amphibious + The krasis can breathe air and water. + + + Multiattack + The krasis makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 17 (2d12 + 4) piercing damage. + Bite|+7|2d12+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage. + Claws|+7|2d12+4 + + Krasis. In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie. +Creating a Krasis. To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations. +Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well). +Major Adaptations +d8 | Major Adaptation +1 | Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3). +2 | Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4. +3 | Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects. +4 | Flight. The krasis has wings and gains a flying speed equal to its walking speed. +5 | Grabber. When the krasis hits a creature with its claws, the target is grappled (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time. +6 | Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours. +7 | Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned for 1 minute. If the krasis is a category 2 or 3, the creature is paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +8 | Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point. + +Minor Adaptations +d8 | Minor Adaptation +1 | Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing. +2 | Aquatic. The krasis gains a swimming speed equal to its walking speed. +3 | Climbing Speed. The krasis gains a climbing speed equal to its walking speed. +4 | Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide. +5 | Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes. +6 | Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud. +7 | Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3). +8 | Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + +Source: Guildmasters' Guide to Ravnica p. 211 + + + + Category 3 Krasis + H + monstrosity + Unaligned + 16 (natural armor) + 287 (25d12+125) + walk 40 ft. + 23 + 12 + 21 + 2 + 13 + 8 + + + 11 + + 16 + + + + + + + Amphibious + The krasis can breathe air and water. + + + Multiattack + The krasis makes three attacks: one with its bite, one with its claws, and one with its tail. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. 27 (6d6 + 6) piercing damage. + Bite|+11|6d6+6 + + + Claws + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 22 (3d10 + 6) slashing damage. + Claws|+11|3d10+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 33 (6d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. + Tail|+11|6d8+6 + + Krasis. In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie. +Creating a Krasis. To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations. +Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well). +Major Adaptations +d8 | Major Adaptation +1 | Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3). +2 | Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4. +3 | Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects. +4 | Flight. The krasis has wings and gains a flying speed equal to its walking speed. +5 | Grabber. When the krasis hits a creature with its claws, the target is grappled (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time. +6 | Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours. +7 | Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned for 1 minute. If the krasis is a category 2 or 3, the creature is paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +8 | Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point. + +Minor Adaptations +d8 | Minor Adaptation +1 | Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing. +2 | Aquatic. The krasis gains a swimming speed equal to its walking speed. +3 | Climbing Speed. The krasis gains a climbing speed equal to its walking speed. +4 | Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide. +5 | Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes. +6 | Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud. +7 | Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3). +8 | Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + +Source: Guildmasters' Guide to Ravnica p. 212 + + + + Conclave Dryad + M + fey + Lawful Good + 16 (natural armor) + 143 (22d8+44) + walk 30 ft. + 12 + 19 + 14 + 19 + 20 + 21 + Int +8, Wis +9, Cha +9 + Arcana +8, Nature +8, Perception +9 + 19 + Common, Elvish, Sylvan + 9 + + + + + darkvision 60 ft. + + Magic Resistance + The dryad has advantage on saving throws against spells and other magical effects. + + + Speak with Beasts and Plants + The dryad can communicate with beasts and plants as if they and the dryad shared a language. + + + Multiattack + The dryad makes three attacks, using its vine staff, its longbow, or both. + + + Vine Staff + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success. + Vine Staff|+9|2d6+5 + + + Longbow + Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage. + Longbow|+8|1d8+4 + + + Summon Mount (1/Day) + The dryad magically summons a mount, which appears in an unoccupied space within 60 feet of the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it understands Sylvan but can't speak. While within 1 mile of the mount, the dryad can communicate with it telepathically. + + + Suppress Magic (Recharge 5-6) + The dryad targets one magic item it can see within 120 feet of it. If the magic item isn't an artifact, its magical properties are suppressed for 10 minutes, until the dryad is incapacitated or dies, or until the dryad uses a bonus action to end the effect. + + + Innate Spellcasting + The dryad's innate spellcasting ability is Charisma (spell save DC 17). The dryad can innately cast the following spells, requiring no material components: + At will: druidcraft + 3/day each: dispel magic, entangle, plant growth, spike growth + 1/day each: moonbeam, grasping vine, wall of thorns + + druidcraft, dispel magic, entangle, plant growth, spike growth, moonbeam, grasping vine, wall of thorns + The lush forests that once grew on Ravnica are gone, but the dryads remain, striving to bring the sprawling city and the verdant green of nature into harmony. Dryads believe that their efforts are the will of Mat'Selesnya, the soul of the world, and they spread their teachings through every Selesnya enclave. +Thanks to their attunement to Mat'Selesnya, dryads serve as visionaries and spiritual intermediaries for the Selesnya Conclave. They hold positions of great respect as spiritual leaders, and also share their vision of harmonious construction as architects, working with stonemasons and woodshapers to create Selesnya enclaves. +Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and imbued with a fey spirit. +Source: Guildmasters' Guide to Ravnica p. 194 + + + + Cosmotronic Blastseeker + M + humanoid (any race) + Chaotic Neutral + 15 (chain shirt) + 37 (5d8+15) + walk 30 ft. + 14 + 15 + 16 + 18 + 9 + 12 + Dex +4, Con +5 + Arcana +6, Intimidation +3, Perception +1 + 11 + any one language (usually Common) + 4 + + + + + + + Empowered Spell (3/Day) + When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice. + + + Tides of Chaos (1/Day) + The blastseeker makes one attack roll, ability check, or saving throw with advantage. + + + Warhammer + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands. + Warhammer|+4|1d8+2 + + + Innate Spellcasting + The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others: + 2/day: fireball + 3/day each: scorching ray, shield, thunderwave + + fireball, scorching ray, shield, thunderwave + While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. +Source: Guildmasters' Guide to Ravnica p. 242 + + + + Counterflux Blastseeker + M + humanoid (any race) + Chaotic Neutral + 13 (16 with mage armor) + 39 (6d8+12) + walk 30 ft. + 13 + 16 + 15 + 18 + 11 + 14 + Con +4, Wis +2 + Arcana +6, Perception +2 + 12 + Common plus any one language + 2 + + + + + + + Counterflux Overcast (Recharge 5-6) + The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects. 4-6. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects. + + + Rapier + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Rapier|+5|1d8+3 + + + Innate Spellcasting + The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others: + 3/day each: enlarge/reduce, mage armor (self only), scorching ray + 1/day each: counterspell, dispel magic, protection from energy + + enlarge/reduce, mage armor, scorching ray, counterspell, dispel magic, protection from energy + While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. +Source: Guildmasters' Guide to Ravnica p. 242 + + + + Deathpact Angel + M + celestial + Lawful Evil + 18 (natural armor) + 175 (27d8+54) + walk 30 ft., fly 90 ft. + 16 + 18 + 14 + 19 + 20 + 23 + Int +9, Wis +10, Cha +11 + Insight +10, Intimidation +11, Perception +10, Persuasion +11 + 20 + all + 14 + necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + truesight 120 ft. + + Exploitation of the Debtors + As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt. + + + Flyby + The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Multiattack + The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks. + + + Scythe + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage. + Scythe|+9|2d4+4 + + + Chains of Obligation + The angel targets one creature charmed by it that it can see within 90 feet of it. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage. + + + Innate Spellcasting + The angel's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components: + At will: command (as a 2nd-level spell), detect evil and good + 1/day: raise dead + 3/day each: charm person (as a 5th-level spell), darkness, suggestion + + command, detect evil and good, raise dead, charm person, darkness, suggestion + Deathpact angels dwell in the grandest of Orzhov cathedrals, where they surround themselves with wealth and wretched vassals that are utterly in their thrall. +Gift Givers. Posing as a beneficent god, a deathpact angel attracts petitioners who beg the angel for blessings: wealth, prestige, health, revenge, and the like. Imagining itself generous and merciful, the angel usually tries to grant the petitioners what they seek by using its abilities, drawing from its hoard of riches, or extorting favors from other members of the guild. True to the spirit of the Orzhov, though, the angel doesn't bestow these gifts out of kindness, but for the sake of gaining fanatical followers who owe it life debts. +Debt and Indenture. Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits (described later in this chapter). +Debts Paid +Orzhov Angels. Few angels find anything appealing in the corruption and decadence embodied by the Orzhov Syndicate, since such a society is fundamentally antithetical to their natures, but disillusionment can seduce even immortal beings. When cynicism takes root in an angel's heart, when questions undermine devotion to the cause of justice, when strength becomes a tool to lord over the weak, the Orzhov Syndicate is there to welcome the angel with open arms, offering status, respect, and power. +Orzhov angels might claim positions as executioners, commanders, or power brokers, but more often they carve out their own place in the guild, standing apart from the otherwise rigid hierarchy of the Orzhov. +Source: Guildmasters' Guide to Ravnica p. 192 + + + + Devkarin Lich + M + undead + Neutral Evil + 14 (natural armor) + 97 (15d8+30) + walk 30 ft. + 11 + 16 + 14 + 19 + 16 + 15 + Con +7, Int +9, Wis +8 + Arcana +14, Insight +8, Perception +8 + 18 + Common, Elvish, Kraul + 14 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If the lich fails a saving throw, it can choose to succeed instead. + + + Regeneration + The lich regains 10 hit points at the start of its turn. If the lich takes fire or radiant damage, this trait doesn't function at the start of the lich's next turn. The lich dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Turn Resistance + The lich has advantage on saving throws against any effect that turns undead. + + + Undead Fortitude + If damage reduces the lich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead. + + + Noxious Touch + Melee Spell Attack: +9 to hit, reach 5 ft., one creature. 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Noxious Touch|+9|4d6 + + + The undead can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Cantrip + The lich casts one of its cantrips. + + + Noxious Touch (Costs 2 Actions) + The lich uses Noxious Touch. + + + Disrupt Life (Costs 3 Actions) + Each creature within 30 feet of the lich must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Spellcasting + The lich is a 14th-level Golgari spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lich has the following wizard spells prepared: + Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation + • 1st level (4 slots): chromatic orb, magic missile, ray of sickness + • 2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web + • 3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch + • 4th level (3 slots): blight, Evard's black tentacles + • 5th level (2 slots): cloudkill, insect plague + • 6th level (1 slots): circle of death, create undead + • 7th level (1 slots): finger of death + + 4, 3, 3, 3, 2, 1, 1 + acid splash, chill touch, mage hand, poison spray, prestidigitation, chromatic orb, magic missile, ray of sickness, Melf's acid arrow, ray of enfeeblement, spider climb, web, animate dead, bestow curse, fear, vampiric touch, blight, Evard's black tentacles, cloudkill, insect plague, circle of death, create undead, finger of death + Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari. +Unlike the shambling zombies they command, liches retain their memories, their personalities, and especially their ambition. They also retain the grace and stature of living elves, but their bodies are in a constant state of slow decay. Various forms of fungus grow in and over the rotting flesh to hold the body together. +Undead Nature. The lich doesn't require air, food, drink, or sleep. +Source: Guildmasters' Guide to Ravnica p. 198 + + + + Druid of the Old Ways + M + humanoid (any race) + Chaotic Neutral + 14 (hide armor) + 90 (12d8+36) + walk 30 ft. + 11 + 15 + 16 + 10 + 20 + 14 + Dex +5, Con +6, Wis +8 + Nature +3, Perception +8, Survival +8 + 18 + Common, Druidic + 7 + + + + + + + Siege Monster + The druid deals double damage to objects and structures. + + + Speak with Beasts and Plants + The druid can communicate with beasts and plants as if they shared a language. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. + Quarterstaff|+3|1d6 + + + Spellcasting + The druid is a 12th-level Gruul spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, resistance, thorn whip + • 1st level (4 slots): cure wounds, faerie fire, thunderwave + • 2nd level (3 slots): beast sense, flame blade, pass without trace + • 3rd level (3 slots): conjure animals, dispel magic, plant growth + • 4th level (3 slots): dominate beast, freedom of movement, wall of fire + • 5th level (2 slots): commune with nature, conjure elemental, scrying + • 6th level (1 slots): transport via plants, wall of thorns + + 4, 3, 3, 3, 2, 1 + druidcraft, produce flame, resistance, thorn whip, cure wounds, faerie fire, thunderwave, beast sense, flame blade, pass without trace, conjure animals, dispel magic, plant growth, dominate beast, freedom of movement, wall of fire, commune with nature, conjure elemental, scrying, transport via plants, wall of thorns + The druids of the Old Ways are the keepers of ancient Gruul traditions devoted to the primal ferocity of animal gods such as Ilharg the Raze-Boar and Kashath the Stalker. +The End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when Ilharg's hoofs will trample every brick and stone of Ravnica's soaring skylines to rubble. The world will return to a state of nature in which the lawless code of muscle and savagery will reign once again. +Source: Guildmasters' Guide to Ravnica p. 239 + + + + Felidar + L + celestial + Lawful Neutral + 17 (natural armor) + 93 (11d10+33) + walk 40 ft. + 19 + 16 + 17 + 10 + 17 + 14 + Dex +6, Wis +6, Cha +5 + Insight +6, Perception +6 + 16 + understands Celestial and Common but can't speak + 5 + + + + + truesight 120 ft. + + Bonding + The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence. As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn. + + + Keen Hearing and Sight + The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Pounce + If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one claw attack against it as a bonus action. + + + Multiattack + The felidar makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage. + Bite|+7|3d8+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (3d6 + 4) slashing damage. + Claws|+7|3d6+4 + + + Variant: Winged Felidars + Some felidars boast huge, feathered wings. A winged felidar uses the same stat block as an ordinary felidar, with the addition of a flying speed of 40 feet. + + A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its blue-gray hide has a silvery, geometric pattern, and its thick white mane falls in an orderly fashion around its shoulders. +Nearly every felidar forms a close bond with one other creature. Winged felidars almost always bond with archons, joining in their relentless pursuit of justice. Other felidars ally with members of the Azorius Senate and form bonds with high-ranking justiciars and ministers, aiding them in enforcing the law and tracking down criminals. Some Azorius felidars form bonds with important prisoners in Azorius custody, ensuring that the felidars can track down the felons if they escape custody. +Source: Guildmasters' Guide to Ravnica p. 199 + + + + Firefist + M + humanoid (any race) + Lawful Good + 18 (plate armor) + 117 (18d8+36) + walk 30 ft. + 16 + 10 + 14 + 11 + 17 + 13 + Con +5, Wis +6 + Intimidation +4, Religion +3 + 13 + any one language (usually Common) + 7 + + + + + + + Multiattack + The firefist makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Greatsword|+6|2d6+3 + + + Guided Attack (Recharges after a Short or Long Rest) + When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll. + + + Spellcasting + The firefist is a 9th-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared: + Cantrips (at will): fire bolt, light, sacred flame, spare the dying + • 1st level (4 slots): guiding bolt, healing word, heroism, shield of faith + • 2nd level (3 slots): lesser restoration, scorching ray + • 3rd level (3 slots): blinding smite, crusader's mantle, revivify + • 4th level (3 slots): banishment, wall of fire + • 5th level (1 slots): flame strike + + 4, 3, 3, 3, 1 + fire bolt, light, sacred flame, spare the dying, guiding bolt, healing word, heroism, shield of faith, lesser restoration, scorching ray, blinding smite, crusader's mantle, revivify, banishment, wall of fire, flame strike + Boros firefists combine potent magic with peerless fighting ability, inspiring all who serve alongside them. They often act as the point of contact between the Boros Legion and the angelic leaders. +Source: Guildmasters' Guide to Ravnica p. 231 + + + + Firemane Angel + M + celestial + Chaotic Good + 18 (plate armor) + 135 (18d8+54) + walk 40 ft., fly 120 ft. + 22 + 15 + 17 + 12 + 14 + 23 + Str +10, Wis +6, Cha +10 + Insight +6, Perception +6 + 16 + all + 12 + fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + truesight 120 ft. + + Flyby + The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Relentless (Recharges after a Short or Long Rest) + If the angel takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Multiattack + The angel makes two melee attacks. + + + Longsword + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 22 (5d8) fire or radiant damage (angel's choice). + Longsword|+10|1d8+6 + + + Innate Spellcasting + The angel's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components: + 3/day each: compelled duel, guiding bolt (as a 5th-level spell) + 1/day each: daylight, fireball (as a 6th-level spell) + + compelled duel, guiding bolt, daylight, fireball + Firemane angels are holy champions and paragons of war who specialize in single combat. They are powerful warriors who seek out the mightiest foes in any conflict, trusting lesser soldiers to handle lesser opponents. +Like many other Boros angels, firemanes typically have red hair. In the heat of battle, a firemane's hair can ignite, transforming into a mane of flames cascading over its shoulders and down its back. +Boros Angels. Angels of the Boros Legion view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal. +Most Boros soldiers assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren't immune to the temptations of corruption, and the necessities of political machination can compromise the best of them. +Warleaders. The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels. +Source: Guildmasters' Guide to Ravnica p. 190 + + + + Flux Blastseeker + M + humanoid (any race) + Chaotic Neutral + 12 (15 with mage armor) + 55 (10d8+10) + walk 30 ft. + 10 + 15 + 12 + 20 + 9 + 14 + Dex +5, Int +8 + Arcana +8, Perception +2 + 12 + Common plus any one language + 5 + + + + + + + Fluxbending Overcast (Recharge 5-6) + The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker teleports, swapping places with a creature it can see within 30 feet of it. 4-6. The blastseeker and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. + Quarterstaff|+3|1d6 + + + Innate Spellcasting + The blastseeker's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others: + 3/day each: mage armor (self only), scorching ray + 1/day each: banishment, cone of cold, dimension door, fireball, ice storm + + mage armor, scorching ray, banishment, cone of cold, dimension door, fireball, ice storm + While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. +Source: Guildmasters' Guide to Ravnica p. 242 + + + + Fluxcharger + L + elemental + Chaotic Neutral + 16 (natural armor) + 60 (8d10+16) + walk 0 ft., fly 60 ft. + 15 + 18 + 15 + 6 + 10 + 7 + + + 10 + Draconic + 7 + thunder; bludgeoning, piercing, slashing from nonmagical attacks + lightning, poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Amplify Lightning + Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage. + + + Multiattack + The fluxcharger makes two slam attacks or uses Arc Lightning twice. + + + Slam + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage. + Slam|+7|2d8+4 + + + Arc Lightning + Ranged Spell Attack: +7 to hit, range 30 ft., one target. 16 (3d10) lightning damage, and lightning jumps from the target to one creature of the fluxcharger's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss: The fluxcharger takes 5 (1d10) force damage after resolving the attack. + Arc Lightning|+7|3d10 + Arc Lightning||3d8 + + In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The experiment was partly successful: the resulting weird, a fluxcharger, doesn't explode like some other weirds do, but it is more intelligent and more headstrong than other weirds. +A fluxcharger's mizzium frame is suggestive of an angel. A faceplate is meant to give it some personality, but most people find its solemn expression and unblinking stare more unnerving than relatable. +Izzet Weirds. Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators. +Elemental Nature. An Izzet weird doesn't require air, food, drink, or sleep. +Source: Guildmasters' Guide to Ravnica p. 208 + + + + Flying Horror + M + aberration + Neutral Evil + 16 (natural armor) + 49 (9d8+9) + walk 30 ft., fly 60 ft. + 9 + 20 + 12 + 2 + 15 + 16 + + Perception +4, Stealth +7 + 14 + + 3 + + + radiant + frightened + darkvision 120 ft. + + Fear Frenzy + The horror has advantage on attack rolls against frightened creatures. + + + Sunlight Sensitivity + While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage. + Claws|+7|1d6+5 + + + Frightening Screech (Recharge 5-6) + The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the horror's Frightening Screech for the next 24 hours. + + Horrors and Madness. Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide. +Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table. +Madness Severity +Failed Saves | Madness +1 | Short-term +2-3 | Long-term +4+ | Indefinite + +Horrors. Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning. +At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory. +House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors. +Customizing a Horror. Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature. + +Primary Features +d4 | Feature +1 | Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. +2 | Damage Resistances. The horror has resistance to necrotic and psychic damage. +3 | Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only) +4 | Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic damage (shadow horror), or 10 (3d6) psychic damage (skittering horror). + +Secondary Features +d4 | Feature +1 | Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be grappled by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target. +2 | Indomitable Mind. The horror is immune to the charmed condition. +3 | Keen Senses. The horror has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell. +4 | Mind Sight. Magical darkness doesn't impede the horror's darkvision. + +Source: Guildmasters' Guide to Ravnica p. 203 + + + + Frontline Medic + M + humanoid (any race) + Lawful Good + 20 (plate armor, shield) + 19 (3d8+6) + walk 30 ft. + 15 + 10 + 14 + 10 + 13 + 12 + + Medicine +5, Perception +3 + 13 + any one language (usually Common) + 1/4 + + + + + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear|+4|1d6+2 + + + Spellcasting + The medic is a 3rd-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 11). The medic has the following cleric spells prepared: + Cantrips (at will): mending, resistance, spare the dying + • 1st level (4 slots): cure wounds, sanctuary + • 2nd level (2 slots): aid, lesser restoration + + 4, 2 + mending, resistance, spare the dying, cure wounds, sanctuary, aid, lesser restoration + The soldiers of the Boros Legion depend on skilled healers to keep them on their feet. Frontline medics use a mix of magical healing and mundane medicine to keep their compatriots alive. +Source: Guildmasters' Guide to Ravnica p. 231 + + + + Galvanic Blastseeker + M + humanoid (any race) + Chaotic Neutral + 13 + 52 (8d8+16) + walk 30 ft. + 10 + 17 + 14 + 19 + 10 + 13 + Dex +6 + Acrobatics +6, Arcana +7, Perception +3 + 13 + Common and Primordial, plus any one language + 5 + lightning, thunder + + + + + + Galvanic Overcast (Recharge 5-6) + When the blastseeker casts lightning bolt or thunderwave, it can roll a die. On an odd number, the blastseeker takes 9 (2d8) force damage. On an even number, the spell also deals 9 (2d8) lightning damage to each target that fails its saving throw. + + + Heart of the Storm + When the blastseeker casts lightning bolt or thunderwave, all other creatures within 10 feet of the blastseeker each take 3 lightning damage. + + + Gust-Propelled Leap + The blastseeker can use a bonus action to fly up to 10 feet without provoking opportunity attacks. + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6 + + + Innate Spellcasting + The blastseeker's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others: + 1/day: stoneskin + 3/day each: levitate, lightning bolt, thunderwave + + stoneskin, levitate, lightning bolt, thunderwave + While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. +Source: Guildmasters' Guide to Ravnica p. 243 + + + + Galvanice Weird + M + elemental + Chaotic Neutral + 12 (natural armor) + 22 (3d8+9) + walk 30 ft. + 14 + 10 + 17 + 3 + 10 + 5 + + + 10 + + 1 + cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Death Burst + When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or lose the ability to use reactions until the start of the weird's next turn. + Slam|+4|1d6+2 + + Galvanice weirds seem to be the epitome of weird technology. Indeed, they serve willingly, with cheerful stupidity, as guardians and laborers in Izzet workshops. They combine a rigid body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet researchers find that their usefulness outweighs this risk. +Izzet Weirds. Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators. +Elemental Nature. An Izzet weird doesn't require air, food, drink, or sleep. +Source: Guildmasters' Guide to Ravnica p. 209 + + + + Gloamwing + L + undead + Neutral Evil + 16 (natural armor) + 136 (16d10+48) + walk 30 ft., fly 60 ft. + 20 + 16 + 17 + 2 + 11 + 6 + Str +8, Dex +6 + Perception +3, Stealth +6 + 13 + understands Common + 8 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + + Death Link + If its specter rider is reduced to 0 hit points, the gloamwing is destroyed. + + + Flyby + The gloamwing doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Sunlight Sensitivity + While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The gloamwing makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (3d8 + 5) piercing damage. + Bite|+8|3d8+5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (3d6 + 5) slashing damage. + Claws|+8|3d6+5 + + A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders. +Source: Guildmasters' Guide to Ravnica p. 215 + + + + Golgari Shaman + M + humanoid (elf) + Neutral Evil + 14 (hide armor) + 88 (16d8+16) + walk 30 ft. + 11 + 15 + 12 + 12 + 17 + 16 + Con +4, Wis +6 + Arcana +4, Insight +6, Nature +4, Religion +4 + 13 + Common, Elvish + 5 + + + + + darkvision 60 ft. + + Fey Ancestry + The shaman has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. + Quarterstaff|+4|1d6+2 + + + Fungal Rot + Melee Spell Attack: +6 to hit, reach 5 ft., one target. 9 (2d8) necrotic damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. + Fungal Rot|+6|2d8 + Fungal Rot||4d8 + + + Feed on Death + When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10) temporary hit points. + + + Spellcasting + The shaman is an 8th-level Golgari spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The shaman has the following druid spells prepared: + Cantrips (at will): poison spray, shillelagh, thorn whip + • 1st level (4 slots): cure wounds, entangle, ray of sickness + • 2nd level (3 slots): pass without trace, ray of enfeeblement, spike growth + • 3rd level (3 slots): animate dead, dispel magic, plant growth + • 4th level (2 slots): blight, giant insect + + 4, 3, 3, 2 + poison spray, shillelagh, thorn whip, cure wounds, entangle, ray of sickness, pass without trace, ray of enfeeblement, spike growth, animate dead, dispel magic, plant growth, blight, giant insect + Golgari shamans are the spiritual leaders of the Golgari Swarm. They teach the guild's beliefs about the cycles of nature, using their necromantic magic to show how life sprouts from death. +Golgari shamans paint their faces so they appear to have extra eyes on their cheeks and chins. They sometimes use magical moodmark paint (described in chapter 5) to allow them to communicate by means of these marks. They wear clothing adorned with beetle carapaces, spiderwebs, or shelf fungus. +Golgari Lairs. Members of the Golgari Swarm have an intimate connection to their territory. When at least six Golgari defend their territory together, they can call on the environment to aid them. The group must include Jarad Vod Savo or at least one Golgari shaman, kraul death priest, undercity medusa, or Devkarin lich. When determining the difficulty of such an encounter, consider the lair to be one additional creature of challenge rating 1. +Source: Guildmasters' Guide to Ravnica p. 236 + + + + Guardian Giant + H + giant + Lawful Neutral + 19 (half plate armor, shield) + 137 (11d12+66) + walk 40 ft. + 24 + 17 + 22 + 10 + 18 + 12 + Dex +6, Wis +7 + Insight +7, Perception +10 + 20 + Common, Giant + 8 + + + + + + + Vigilant + The giant can't be surprised. + + + Multiattack + The giant makes three spear attacks. + + + Spear + Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 60/240 ft., one target. 17 (3d6 + 7) piercing damage, or 20 (3d8 + 7) piercing damage if used with two hands to make a melee attack. + Spear|+10|3d6+7 + + + Protection + When an attacker the giant can see makes an attack roll against a creature within 10 feet of the giant, the giant can impose disadvantage on the attack roll. + + Most of the giants in the Boros Legion come from a single clan, the Skorskal, that has long been at odds with the Gruul Clans. These giants are guards and gatekeepers, well represented in the Sunhome Guard, as well as powerful muscle supporting Boros missions. +Giants of the Skorskal clan are often assigned to protect Boros garrisons and forts throughout Ravnica. They are excellent sentinels, keen-eyed and vigilant, and serve as living walls to protect smaller soldiers fighting alongside them. Skorskal giants look much like enormous humans with huge muscles and comparatively small heads. +Giants. Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline. +Source: Guildmasters' Guide to Ravnica p. 201 + + + + Horncaller + M + humanoid (any race) + Lawful Good + 13 (hide armor) + 39 (6d8+12) + walk 30 ft. + 13 + 12 + 14 + 10 + 14 + 13 + + Animal handling +4, Nature +2, Perception +4 + 14 + Common plus any one language + 1 + + + + + + + Speak with Beasts + The horncaller can communicate with beasts as if they shared a language. + + + Multiattack + The horncaller makes two melee attacks with its staff and uses One with the Worldsoul. + + + Staff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. + Staff|+3|1d6+1 + + + One with the Worldsoul + The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horncaller, the beast uses its reaction to make one melee attack against a target that the horncaller can see. + + + Innate Spellcasting + The horncaller's innate spellcasting ability is Wisdom (spell save DC 14). The horncaller can innately cast the following spells, requiring no material components: + 1/day each: bless, conjure animals + + bless, conjure animals + Specialized shamans called horncallers use their magic to call wild beasts to fight alongside Selesnya troops. In quieter times, they tend the animals associated with Selesnya enclaves and parks. +Source: Guildmasters' Guide to Ravnica p. 253 + + + + Hybrid Brute + M + humanoid (Simic hybrid) + Neutral Good + 18 (natural armor) + 52 (8d8+16) + walk 30 ft. + 18 + 11 + 15 + 8 + 11 + 9 + + + 10 + Common plus any one language + 2 + + + + + + + Amphibious + The hybrid can breathe air and water. + + + Multiattack + The hybrid makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Claw|+6|1d6+4 + + Simic Hybrids. The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed. +Source: Guildmasters' Guide to Ravnica p. 217 + + + + Hybrid Flier + M + humanoid (Simic hybrid) + Neutral Good + 13 + 39 (6d8+12) + walk 30 ft., fly 40 ft. + 12 + 16 + 14 + 11 + 10 + 11 + + + 10 + Common plus any one language + 2 + acid + + + + + + Multiattack + The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid. + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|+5|1d6+3 + + + Spit Acid + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 10 (4d4) acid damage. + Spit Acid|+5|4d4 + + Simic Hybrids. The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed. +Source: Guildmasters' Guide to Ravnica p. 217 + + + + Hybrid Poisoner + M + humanoid (Simic hybrid) + Neutral Good + 14 + 26 (4d8+8) + walk 40 ft. + 12 + 19 + 14 + 12 + 13 + 12 + Dex +6, Con +4 + Athletics +3, Perception +3, Stealth +6 + 13 + Common plus any one language + 1 + + poison + + poisoned + darkvision 30 ft. + + Assassinate + During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a critical hit. + + + Poisonous Skin + Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage. + + + Toxic Touch + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (2d6) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, taking 3 (1d6) poison damage on a failed save, or ending the effect on itself on a successful one. + Toxic Touch|+6|2d6 + Toxic Touch||1d6 + + Simic Hybrids. The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed. +Source: Guildmasters' Guide to Ravnica p. 217 + + + + Hybrid Shocker + M + humanoid (Simic hybrid) + Neutral Good + 12 + 39 (6d8+12) + walk 30 ft. + 13 + 14 + 14 + 10 + 12 + 9 + + + 11 + Common plus any one language + 1 + + lightning + + + + + Electrified Body + Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. + + + Illumination + The hybrid sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + + + Multiattack + The hybrid makes two attacks: one with its shocking touch and one with its tentacles. + + + Shocking Touch + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d8) lightning damage. + Shocking Touch|+4|2d8 + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. The target is grappled (escape DC 11), and the hybrid pulls the target up to 15 feet straight toward it. Until this grapple ends, the target takes 5 (1d10) lightning damage at the start of each of its turns, and the hybrid shocker can't use its tentacles on another creature. + Tentacles|+4|1d10 + + Simic Hybrids. The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed. +Source: Guildmasters' Guide to Ravnica p. 218 + + + + Hybrid Spy + M + humanoid (Simic hybrid) + Neutral Good + 13 + 22 (4d8+4) + walk 30 ft., climb 30 ft. + 11 + 17 + 12 + 13 + 14 + 9 + + Perception +4, Stealth +5 + 14 + Common plus any one language + 1/2 + + + + + darkvision 60 ft. + + Chameleon Skin + The hybrid has advantage on Dexterity (Stealth) checks made to hide. + + + Spider Climb + The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The hybrid makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + Simic Hybrids. The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed. +Source: Guildmasters' Guide to Ravnica p. 218 + + + + Indentured Spirit + M + undead + Any alignment + 11 + 13 (3d8) + walk 0 ft., fly 40 ft. + 7 + 13 + 10 + 10 + 12 + 11 + + + 11 + the languages it knew in life + 1 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + + + Incorporeal Movement + The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Withering Touch + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 10 (3d6) necrotic damage. + Withering Touch|+3|3d6 + + Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia. +An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude. +Source: Guildmasters' Guide to Ravnica p. 206 + + + + Isperia + G + monstrosity + Lawful Neutral + 17 (natural armor) + 261 (18d20+72) + walk 40 ft., fly 60 ft. + 20 + 14 + 18 + 23 + 26 + 20 + Dex +9, Con +11, Int +13, Wis +15 + Arcana +13, History +13, Insight +15, Perception +15 + 25 + Common, Sphinx + 21 + + psychic; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened + truesight 120 ft. + + Inscrutable + Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage. + + + Legendary Resistance (3/Day) + If Isperia fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Isperia has advantage on saving throws against spells and other magical effects. + + + Multiattack + Isperia makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack. + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 21 (3d10 + 5) slashing damage. If the target is a creature, it must succeed on a DC 23 Wisdom saving throw or take 14 (4d6) psychic damage after each attack it makes against Isperia before the start of her next turn. + Claw|+12|3d10+5 + Claw||4d6 + + + Supreme Legal Authority + Isperia chooses up to three creatures she can see within 90 feet of her. Each target must succeed on a DC 23 Intelligence saving throw or Isperia chooses an action for that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can end the effect on itself with a successful DC 23 Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Isperia's Supreme Legal Authority for 24 hours. + + + Isperia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Isperia regains spent legendary actions at the start of its turn. + + + Claw Attack + Isperia makes one claw attack. + + + Cast a Spell (Costs 2 Actions) + Isperia casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal. + + + Supreme Legal Authority (Costs 3 Actions) + Isperia uses Supreme Legal Authority. + + + Innate Spellcasting + Isperia's innate spellcasting ability is Wisdom (spell save DC 23). Isperia can innately cast imprisonment twice per day, requiring no material components. + 2/day: imprisonment + + + Spellcasting + Isperia is a 15th-level Azorius spellcaster. Her spellcasting ability is Wisdom (spell save DC 23, +14 to hit with spell attacks). Isperia has the following cleric spells prepared: + Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy + • 1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith + • 2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth + • 3rd level (3 slots): bestow curse, clairvoyance, counterspell, dispel magic, tongues + • 4th level (3 slots): divination, locate creature + • 5th level (2 slots): dispel evil and good, scrying + • 6th level (1 slots): word of recall + • 7th level (1 slots): divine word + • 8th level (1 slots): antimagic field + + 4, 3, 3, 3, 2, 1, 1, 1 + imprisonment, guidance, light, resistance, sacred flame, thaumaturgy, command, detect evil and good, ensnaring strike, sanctuary, shield of faith, arcane lock, augury, calm emotions, hold person, silence, zone of truth, bestow curse, clairvoyance, counterspell, dispel magic, tongues, divination, locate creature, dispel evil and good, scrying, word of recall, divine word, antimagic field + Isperia is the current guildmaster of the Azorius Senate. As a sphinx, she is aloof and values solitude above all. However, she has been forced to give up her privacy to deal with the increased crime and chaos on Ravnica. +Isperia is devoted to her guild's belief that law is the ultimate bulwark against chaos, and it is her steady hand that guides the Azorius through these uncertain times. As guildmaster, Isperia serves as the supreme judge, a role that takes advantage of her encyclopedic knowledge of Ravnica's labyrinthine legal system. +If an encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice. +Source: Guildmasters' Guide to Ravnica p. 227 + + + + Jarad Vod Savo + M + undead + Neutral Evil + 17 (natural armor) + 180 (24d8+72) + walk 30 ft. + 14 + 16 + 16 + 20 + 16 + 15 + Con +10, Int +12, Wis +10 + Arcana +12, Insight +10, Perception +10 + 20 + Common, Elvish, Kraul + 22 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 120 ft. + + Legendary Resistance (3/Day) + If Jarad fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Jarad has advantage on saving throws against spells and other magical effects. + + + Regeneration + Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. He dies only if he starts its turn with 0 hit points and doesn't regenerate. + + + Spore Infusion + Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 (2d10) poison damage to a creature he can see within 10 feet of him. + + + Turn Resistance + Jarad has advantage on saving throws against any effect that turns undead. + + + Undead Fortitude + If damage reduces Jarad to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead. + + + Multiattack + Jarad makes two attacks: one with his Noxious Touch and one with his Staff of Svogthir. He can cast a spell with a casting time of 1 action in place of one of these attacks. + + + Noxious Touch + Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 28 (8d6) poison damage, and the target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Noxious Touch|+12|8d6 + + + Staff of Svogthir + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) poison damage and 13 (3d8) necrotic damage. + Staff of Svogthir|+12|2d6+5 + + + Jarad can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Jarad regains spent legendary actions at the start of its turn. + + + Cantrip + Jarad casts one of his cantrips. + + + Noxious Touch (Costs 2 Actions) + Jarad uses Noxious Touch. + + + Disrupt Life (Costs 3 Actions) + Each creature within 30 feet of Jarad must make a DC 20 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Spellcasting + Jarad is a 14th-level Golgari spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Jarad has the following wizard spells prepared: + Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation + • 1st level (4 slots): entangle, ray of sickness, sleep + • 2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web + • 3rd level (3 slots): animate dead, plant growth, vampiric touch + • 4th level (3 slots): blight, giant insect, grasping vine + • 5th level (2 slots): cloudkill, insect plague + • 6th level (1 slots): circle of death, create undead + • 7th level (1 slots): finger of death, forcecage + + 4, 3, 3, 3, 2, 1, 1 + acid splash, chill touch, mage hand, poison spray, prestidigitation, entangle, ray of sickness, sleep, Melf's acid arrow, ray of enfeeblement, spider climb, web, animate dead, plant growth, vampiric touch, blight, giant insect, grasping vine, cloudkill, insect plague, circle of death, create undead, finger of death, forcecage + The Golgari guildmaster is a Devkarin necromancer and lich named Jarad Vod Savo. In life, Jarad was an archer and accomplished hunter, as well as the brother of the previous guildmaster, the ambitious Savra. Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos. +As head of the Golgari Swarm, Jarad commands elf and medusa assassins, legions of kraul, brutish trolls, and masses of undercity-dwelling creatures. Thanks to the necromantic power he wields-and with the support of his loyal guards and soldiers-he has survived a number of assassination attempts from various upstarts. +Undead Nature. Jarad doesn't require air, food, drink, or sleep. +Source: Guildmasters' Guide to Ravnica p. 235 + + + + Kraul Death Priest + M + humanoid (kraul) + Neutral Evil + 18 (natural armor) + 65 (10d8+20) + walk 30 ft., climb 30 ft., fly 40 ft. + 16 + 12 + 14 + 12 + 15 + 10 + Con +4, Wis +4 + Insight +4, Nature +3, Religion +3 + 12 + Common, Kraul + 4 + + + + + darkvision 60 ft. + + Feed on Death + When a creature within 30 feet of the kraul drops to 0 hit points, the kraul or another creature of its choice within 30 feet of it gains 5 (1d10) temporary hit points, provided the kraul isn't incapacitated. + + + Hive Mind + The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul. + + + Pack Tactics + The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Spider Climb + The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The kraul makes one attack with its quarterstaff and casts one of its spells with a casting time of 1 action. + + + Quarterstaff + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands. + Quarterstaff|+5|1d6+3 + + + Innate Spellcasting + The kraul's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kraul can innately cast the following spells, requiring no material components: + At will: chill touch, poison spray + 3/day each: ray of enfeeblement, ray of sickness + 1/day each: animate dead, blight, vampiric touch + + chill touch, poison spray, ray of enfeeblement, ray of sickness, animate dead, blight, vampiric touch + The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon crippling necromantic magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle. +The current leader of the kraul is a death priest named Mazirek. +Kraul. The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance. +Source: Guildmasters' Guide to Ravnica p. 214 + + + + Kraul Warrior + M + humanoid (kraul) + Neutral Evil + 18 (natural armor) + 27 (5d8+5) + walk 30 ft., climb 30 ft. + 15 + 12 + 13 + 10 + 11 + 8 + + + 10 + Kraul, understands Common but can't speak it + 1/2 + + + + + darkvision 60 ft. + + Hive Mind + The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul. + + + Pack Tactics + The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Spider Climb + The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear|+4|1d6+2 + + + Variant: Winged Kraul Warriors + Some kraul warriors have a flying speed of 40 feet, as a result of possessing gossamer wings. Their wings give them a higher station among the kraul soldiers. Winged kraul warriors serve the guild as scouts and shock troops. + + Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest infantry. +Kraul. The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance. +Source: Guildmasters' Guide to Ravnica p. 213 + + + + Lawmage + M + humanoid (any race) + Lawful Neutral + 15 (breastplate) + 84 (13d8+26) + walk 30 ft. + 13 + 12 + 14 + 17 + 14 + 13 + Int +6, Wis +5 + Arcana +6, Perception +5, Persuasion +4 + 15 + Common plus any one language + 6 + + + + + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. + Quarterstaff|+4|1d6+1 + + + Spellcasting + The lawmage is an 8th-level Azorius spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The lawmage has the following wizard spells prepared: + Cantrips (at will): fire bolt, friends, light, message + • 1st level (4 slots): alarm, expeditious retreat, shield + • 2nd level (3 slots): arcane lock, detect thoughts, hold person + • 3rd level (3 slots): clairvoyance, dispel magic, slow + • 4th level (2 slots): locate creature, stoneskin + + 4, 3, 3, 2 + fire bolt, friends, light, message, alarm, expeditious retreat, shield, arcane lock, detect thoughts, hold person, clairvoyance, dispel magic, slow, locate creature, stoneskin + The Azorius Senate has spellcasters who are trained to capture lawbreakers and bring them to justice. A lawmage's magic is focused on restraining criminals and on protecting bystanders from becoming casualties when arresters are pursuing malefactors. A significant proportion of the guild's vedalken are lawmages. +Source: Guildmasters' Guide to Ravnica p. 228 + + + + Lazav + M + monstrosity (shapechanger) + Neutral Evil + 18 (natural armor) + 204 (24d8+96) + walk 40 ft. + 16 + 24 + 18 + 22 + 20 + 22 + Dex +13, Int +12, Wis +11, Cha +12 + Deception +18, Insight +11, Perception +11, Stealth +19 + 21 + Common, Thieves' cant + 17 + necrotic, psychic + poison + + charmed, frightened, poisoned + darkvision 120 ft. + + Elusive + No attack roll has advantage against Lazav unless he is incapacitated. + + + Legendary Resistance (3/Day) + If Lazav fails a saving throw, he can choose to succeed instead. + + + Shapechanger Savant + Lazav can use a bonus action to polymorph into a Small or Medium humanoid he has seen. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. + + + Psychic Defenses + Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Lazav only if he allows it. + + + Multiattack + Lazav makes three shortsword attacks. + + + Shortsword + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 10 (1d6 + 7) piercing damage plus 10 (3d6) psychic damage, and the target has disadvantage on the next attack roll it makes before Lazav's next turn. + Shortsword|+13|1d6+7 + + + Lazav can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lazav regains spent legendary actions at the start of its turn. + + + Attack + Lazav makes a weapon attack. + + + Cast a Spell (Costs 2 Actions) + Lazav casts one of his innate spells. + + + Shifting Nightmare (Costs 3 Actions) + Lazav rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of Lazav must succeed on a DC 21 Dexterity saving throw or take 18 (4d8) damage of a type chosen by Lazav: acid, cold, fire, lightning, or necrotic. + + + Innate Spellcasting + Lazav's innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components: + At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4 psychic damage) + 3/day each: blur, confusion, mirror image + 1/day each: modify memory, Rary's telepathic bond + + detect thoughts, encode thoughts, freedom of movement, vicious mockery, blur, confusion, mirror image, modify memory, Rary's telepathic bond + Lazav is uniquely qualified to be the Dimir guildmaster: he is a shapechanger whose mysterious genius is informed by agents from the entire Dimir network. He takes on a tremendous variety of guises as his needs and plans require. He might step out into the Ravnican streets as an elderly widow to eavesdrop at the bazaar, become a vedalken hussar of the Azorius Senate to sidestep a checkpoint, or transform into a Tin Street merchant to deceive a passing noble. His true form might be that of a doppelganger or some other creature; no one has ever seen it. +Source: Guildmasters' Guide to Ravnica p. 232 + + + + Master of Cruelties + L + fiend (demon) + Chaotic Evil + 18 (plate armor) + 127 (15d10+45) + walk 30 ft. + 18 + 17 + 16 + 19 + 16 + 21 + Con +7, Int +8, Wis +7, Cha +9 + Deception +9, Intimidation +9, Performance +9, Persuasion +9 + 13 + Abyssal, Common, telepathy 120 ft. + 9 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + truesight 120 ft. + + Aura of Blood Lust + When any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary. + + + Feed on the Crowd + Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of its next turn. + + + Magic Resistance + The master has advantage on saving throws against spells and other magical effects. + + + Multiattack + The master makes two melee attacks with its spear. + + + Spear + Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 13 (3d8) psychic damage. + Spear|+8|2d6+4 + + + Captivating Presence (Recharge 6) + Each creature within 120 feet of the master must succeed on a DC 17 Wisdom saving throw or be charmed by the master for 1 hour. While charmed in this way, a creature's speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Captivating Presence of all masters of cruelties for the next 24 hours. + + + Innate Spellcasting + The master's innate spellcasting ability is Charisma (spell save DC 17). The master can innately cast the following spells, requiring no material components: + At will: charm person (as a 3rd-level spell), crown of madness + 1/day: dominate person + + charm person, crown of madness, dominate person + When a master of cruelties steps up as ringleader of a Rakdos show, the audience can be assured of a performance they will remember for the rest of their lives—however brief that might be. +The mesmerizing presence of a master of cruelties draws every eye to the demon and commands an audience's full attention. With every act of depraved torment the demon performs, onlookers are drawn more and more into the blood lust. Audiences clamor for more violence, and those who get too caught up in the revelry feel compelled to partake in the indiscriminate killing. +Demons. Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority. +Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged. +Demonic "Devils.". The creatures called "devils" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size. +Diabolic Demons. Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.) +Source: Guildmasters' Guide to Ravnica p. 196 + + + + Mind Drinker Vampire + M + undead + Neutral Evil + 14 + 55 (10d8+10) + walk 30 ft., fly 30 ft. + 16 + 18 + 12 + 19 + 13 + 14 + Dex +6, Int +6, Wis +3 + Deception +4, Insight +3, Perception +3, Stealth +6 + 13 + the languages it knew in life + 4 + necrotic + + + + darkvision 60 ft. + + Shadow Stealth + While in dim light or darkness, the vampire can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The vampire makes two attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + Bite|+6|1d6+4 + + + Unarmed Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free. + Unarmed Strike|+6|1d8+4 + + + Mind Siphon (Recharge 5-6) + The vampire targets a creature it can see within 30 feet of it. The target must make a DC 14 Intelligence saving throw, with disadvantage if the vampire has previously consumed the target's blood. On a failed save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target's general emotional state but not its thoughts. + Mind Siphon (Recharge 5-6)||8d6 + + + Innate Spellcasting (Psionics) + The vampire's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components: + At will: message + 3/day each: charm person, hold person, mirror image, sleep + 1/day each: gaseous form, major image + + message, charm person, hold person, mirror image, sleep, gaseous form, major image + When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration. +Szadek's Heirs. The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind. +Cell Leaders. Thanks to their particular gifts, mind drinkers are often placed as leaders of small cells of covert Dimir operatives. They rarely trust their own agents, though, and often follow their cell members to make sure those members carry out missions as ordered. The most suspicious vampires might even siphon thoughts from their subordinates to detect any hint of betrayal. +Vampires. Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better. +The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence. +Source: Guildmasters' Guide to Ravnica p. 224 + + + + Mind Mage + M + humanoid (any race) + Neutral Evil + 12 (15 with mage armor) + 49 (11d8) + walk 30 ft. + 10 + 14 + 10 + 20 + 15 + 16 + Int +8, Wis +5 + Arcana +8, Deception +6, Insight +5, Persuasion +6 + 12 + Common plus any four languages + 5 + + + + + + + Special Equipment + The mage wears a Spies' Murmur (see chapter 5). + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Innate Spellcasting (Psionics) + The mage's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: + At will: encode thoughts (see chapter 2), friends + 3/day each: charm person, detect thoughts, mage armor, sleep, suggestion + 1/day each: dominate person, mass suggestion, modify memory + + encode thoughts, friends, charm person, detect thoughts, mage armor, sleep, suggestion, dominate person, mass suggestion, modify memory + Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild's activities. Many mind mages lead cells of their own. +Source: Guildmasters' Guide to Ravnica p. 233 + + + + Nightveil Specter + M + undead + Neutral Evil + 17 (natural armor) + 105 (14d8+42) + walk 30 ft. + 18 + 19 + 16 + 6 + 17 + 11 + Dex +8, Wis +7 + Insight +7, Perception +7, Stealth +8 + 17 + understands Common but can't speak + 10 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + + Mount + If the specter isn't mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not incapacitated, the specter can't be surprised, and both it and its mount gain advantage on Dexterity saving throws. + + + Multiattack + The specter makes two scythe attacks. + + + Scythe + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage. + Scythe|+8|2d6+4 + + + Mind Twist (Recharge 5-6) + The specter magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Twist (Recharge 5-6)||5d8 + + + Reap Memory (3/Day) + The specter touches one incapacitated creature and chooses 1 hour from among the past 24. Unless the creature succeeds on a DC 15 Intelligence saving throw, the creature loses all memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours. + + The Nightveil specters of Ravnica are hooded, undead guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild-particularly the neighborhood of Nightveil, from which the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and tracking those who have stolen guild secrets, then wiping those secrets from their victims' minds to ensure that they are never shared. +Limited Sentience. A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow their orders with some amount of creativity. They pursue their assigned tasks with fearless determination. +Gloamwing Mount. If a gloamwing is killed, its specter becomes fixated on destroying those responsible. If the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated. +A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders. +Undead Nature. A Nightveil specter and its gloamwing mount don't require air, food, drink, or sleep. +Source: Guildmasters' Guide to Ravnica p. 215 + + + + Niv-Mizzet + G + dragon + Chaotic Neutral + 22 (natural armor) + 370 (19d20+171) + walk 40 ft., climb 30 ft., fly 80 ft. + 29 + 14 + 29 + 30 + 17 + 25 + Con +17, Int +18, Wis +11 + Arcana +18, Insight +11, Perception +11 + 21 + Common, Draconic + 26 + cold, psychic, thunder + fire, lightning + + charmed + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If Niv-Mizzet fails a saving throw, he can choose to succeed instead. + + + Locus of the Firemind + Niv-Mizzet can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells. + + + Magic Resistance + Niv-Mizzet has advantage on saving throws against spells and other magical effects. + + + Master Chemister + When Niv-Mizzet casts a spell that deals damage, he can change the spell's damage to cold, fire, force, lightning, or thunder. + + + Multiattack + Niv-Mizzet makes three attacks: one with his bite and two with his claws. + + + Bite + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 18 (2d8 + 9) piercing damage plus 14 (4d6) fire damage. + Bite|+17|2d8+9 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 14 (2d4 + 9) slashing damage. + Claw|+17|2d4+9 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 16 (2d6 + 9) bludgeoning damage. + Tail|+17|2d6+9 + + + Fire Breath (Recharge 5-6) + Niv-Mizzet exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||26d6 + + + Niv-Mizzet can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Niv-Mizzet regains spent legendary actions at the start of its turn. + + + Cantrip + Niv-Mizzet casts one of his cantrips. + + + Tail Attack + Niv-Mizzet makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 14 (2d4 + 9) bludgeoning damage and be knocked prone. Niv-Mizzet can then fly up to half his flying speed. + + + Dracogenius (Costs 3 Actions) + Niv-Mizzet regains a spell slot of 3rd level or lower. + + + Spellcasting + Niv-Mizzet is a 20th-level Izzet spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant + • 2nd level (3 slots): blur, enlarge/reduce, flaming sphere, hold person, scorching ray + • 3rd level (3 slots): counterspell, fireball, lightning bolt, slow + • 4th level (3 slots): confusion, dimension door, fabricate + • 5th level (2 slots): conjure elemental, polymorph, wall of fire, wall of force + • 6th level (1 slots): chain lightning, disintegrate, true seeing + • 7th level (1 slots): project image, reverse gravity, teleport + • 8th level (1 slots): control weather, maze, power word stun + • 9th level (1 slots): prismatic wall + + 4, 3, 3, 3, 2, 1, 1, 1, 1 + fire bolt, light, prestidigitation, ray of frost, shocking grasp, detect magic, magic missile, shield, thunderwave, unseen servant, blur, enlarge/reduce, flaming sphere, hold person, scorching ray, counterspell, fireball, lightning bolt, slow, confusion, dimension door, fabricate, conjure elemental, polymorph, wall of fire, wall of force, chain lightning, disintegrate, true seeing, project image, reverse gravity, teleport, control weather, maze, power word stun, prismatic wall + Possessed of arrogance and vanity that matches his vast intellect and tremendous power, Niv-Mizzet is the ancient dragon who founded and continues to control the Izzet League. From his private laboratory at the top of the Izzet guildhall, Niv-Mizzet directs the research and experiments of his countless underlings. He coordinates a tremendous number of apparently unrelated projects, working toward some mysterious end. +There can be little doubt that this ancient dragon is one of the most intelligent beings on Ravnica and one of the world's most powerful spellcasters. He is just as acquisitive as any dragon, but his treasure is scientific and magical knowledge. His ambition is a looming threat in the minds of all the other guildmasters, but confronting him directly is almost unthinkable thanks to the combination of his awesome magical power and the sheer physical threat of a fire-breathing, swordtoothed dragon. +Source: Guildmasters' Guide to Ravnica p. 241 + + + + Nivix Cyclops + L + giant + Unaligned + 14 (half plate armor) + 115 (10d10+60) + walk 30 ft. + 24 + 9 + 22 + 7 + 10 + 9 + Con +9, Wis +3 + + 10 + Common, Giant + 8 + + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Magic Resistance + The cyclops has advantage on saving throws against spells and other magical effects. + + + Multiattack + The cyclops makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 23 (3d10 + 7) bludgeoning damage. + Slam|+10|3d10+7 + + + Spell Vitalization + Immediately after a creature casts a spell of 1st level or higher within 120 feet of the cyclops, the cyclops can move up to twice its speed without provoking opportunity attacks. It can then make one slam attack against a target of its choice. + + Cyclopes like those described in the Monster Manual are found primarily among the Gruul Clans. They are forces of nature, and even though they have occasionally been recruited into the Boros Legion, they can never truly be tamed. +Cyclopes serve the Izzet league as workshop guardians, personal protectors, and heavy laborers. They wear mizzium armor plating to minimize injuries from laboratory mishaps, piston gauntlets to increase their strength for lifting and punching, and telescopic helmets to minimize the shortcomings of their monocular vision. They are sometimes called monoclons or Nivix cyclopes, after the name of the Izzet guildhall. +Source: Guildmasters' Guide to Ravnica p. 216 + + + + Obzedat Ghost + M + undead + Lawful Evil + 14 (natural armor plus 1 for each other Obzedat) + 110 (20d8+20) + walk 0 ft., fly 30 ft. + 10 + 10 + 13 + 18 + 20 + 17 + Int +7, Wis +8 + Insight +8, Perception +8 + 18 + Common + 8 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Council of Five + The ghost has a trait based on who it is, as shown below: + • Enezesku: Enfeebling Ray. Enezesku's Innate Spellcasting trait includes ray of enfeeblement, which he can cast at will. + • Fautomni: Undead Fortitude. If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Fautomni drops to 1 hit point instead. + • Karlov: Unnatural Vigor. When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn. + • Vuliev: Teleportation. Vuliev's Innate Spellcasting trait includes misty step, which he can cast at will. + • Xil Xaxosz: Lingering Spite. When Xil Xaxosz is reduced to 0 hit points, his incorporeal form explodes in a burst of necrotic energy. Each creature within 5 feet of him must make a DC 16 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Ethereal Sight + The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Legendary Resistance (1/Day) + If the ghost fails a saving throw, it can choose to succeed instead. + + + Life Drain + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 18 (4d8) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until the target finishes a long rest. + Life Drain|+8|4d8 + + + Convene the Ghost Council + The ghost summons the other four members of the Obzedat. At the start of the ghost's next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear. + + + If five Obzedat ghosts are all within 30 feet of each other, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Obzedat ghosts regain spent legendary actions at the start of the turn of the ghost with the highest initiative. + + + Forced Obedience + A target that all of the Obzedat ghosts can see must succeed on a DC 16 Wisdom saving throw or bow until the end of its next turn. Until this bow ends, the target can't take actions or reactions, and its speed is 0 and can't be increased. + + + Indentured Spirits (Costs 3 Actions) + The Obzedat ghosts conjure 1d6 indentured spirit (described in this chapter) within 60 feet of one of them. + + + Innate Spellcasting + The ghost's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount of damage the target takes) + 1/day each: sanctuary, spirit guardians (at 4th level) + + chill touch, sanctuary, spirit guardians + The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes. +Mostly Unanimous. The ghosts of the Obzedat function as a unit, driven by their shared desire to accumulate ever more wealth for the guild. In times of disagreement, the eldest of the council exerts his seniority to bend the council to his will. +Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of Orzhov oligarchs, and his many centuries as a spirit have not diminished his hunger for more wealth. +Undead Nature. An Obzedat ghost doesn't require air, food, drink, or sleep. +The Ghost Council's Traits +Ideal: "Influence is measured in power, status, and money, but mostly money." +Bond: "Gather as much as you can while you can, for when you die, you will take it with you." +Flaw: "Everyone has a price." +Source: Guildmasters' Guide to Ravnica p. 245 + + + + Orzhov Giant + L + giant + Lawful Evil + 18 (plate armor) + 84 (8d10+40) + walk 40 ft. + 23 + 13 + 21 + 12 + 13 + 8 + Dex +4, Con +8, Wis +4 + + 11 + Common, Giant + 6 + + + + + darkvision 60 ft. + + Focus + As a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant's focus for 1 minute, or until either the target or the giant drops to 0 hit points. When the giant makes an attack roll against its focus, it adds a d4 to its attack roll. If the giant attacks a different target while it has a focus, it subtracts a d4 from its attack roll. + + + Multiattack + The giant makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice. + Greataxe|+9|3d12+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+9|4d10+6 + + A few giants join the ranks of the Orzhov Syndicate and serve as guards, executioners, and thugs-the muscle of the guild. The presence of Orzhov giants in markets and streets serves as an effective reminder for business owners to keep their payments up to date. +Giants. Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline. +Source: Guildmasters' Guide to Ravnica p. 202 + + + + Precognitive Mage + M + humanoid (any race) + Lawful Neutral + 11 (14 with mage armor) + 63 (14d8) + walk 30 ft. + 9 + 13 + 10 + 18 + 13 + 11 + Int +6, Wis +3 + Perception +3 + 13 + Common plus any one language + 3 + + + + + truesight 120 ft. + + Quarterstaff + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Quarterstaff|+1|1d6-1 + + + Glimpse the Temporal Flood (Recharge 5-6) + The mage targets one creature within 120 feet of it that it can see. The target takes 18 (4d8) psychic damage, and it must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn. + + + Precognitive Insight (3/Day) + When the mage or a creature it can see makes an attack roll, a saving throw, or an ability check, the mage can cause the roll to be made with advantage or disadvantage. + + + Innate Spellcasting + The mage's innate spellcasting ability is Intelligence (spell save DC 14). It can cast the following spells, requiring no material components: + 3/day: detect thoughts, mage armor + 1/day each: clairvoyance, locate object + + detect thoughts, mage armor, clairvoyance, locate object + Precognitive mages, a rarity among Azorius spellcasters, are capable of capturing glimpses of the future. They are typically employed to anticipate the actions of wanted criminals, thus aiding in their capture. +Source: Guildmasters' Guide to Ravnica p. 228 + + + + Rakdos + H + fiend (demon) + Chaotic Evil + 20 (natural armor) + 300 (24d12+144) + walk 40 ft., fly 80 ft. + 26 + 15 + 22 + 14 + 18 + 30 + Str +15, Con +13, Wis +11, Cha +17 + Intimidation +17, Performance +17, Persuasion +17 + 14 + Abyssal, Common + 24 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + fire, poison + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Captivating Presence + Any creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos's Captivating Presence for 24 hours. + + + Cruel Entertainment + When a creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points. + + + Legendary Resistance (3/Day) + If Rakdos fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Rakdos has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Rakdos's weapon attacks are magical. + + + Multiattack + Rakdos makes two attacks with his Curtain-Call Scythe or his claws. + + + Curtain-Call Scythe + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage. + Curtain-Call Scythe|+15|3d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage. + Claw|+15|2d8+8 + + + Rakdos can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Rakdos regains spent legendary actions at the start of its turn. + + + Sadistic Revelry + Each creature within 60 feet of Rakdos that is his ally or is charmed by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn't already within 5 feet of that creature. It then must make one melee attack against that creature if it is able to do so. + + + Scythe (Costs 2 Actions) + Rakdos uses Curtain-Call Scythe. + + + Touch of Pain (Costs 3 Actions) + Rakdos makes a claw attack against one creature within 10 feet of him. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can't maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Innate Spellcasting + Rakdos's spellcasting ability is Charisma (spell save DC 25). He can innately cast hellish rebuke (at 5th level) at will, requiring no material components. + At will: hellish rebuke + + hellish rebuke + Rakdos, the demon for whom his cult is named, embodies hedonism. He is also the consummate entertainer, whose mere appearance is an act of grisly performance art. A monstrous figure standing thirty feet tall, spreading enormous wings, crowned with fire and swinging a flaming scythe, Rakdos demands the spotlight. His every entrance is a showstopper. +Sometimes after his grand entrance, Rakdos crouches to witness the performances of those who adore him. To them, his opinion is the only one that matters, but he is a demanding spectator. He has seen thousands of years of circus tricks and has no patience for performers who don't give their all. His flaming scythe has brought more than one tepid show to a sudden and spectacular close. Jaded as he is, Rakdos attends his cult's performances only rarely. He often retreats into his lair below the cult's guildhall for months or years at a time, but his followers know that he might emerge at any time to witness the latest spectacle. +Source: Guildmasters' Guide to Ravnica p. 247 + + + + Rakdos Lampooner + M + humanoid (any race) + Chaotic Evil + 12 (leather armor) + 27 (5d8+5) + walk 30 ft. + 11 + 12 + 13 + 12 + 9 + 18 + + Deception +6, Performance +6 + 9 + Common plus any one language + 2 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Spellcasting + The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following bard spells: + Cantrips (at will): dancing lights, minor illusion, vicious mockery + • 1st level (4 slots): bane, dissonant whispers, silent image, Tasha's hideous laughter, thunderwave + • 2nd level (3 slots): crown of madness, enthrall, suggestion + + 4, 3 + dancing lights, minor illusion, vicious mockery, bane, dissonant whispers, silent image, Tasha's hideous laughter, thunderwave, crown of madness, enthrall, suggestion + One of the most effective weapons in the Rakdos cult's arsenal is satire, and a Rakdos lampooner is a virtuoso of that art. Lampooners generally reserve their mockery for people and guilds that have seized an outsized measure of power, those who need to be taken down a peg, rather than piling further humiliation onto those who are already struggling. They use masks, marionettes, or effigies to caricature public figures, or sometimes play pranks on those individuals directly in the streets. +Source: Guildmasters' Guide to Ravnica p. 248 + + + + Rakdos Performer, Blade Juggler + M + humanoid (any race) + Chaotic Evil + 13 + 22 (4d8+4) + walk 40 ft., climb 30 ft. + 13 + 17 + 12 + 10 + 8 + 15 + Dex +5, Cha +4 + Acrobatics +7, Performance +4 + 9 + any one language (usually Common) + 1 + + + + + + + Nimble + The performer can take the Disengage action as a bonus action on each of its turns. + + + Multiattack + The juggler makes three dagger attacks. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires. +Source: Guildmasters' Guide to Ravnica p. 249 + + + + Rakdos Performer, Fire Eater + M + humanoid (any race) + Chaotic Evil + 13 + 22 (4d8+4) + walk 40 ft., climb 30 ft. + 13 + 17 + 12 + 10 + 8 + 15 + Dex +5, Cha +4 + Acrobatics +7, Performance +4 + 9 + any one language (usually Common) + 1 + + + + + + + Nimble + The performer can take the Disengage action as a bonus action on each of its turns. + + + Multiattack + The fire eater makes two attacks with its bladed chain. + + + Bladed Chain + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) slashing damage. + Bladed Chain|+5|1d6+3 + + + Spew Flame (Recharge 4-6) + The fire eater exhales flames. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. + Spew Flame (Recharge 4-6)||2d8 + + By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires. +Source: Guildmasters' Guide to Ravnica p. 249 + + + + Rakdos Performer, High-Wire Acrobat + M + humanoid (any race) + Chaotic Evil + 13 + 22 (4d8+4) + walk 40 ft., climb 30 ft. + 13 + 17 + 12 + 10 + 8 + 15 + Dex +5, Cha +4 + Acrobatics +7, Performance +4 + 9 + any one language (usually Common) + 1 + + + + + + + Nimble + The performer can take the Disengage action as a bonus action on each of its turns. + + + Multiattack + The acrobat makes two attacks with its barbed pole. + + + Barbed Pole + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage, and the acrobat can jump up to 20 feet. This movement doesn't provoke opportunity attacks. + Barbed Pole|+5|1d8+3 + + By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires. +Source: Guildmasters' Guide to Ravnica p. 249 + + + + Reckoner + M + humanoid (any race) + Lawful Neutral + 18 (plate armor) + 52 (8d8+16) + walk 30 ft. + 16 + 12 + 15 + 15 + 12 + 10 + + Arcana +4, Intimidation +2, Perception +3 + 13 + Common plus any one language + 4 + + + + + + + First Strike + The reckoner has advantage on initiative rolls. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+5|1d8+3 + + + Lightning Backlash (Recharge 5-6) + When a creature hits the reckoner with an attack, the attacker takes lightning damage equal to half the damage dealt by the attack. + + + Spellcasting + The reckoner is a 5th-level Boros spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The reckoner has the following wizard spells prepared: + Cantrips (at will): blade ward, light, message, shocking grasp + • 1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt + • 2nd level (3 slots): blur, levitate + • 3rd level (2 slots): lightning bolt + + 4, 3, 2 + blade ward, light, message, shocking grasp, guiding bolt, shield, thunderwave, witch bolt, blur, levitate, lightning bolt + Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs. +Source: Guildmasters' Guide to Ravnica p. 231 + + + + Rubblebelt Stalker + M + humanoid (any race) + Chaotic Neutral + 14 (piecemeal armor) + 11 (2d8+2) + walk 30 ft., climb 30 ft. + 10 + 15 + 12 + 10 + 14 + 8 + + Athletics +2, Perception +4, Stealth +4 + 14 + any one language (usually Common) + 1/2 + + + + + + + Ambusher + In the first round of a combat, the stalker has advantage on attack rolls against any creature that hasn't taken a turn yet. + + + Nimble Escape + The stalker can take the Disengage or Hide action as a bonus action on each of its turns. + + + Ruin Dweller + The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed of rubble. + + + Siege Monster + The stalker deals double damage to objects and structures. + + + Multiattack + The stalker makes three attacks with its shortsword. + + + Shortsword + Melee Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + Rubblebelt stalkers are scouts and skirmishers for the Gruul Clans. They excel at moving over challenging terrain, whether they're picking their way through treacherous ruins or clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape. +Source: Guildmasters' Guide to Ravnica p. 239 + + + + Scorchbringer Guard + M + humanoid (any race) + Chaotic Neutral + 16 (breastplate) + 11 (2d8+2) + walk 30 ft. + 13 + 14 + 12 + 10 + 9 + 10 + + + 9 + any one language (usually Common) + 1/2 + + + + + + + Explosive Tank + When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects that aren't being worn or carried, and it destroys the scorchbringer. + + + Light Hammer + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Light Hammer|+4|1d4+2 + + + Scorchbringer (Recharge 4-6) + The guard's scorchbringer spouts a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. + Scorchbringer (Recharge 4-6)||2d6 + + While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. +Source: Guildmasters' Guide to Ravnica p. 243 + + + + Servitor Thrull + S + construct + Unaligned + 11 + 22 (4d6+8) + walk 30 ft. + 11 + 13 + 14 + 6 + 6 + 3 + + + 8 + understands Common but can't speak + 1/4 + + poison + + exhaustion, poisoned + darkvision 60 ft. + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Claws|+3|1d8+1 + + + Self-Sacrifice + When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead. + + The most wretched of thrulls are the servitors, small and slender, that serve as playthings for their Orzhov masters. They run trivial errands, transport small items, caper and dance, and keep their masters' expensive robes from trailing on the dirty street. They are utterly loyal, lacking any concept of thinking for themselves. +Thrulls. When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features. +Construct Nature. A thrull doesn't require air, food, drink, or sleep. +Source: Guildmasters' Guide to Ravnica p. 221 + + + + Shadow Horror + L + aberration + Neutral Evil + 13 + 120 (16d10+32) + walk 40 ft. + 12 + 16 + 14 + 2 + 17 + 18 + + Perception +7, Stealth +11 + 17 + + 9 + + + radiant + frightened + darkvision 120 ft. + + Incorporeal Movement + The horror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Shadow Stealth + While in dim light or darkness, the horror can take the Hide action as a bonus action. + + + Shadow Stride + As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Small or larger creature or object. + + + Sunlight Sensitivity + While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The horror makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 21 (4d8 + 3) piercing damage. + Bite|+7|4d8+3 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (3d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target's next turn. + Claw|+7|3d6+3 + + + Lashing Shadows (Recharge 5-6) + Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) necrotic damage. + Lashing Shadows (Recharge 5-6)||6d8 + + Horrors and Madness. Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide. +Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table. +Madness Severity +Failed Saves | Madness +1 | Short-term +2-3 | Long-term +4+ | Indefinite + +Horrors. Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning. +At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory. +House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors. +Customizing a Horror. Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature. +Primary Features +d4 | Feature +1 | Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. +2 | Damage Resistances. The horror has resistance to necrotic and psychic damage. +3 | Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only) +4 | Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic damage (shadow horror), or 10 (3d6) psychic damage (skittering horror). + +Secondary Features +d4 | Feature +1 | Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be grappled by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target. +2 | Indomitable Mind. The horror is immune to the charmed condition. +3 | Keen Senses. The horror has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell. +4 | Mind Sight. Magical darkness doesn't impede the horror's darkvision. + +Source: Guildmasters' Guide to Ravnica p. 205 + + + + Simic Merfolk + M + humanoid (merfolk) + Neutral + 11 + 11 (2d8+2) + walk 10 ft., swim 40 ft. + 10 + 13 + 12 + 11 + 11 + 12 + + Perception +2 + 12 + Aquan, Common + 1/8 + + + + + + + Amphibious + The merfolk can breathe air and water. + + + Spear + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. + Spear|+2|1d6 + + +Source: Guildmasters' Guide to Ravnica p. 187 + underwater, coastal + + + Sire of Insanity + H + fiend (demon) + Chaotic Evil + 17 (natural armor) + 157 (15d12+60) + walk 40 ft. + 23 + 6 + 19 + 14 + 19 + 22 + Con +8, Int +6, Wis +8, Cha +10 + Deception +10, Intimidation +10 + 14 + Abyssal, Common, telepathy 120 ft. + 12 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + truesight 120 ft. + + Aura of Mind Erosion + Any creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire can suppress this aura until the start of its next turn. + + + Magic Resistance + The sire has advantage on saving throws against spells and other magical effects. + + + Multiattack + The sire makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage. + Bite|+10|3d12+6 + + + Claws + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage. + Claws|+10|1d8+6 + + + Innate Spellcasting + The sire's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The sire can innately cast the following spells, requiring no material components: + At will: clairvoyance, crown of madness, major image, suggestion + 1/day each: confusion, mass suggestion + + clairvoyance, crown of madness, major image, suggestion, confusion, mass suggestion + Rakdos nightclubs, where visitors can indulge any dark desire and revel in sadistic spectacle, are the favored haunts of the demons known as sires of insanity. Lurking in an underground vault beneath a Rakdos operation, a sire of insanity feasts on the violence, torment, and depravity unfolding above. Occasionally, cultists bring would-be recruits to the demon's presence, and—true to its name—the sire of insanity breaks the new cultist's mind. +A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows. +Demons. Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority. +Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged. +Demonic "Devils". The creatures called "devils" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size. +Diabolic Demons. Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.) +Source: Guildmasters' Guide to Ravnica p. 197 + + + + Skittering Horror + H + aberration + Neutral Evil + 17 (natural armor) + 228 (24d12+72) + walk 40 ft., climb 40 ft. + 22 + 16 + 17 + 2 + 14 + 18 + + Perception +7, Stealth +8 + 17 + + 15 + + + radiant + frightened + darkvision 120 ft. + + Spider Climb + The horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (4d10 + 6) piercing damage. + Bite|+11|4d10+6 + + + Claws + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 24 (4d8 + 6) slashing damage. + Claws|+11|4d8+6 + + + Maddening Presence + The horror targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a DC 17 Wisdom saving throw. On a failed saving throw, the target becomes paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the horror's Maddening Presence for the next 24 hours. + + Horrors and Madness. Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide. +Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table. +Madness Severity +Failed Saves | Madness +1 | Short-term +2-3 | Long-term +4+ | Indefinite + +Horrors. Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning. +At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory. +House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors. +Customizing a Horror. Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature. +Primary Features +d4 | Feature +1 | Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. +2 | Damage Resistances. The horror has resistance to necrotic and psychic damage. +3 | Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only) +4 | Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic damage (shadow horror), or 10 (3d6) psychic damage (skittering horror). + +Secondary Features +d4 | Feature +1 | Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be grappled by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target. +2 | Indomitable Mind. The horror is immune to the charmed condition. +3 | Keen Senses. The horror has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell. +4 | Mind Sight. Magical darkness doesn't impede the horror's darkvision. + +Source: Guildmasters' Guide to Ravnica p. 205 + + + + Skyjek Roc + L + monstrosity + Unaligned + 15 (breastplate) + 37 (5d10+10) + walk 20 ft., fly 90 ft. + 20 + 13 + 14 + 3 + 10 + 8 + Dex +3, Wis +2 + Perception +2 + 12 + + 2 + + + + + + + Keen Sight + The roc has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The roc makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. + Beak|+7|1d8+5 + + + Talons + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d4 + 5) slashing damage. + Talons|+7|2d4+5 + + The aerial forces of the Boros Legion-skyknights who fly alongside the angels-take to the air mounted on Skyjek rocs. These avians are named for the skyknights who are also part of the Wojek League, called Skyjeks. From the backs of their rocs, these mounted soldiers carry out reconnaissance missions, bombard enemies on the ground, and engage flying foes. +The shape of a Skyjek roc's body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest. +Skyjek rocs are headstrong and impulsive, but their bravery makes them ideal mounts for the Boros knights. +Source: Guildmasters' Guide to Ravnica p. 219 + + + + Skyswimmer + G + monstrosity + Unaligned + 18 (natural armor) + 216 (16d20+48) + walk 10 ft., fly 60 ft. + 23 + 15 + 16 + 7 + 12 + 6 + Con +8 + Perception +6 + 16 + + 13 + + + + + + + Amphibious + The skyswimmer can breathe air and water. + + + Multiattack + The skyswimmer makes three attacks: one with its bite and two with its slam. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 22 (3d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the skyswimmer. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the skyswimmer, and it takes 21 (6d6) acid damage at the start of each of the skyswimmer's turns. If the skyswimmer takes 30 damage or more on a single turn from the swallowed creature, the skyswimmer must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the skyswimmer. If the skyswimmer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. + Bite|+11|3d10+6 + Bite||6d6 + + + Slam + Melee Weapon Attack: +11 to hit, reach 30 ft., one target. 19 (2d12 + 6) bludgeoning damage. + Slam|+11|2d12+6 + + Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica. +Source: Guildmasters' Guide to Ravnica p. 220 + + + + Soldier + M + humanoid (any race) + Any alignment + 18 (chain mail, shield) + 16 (3d8+3) + walk 30 ft. + 13 + 12 + 12 + 10 + 11 + 11 + + Perception +2, Athletics +3 + 12 + any one language (usually Common) + 1/2 + + + + + + + Formation Tactics + The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally. + + + Multiattack + The soldier makes two melee attacks. + + + Longsword + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+3|1d8+2 + + Soldiers are found in many of Ravnica's guilds. The soldier stat block represents a typical member of the rank and file, though weaponry and armor can vary. +Source: Guildmasters' Guide to Ravnica p. 226, Mythic Odysseys of Theros + + + + Sphinx of Judgment + L + monstrosity + Lawful Neutral + 17 (natural armor) + 136 (16d10+48) + walk 40 ft., fly 60 ft. + 18 + 15 + 16 + 18 + 18 + 18 + + Arcana +12, History +12, Perception +8, Religion +8 + 18 + Common, Sphinx + 11 + bludgeoning, piercing, slashing from nonmagical attacks + psychic + + charmed, frightened + truesight 120 ft. + + Inscrutable + The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. + + + Magic Weapons + The sphinx's weapon attacks are magical. + + + Multiattack + The sphinx makes two claw attacks. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claw|+8|2d8+4 + + + The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn. + + + Claw Attack + The sphinx makes one claw attack. + + + Teleport (Costs 2 Actions) + The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Cast a Spell (Costs 3 Actions) + The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest: + • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll. + • The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature's age to normal. + • The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time. + • The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it. + + + Spellcasting + The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: + Cantrips (at will): mage hand, minor illusion, prestidigitation + • 1st level (4 slots): detect magic, identify, shield + • 2nd level (3 slots): darkness, locate object, suggestion + • 3rd level (3 slots): dispel magic, remove curse, tongues + • 4th level (3 slots): banishment, greater invisibility + • 5th level (1 slots): legend lore + + 4, 3, 3, 3, 1 + mage hand, minor illusion, prestidigitation, detect magic, identify, shield, darkness, locate object, suggestion, dispel magic, remove curse, tongues, banishment, greater invisibility, legend lore + +Source: Guildmasters' Guide to Ravnica p. 183 + desert + + + Sunder Shaman + H + giant + Chaotic Neutral + 20 (stone armor) + 138 (12d12+60) + walk 40 ft. + 23 + 15 + 21 + 10 + 12 + 9 + Dex +6, Con +9, Wis +5 + Athletics +10, Perception +5 + 15 + Giant + 10 + + + + + darkvision 60 ft. + + Reckless + At the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Siege Monster + The giant deals double damage to objects and structures. + + + Stone Camouflage + The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The giant makes two slam attacks. The first of those attacks that hits deals an extra 18 (4d8) damage if the giant has taken damage since its last turn. + + + Slam + Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 24 (4d8 + 6) bludgeoning damage. + Slam|+10|4d8+6 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. + Rock|+10|4d10+6 + + Gruul sunder shamans are angry giants that channel their rage into brutal attacks that deal overwhelming damage to foes and structures alike. +These shamans sometimes lead hill giants and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches on the wilds where they once lived-not least because they have so much difficulty fitting inside the small structures. They delight in destroying such edifices, and in the heat of their rage, they walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements as clubs. +Giants. Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline. +Source: Guildmasters' Guide to Ravnica p. 202 + + + + Thought Spy + M + humanoid (any race) + Neutral Evil + 13 (leather armor) + 27 (6d8) + walk 30 ft. + 11 + 14 + 10 + 16 + 13 + 14 + + Deception +6, Insight +3, Investigation +5, Perception +3, Sleight of hand +4, Stealth +4 + 13 + Common plus any one language + 1 + + + + + darkvision 30 ft. + + Cunning Action + On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action. + + + Multiattack + The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Rapier + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Rapier|+4|1d8+2 + + + Innate Spellcasting (Psionics) + The thought spy's innate spellcasting ability is Intelligence (spell save DC 13). The thought spy can innately cast the following spells, requiring no components: + At will: charm person, disguise self, encode thoughts (see chapter 2) + 1/day each: blur, detect thoughts, gaseous form + + charm person, disguise self, encode thoughts, blur, detect thoughts, gaseous form + Thought spies form the backbone of House Dimir's covert operations. They are trained in stealth and infiltration, tactics that they supplement with rigorously developed mental abilities. To ensure that no secrets slip through Dimir's fingers, they infiltrate rival guilds. In addition to traditional means of gathering intelligence, thought spies use their magic to spy on the thoughts of their targets. +Source: Guildmasters' Guide to Ravnica p. 233 + + + + Trostani + L + fey + Neutral Good + 17 (natural armor) + 252 (24d10+120) + walk 30 ft. + 19 + 14 + 20 + 16 + 30 + 25 + Con +11, Wis +16, Cha +13 + Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion +13 + 26 + Common, Druidic, Elvish, Sylvan + 18 + + + + charmed, grappled + darkvision 120 ft. + + Legendary Resistance (3/Day) + If Trostani fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Trostani has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Trostani's weapon attacks are magical. + + + Speak with Beasts and Plants + Trostani can communicate with beasts and plants as if they shared a language. + + + Tree Stride + Once on her turn, Trostani can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. + + + Multiattack + Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action. + + + Constrict + Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. Trostani can grapple no more than three targets at a time. + Constrict|+11|3d6+5 + + + Touch of Order + Melee Spell Attack: +16 to hit, reach 5 ft., one creature. 23 (3d8 + 10) radiant damage, and Trostani can choose one magic item she can see in the target's possession. Unless it's an artifact, the item's magic is suppressed until the start of Trostani's next turn. + Touch of Order|+16|3d8+10 + + + Wrath of Mat'Selesnya (Recharge 5-6) + Trostani conjures a momentary whirl of branches and vines at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. + Wrath of Mat'Selesnya (Recharge 5-6)||6d6 + + + Trostani can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Trostani regains spent legendary actions at the start of its turn. + + + Voice of Harmony + Trostani makes one melee attack, with advantage on the attack roll. + + + Voice of Life + Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her. + + + Voice of Order + Trostani casts dispel magic. + + + Chorus of the Conclave (Costs 2 Actions) + Trostani casts suggestion. This counts as one of her daily uses of the spell. + + + Awaken Grove Guardians (Costs 3 Actions) + Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened trees (see the Monster Manual for their stat blocks) for 1 minute or until Trostani uses a bonus action to end the effect. These trees understand Druidic and obey Trostani's spoken commands, but can't speak. If she issues no commands to them, the trees do nothing but follow her and take the Dodge action. + + + Innate Spellcasting + Trostani's innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components: + At will: dispel magic, druidcraft + 3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion + 1/day each: conjure fey, mass cure wounds + + dispel magic, druidcraft, bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion, conjure fey, mass cure wounds + The Selesnya guildmaster is an amalgamation of three dryads in body, will, and soul. Each dryad's body extends from a central trunk, so while they possess independent minds, they share a single name-Trostani and a single life force. Usually Trostani communicates the will of the Worldsoul with one voice, but she retains three distinct personalities that embody the three parts of the Selesnyan ideal: order, life, and harmony. In the midst of increasing tensions on Ravnica, the three personalities have recently been at odds over how best to navigate the conclave through such difficult times. +Trostani spends most of her time in the towering tree of Vitu-Ghazi, the Selesnya guildhall. There she communes with Mat'Selesnya and with the dryads who lead individual Selesnya communities across Ravnica. +Source: Guildmasters' Guide to Ravnica p. 252 + + + + Undercity Medusa + M + monstrosity + Neutral Evil + 16 (natural armor) + 120 (16d8+48) + walk 30 ft. + 16 + 18 + 16 + 17 + 12 + 15 + + Deception +5, Insight +4, Perception +4, Stealth +7 + 14 + Common, Elvish + 6 + + + + + darkvision 60 ft. + + Magic Resistance + The medusa has advantage on saving throws against spells and other magical effects. + + + Surprise Attack + During the first round of combat, the medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6) damage each time it hits such a creature with an attack. + + + Multiattack + The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claw|+7|2d8+4 + + + Petrifying Gaze + The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by a greater restoration spell or similar magic. + + + Innate Spellcasting + The medusa's innate spellcasting ability is Intelligence (spell save DC 14). The medusa can innately cast the following spells, requiring no material components: + 1/day each: expeditious retreat, fog cloud, misty step + + expeditious retreat, fog cloud, misty step + The medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine cables, and its hands are scaly claws. +The gaze of a medusa's glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position of abject fear or agony-a fine trophy for the medusa's macabre collection. The medusa must exert its will to effect this transformation, so the gaze of a surprised or friendly Ravnican medusa is harmless. +This deadly gaze attack gives medusas a degree of power among the Golgari that is out of proportion with their small numbers. Medusas command a significant share of the guild's smaller cells around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment. +Not all gorgons are so ambitious; some prefer to simply stalk the endless shadows of the undercity like hungry predators. +Source: Guildmasters' Guide to Ravnica p. 222 + + + + Winged Thrull + S + construct + Unaligned + 12 + 31 (7d6+7) + walk 30 ft., fly 30 ft. + 9 + 15 + 12 + 8 + 9 + 8 + Dex +4 + + 9 + understands Common but can't speak + 1/2 + + poison + + exhaustion, poisoned + darkvision 60 ft. + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. + Claws|+4|2d4+2 + + + Rock + Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Rock|+4|1d6+2 + + + Self-Sacrifice + When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead. + + Winged thrulls are at once the most intelligent of Orzhov thrulls (which isn't saying much), as well as the smallest, most unobtrusive, and most mobile. They act as messengers and spies for their Orzhov masters and tend to mimic the mannerisms and movements of the oligarchs they serve. +Thrulls. When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features. +Construct Nature. A thrull doesn't require air, food, drink, or sleep. +Source: Guildmasters' Guide to Ravnica p. 221 + + + + Wurm + H + monstrosity + Unaligned + 18 (natural armor) + 200 (16d12+96) + walk 50 ft., burrow 30 ft. + 24 + 10 + 22 + 3 + 12 + 4 + Con +11, Wis +6 + + 11 + + 14 + + + + + blindsight 60 ft., tremorsense 60 ft. + + Siege Monster + The wurm deals double damage to objects and structures. + + + Earth Tremors + The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a DC 20 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. Any structure or object anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 (3d6) force damage. + + + Tunneler + The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 24 (5d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wurm, and takes 17 (5d6) acid damage at the start of each of the wurm's turns. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + Bite|+12|5d6+7 + Bite||5d6 + + Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica. A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake. The Gruul Clans appreciate the devastation wurms can create, and the clans sometimes lure them into civilized areas where the destruction can be vast. +Source: Guildmasters' Guide to Ravnica p. 225 + + + + Zegana + M + humanoid (merfolk) + Lawful Neutral + 16 (natural armor) + 130 (20d8+40) + walk 30 ft., swim 40 ft. + 11 + 14 + 14 + 20 + 18 + 16 + Int +10, Wis +9 + Insight +9, Nature +10, Perception +9 + 19 + Common, Elvish, Merfolk + 16 + cold, poison + + + + darkvision 60 ft. + + Amphibious + Zegana can breathe air and water. + + + Legendary Resistance (3/Day) + If Zegana fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Zegana has advantage on saving throws against spells and other magical effects. + + + Prime Speaker's Trident + Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. 12 (2d6 + 5) piercing damage, and the trident emits a thunderous boom. Each creature in a 15-foot cube originating from the prongs of the trident must make a DC 18 Constitution saving throw. On a failed save, the creature takes 9 (2d8) thunder damage and is pushed 10 feet away from Zegana. If the creature is underwater, the damage is increased to 13 (3d8). On a successful save, the creature takes half as much damage and isn't pushed. + Prime Speaker's Trident|+10|2d6+5 + Prime Speaker's Trident||2d8 + + + Deluge (Recharge 4-6) + Zegana conjures a wave of water that crashes down on an area within 120 feet of her. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water spreads out across the ground, extinguishing unprotected flames it comes in contact with, and then vanishes. + Deluge (Recharge 4-6)||4d8 + + + Zegana can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zegana regains spent legendary actions at the start of its turn. + + + Adaptive Skin + Zegana gains resistance to one damage type of her choice-acid, fire, lightning, or thunder-until the start of her next turn. + + + Trident + Zegana makes one melee attack with the Prime Speaker's Trident. + + + Enlarge (Costs 2 Actions) + Zegana casts enlarge/reduce on herself, using the enlarge option, without expending a spell slot. + + + Deluge (Costs 3 Actions) + Zegana uses Deluge, if available. + + + Spellcasting + Zegana is a 15th-level Simic spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She has the following wizard spells prepared: + Cantrips (at will): acid splash, druidcraft, ray of frost, shape water + • 1st level (4 slots): color spray, expeditious retreat, fog cloud, shield + • 2nd level (3 slots): enlarge/reduce, gust of wind + • 3rd level (3 slots): counterspell, fly, slow + • 4th level (3 slots): control water, ice storm, polymorph + • 5th level (2 slots): conjure elemental, creation + • 6th level (1 slots): move earth, wall of ice + • 7th level (1 slots): prismatic spray, teleport + • 8th level (1 slots): control weather, dominate monster + + 4, 3, 3, 3, 2, 1, 1, 1 + acid splash, druidcraft, ray of frost, shape water, color spray, expeditious retreat, fog cloud, shield, enlarge/reduce, gust of wind, counterspell, fly, slow, control water, ice storm, polymorph, conjure elemental, creation, move earth, wall of ice, prismatic spray, teleport, control weather, dominate monster + The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which espouses a vision of an ideal world in which nature and civilization coexist in perfect balance. Some people in the guild-members of the Adaptationist faction in particular-argue that her ways are outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers' Chamber, and if the other speakers wish to replace her, they are certainly within their rights to do so. +Source: Guildmasters' Guide to Ravnica p. 255 + + + diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml new file mode 100755 index 0000000..d8f3a5a --- /dev/null +++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml @@ -0,0 +1,18 @@ + + + + Encode Thoughts + 0 + EN + NO + + Self + S + 8 hours + + Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. +If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. +Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.) +Source: Guildmasters' Guide to Ravnica p. 47 + + diff --git a/FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml b/FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml new file mode 100755 index 0000000..f5e5b37 --- /dev/null +++ b/FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml @@ -0,0 +1,1223 @@ + + + + Ambush Drake + M + dragon + Unaligned + 13 (natural armor) + 22 (4d6+8) + walk 30 ft. + 13 + 15 + 14 + 4 + 11 + 6 + + Perception +4, Stealth +4 + 14 + understands Draconic but can't speak it + 1/2 + poison + + + + darkvision 60 ft. + + Pack Tactics + The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Surprise Attack + If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Bite|+4|1d6+1 + + +Source: Hoard of the Dragon Queen p. 88 + + + + Azbara Jos + M + humanoid (human) + Lawful Evil + 13 (16 with mage armor) + 39 (6d8+12) + walk 30 ft. + 9 + 16 + 14 + 16 + 13 + 11 + Int +5, Wis +3 + Arcana +5, Deception +2, Insight +3, Stealth +5 + 11 + Common, Draconic, Infernal, Primordial, Thayan + 4 + + + + + + + Special Equipment + Azbara has two spell scroll (1st level) of mage armor. + + + Potent Cantrips + When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect. + + + Sculpt Spells + When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Spellcasting + Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list: + Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp + • 1st level (4 slots): fog cloud, magic missile, shield, thunderwave + • 2nd level (3 slots): invisibility, misty step, scorching ray + • 3rd level (3 slots): counterspell, dispel magic, fireball + + 4, 3, 3 + mage hand, prestidigitation, ray of frost, shocking grasp, fog cloud, magic missile, shield, thunderwave, invisibility, misty step, scorching ray, counterspell, dispel magic, fireball + +Source: Hoard of the Dragon Queen p. 88 + + + + Blagothkus + H + giant (cloud giant) + Neutral Evil + 17 (splint armor) + 138 (12d12+60) + walk 40 ft. + 26 + 13 + 20 + 16 + 15 + 15 + Con +9, Wis +6, Cha +6 + Arcana +7, Insight +6, Intimidation +6, Perception +6 + 16 + Common, Draconic, Giant + 9 + + + + + + + Keen Smell + Blagothkus has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + Blagothkus attacks twice with his morningstar. + + + Morningstar + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage. + Morningstar|+10|3d8+8 + + + Innate Spellcasting + Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components: + 3/day each: fog cloud, levitate + + + Spellcasting + Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list: + Cantrips (at will): light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, identify, magic missile, shield + • 2nd level (3 slots): gust of wind, misty step, shatter + • 3rd level (2 slots): fly, lightning bolt + + 4, 3, 2 + fog cloud, levitate, light, mage hand, prestidigitation, detect magic, identify, magic missile, shield, gust of wind, misty step, shatter, fly, lightning bolt + +Source: Hoard of the Dragon Queen p. 89 + + + + Captain Othelstan + M + humanoid (human) + Lawful Evil + 19 (splint armor, shield) + 93 (11d10+33) + walk 30 ft. + 19 + 10 + 16 + 13 + 14 + 12 + Str +7, Con +6 + Athletics +7, Intimidation +7, Perception +5, Religion +4 + 15 + Common, Draconic, Giant + 5 + + + + + + + Action Surge (Recharges on a Short or Long Rest) + On his turn, Othelstan can take one additional action. + + + Tiamat's Blessing of Retribution + When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies. + + + Multiattack + Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears. + + + Flail + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage. + Flail|+7|1d8+4 + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20/60 ft., one target. 7 (1d6 + 4) piercing damage. + Spear|+7|1d6+4 + + +Source: Hoard of the Dragon Queen p. 89 + + + + Dragonclaw + M + humanoid (human) + Lawful Evil + 14 (leather armor) + 16 (3d8+3) + walk 30 ft. + 9 + 16 + 13 + 11 + 10 + 12 + Wis +2 + Deception +3, Stealth +5 + 10 + Common, Draconic + 1 + + + + + + + Dragon Fanatic + The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened. + + + Fanatic Advantage + Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage. + + + Pack Tactics + The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The dragonclaw attacks twice with its scimitar. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|+5|1d6+3 + + +Source: Hoard of the Dragon Queen p. 89, Rise of Tiamat p. 89 + + + + Dragonwing + M + humanoid (human) + Lawful Evil + 14 (leather armor) + 33 (6d8+6) + walk 30 ft. + 11 + 16 + 13 + 11 + 11 + 13 + Wis +2 + Deception +3, Stealth +5 + 10 + Common, Draconic + 2 + one of the following: acid, cold, fire, lightning, poison + + + + + + Dragon Fanatic + The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened. + + + Fanatic Advantage + Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage. + + + Limited Flight + The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn. + + + Pack Tactics + The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The dragonwing attacks twice with its scimitar. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage plus 3 (1d6) damage of the type to which the cultist has resistance. + Scimitar|+5|1d6+3 + + +Source: Hoard of the Dragon Queen p. 90, Rise of Tiamat p. 89 + + + + Dralmorrer Borngray + M + humanoid (high elf) + Neutral Evil + 16 (studded leather armor, shield) + 52 (7d10+14) + walk 30 ft. + 18 + 14 + 14 + 16 + 10 + 8 + Str +6, Con +4 + Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5 + 12 + Common, Bullywug, Draconic, Elvish, Goblin, Sylvan + 3 + + + + + darkvision 60 ft. + + Fey Ancestry + Dralmorrer has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + War Magic + When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack. + + + Weapon Bond + Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand. + + + Multiattack + Dralmorrer attacks twice, either with his longsword or dagger. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage. + Longsword|+6|1d8+4 + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20/60 ft., one target. 6 (1d4 + 4) piercing damage. + Dagger|+6|1d4+4 + + + Spellcasting + Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list: + Cantrips (at will): fire bolt, prestidigitation, shocking grasp + • 1st level (4 slots): longstrider, magic missile, shield, thunderwave + • 2nd level (2 slots): magic weapon, misty step + + 4, 2 + fire bolt, prestidigitation, shocking grasp, longstrider, magic missile, shield, thunderwave, magic weapon, misty step + +Source: Hoard of the Dragon Queen p. 90 + + + + Frulam Mondath + M + humanoid (human) + Lawful Evil + 16 (chain mail) + 44 (8d8+8) + walk 30 ft. + 14 + 10 + 13 + 11 + 18 + 15 + Wis +6, Cha +4 + Deception +4, History +2, Religion +2 + 14 + Common, Draconic, Infernal + 2 + + + + + + + Multiattack + Frulam attacks twice with her halberd. + + + Halberd + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 7 (1d10 + 2) bludgeoning damage. + Halberd|+5|1d10+2 + + + Spellcasting + Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): command, cure wounds, healing word, sanctuary + • 2nd level (3 slots): calm emotions, hold person, spiritual weapon + • 3rd level (2 slots): mass healing word, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, command, cure wounds, healing word, sanctuary, calm emotions, hold person, spiritual weapon, mass healing word, spirit guardians + +Source: Hoard of the Dragon Queen p. 90 + + + + Golden Stag + L + beast + Unaligned + 10 + 13 (2d10+2) + walk 50 ft. + 16 + 10 + 12 + 2 + 10 + 6 + + + 10 + + 1/4 + + + + + + + Charge + If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Ram|+5|1d6+3 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. 8 (2d4 + 3) bludgeoning damage. + Hooves|+5|2d4+3 + + +Source: Hoard of the Dragon Queen p. 35 + grassland, forest, hill + + + Guard Drake + M + dragon + Unaligned + 14 (natural armor) + 52 (7d8+21) + walk 30 ft. + 16 + 11 + 16 + 4 + 10 + 7 + + Perception +2 + 12 + understands Draconic but can't speak it + 2 + lightning + + + + darkvision 60 ft. + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|+5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Tail|+5|1d6+3 + + +Source: Hoard of the Dragon Queen p. 91, Rise of Tiamat p. 90 + + + + Jamna Gleamsilver + S + humanoid (gnome) + Neutral + 15 (leather armor) + 22 (4d6+8) + walk 25 ft. + 8 + 17 + 14 + 15 + 10 + 12 + Dex +5, Int +4 + Acrobatics +5, Deception +3, Insight +2, Perception +4, Persuasion +3, Stealth +7 + 14 + Common, Gnomish, Goblin, Sylvan + 1 + + + + + darkvision 60 ft. + + Cunning Action + Jamna can take a bonus action to take the Dash, Disengage, or Hide action. + + + Gnome Cunning + Jamna has advantage on Intelligence, Wisdom and Charisma saving throws against magic. + + + Multiattack + Jamna attacks twice with her shortswords. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, or 9 (1d6 + 3) plus (1d6) piercing damage if the target is Medium or larger. + Shortsword|+5|1d6+3 + + + Spellcasting + Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list. + Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost + • 1st level (3 slots): charm person, color spray, disguise self, longstrider + + 3 + mage hand, minor illusion, prestidigitation, ray of frost, charm person, color spray, disguise self, longstrider + +Source: Hoard of the Dragon Queen p. 91 + + + + Langdedrosa Cyanwrath + M + humanoid (half-dragon) + Lawful Evil + 17 (splint armor) + 57 (6d12+18) + walk 30 ft. + 19 + 13 + 16 + 10 + 14 + 12 + Str +6, Con +5 + Athletics +6, Intimidation +3, Perception +4 + 14 + Common, Draconic + 4 + lightning + + + + blindsight 10 ft., darkvision 60 ft. + + Action Surge (Recharges on a Short or Long Rest) + On his turn, Langdedrosa can take one additional action. + + + Improved Critical + Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20. + + + Multiattack + Langdedrosa attacks twice, either with his greatsword or spear. + + + Greatsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Greatsword|+6|2d6+4 + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20/60 ft., one target. 7 (1d6 + 4) piercing damage. + Spear|+6|1d6+4 + + + Lightning Breath (Recharge 5-6) + Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||4d10 + + +Source: Hoard of the Dragon Queen p. 91 + + + + Leosin Erlanthar + M + humanoid (any race) + Any alignment + 16 + 60 (11d8+11) + walk 40 ft. + 11 + 17 + 13 + 11 + 16 + 10 + + Acrobatics +5, Insight +5, Stealth +5 + 13 + any one language (usually Common) + 3 + + + + + + + 5etools Note + Leosin Erlanthar is presented in Hoard of the Dragon Queen as a half-elf monk. The martial arts adept statblock from Volo's Guide to Monsters has been provided here for ease of use. + + + Unarmored Defense + While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The adept makes three unarmed strikes or three dart attacks. + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: + Unarmed Strike|+5|1d8+3 + • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). + • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. + • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn. + + + Dart + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dart|+5|1d4+3 + + + Deflect Missile + In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free. + + +Source: Hoard of the Dragon Queen p. 87 + urban + + + Linan Swift + M + humanoid (any race) + Any alignment + 10 + 8 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Hoard of the Dragon Queen p. 8 + arctic, desert, coastal, grassland, hill, urban, forest + + + Ontharr Frume + M + humanoid (any race) + Any alignment + 18 (plate armor) + 117 (18d8+36) + walk 30 ft. + 16 + 10 + 14 + 11 + 17 + 13 + Con +6, Wis +7 + Intimidation +5, Religion +4 + 13 + any two languages + 9 + + + + + + + 5etools Note + Ontharr Frume is presented in Hoard of the Dragon Queen and The Rise of Tiamat as a lawful good, human paladin of Torm. The war priest statblock from Volo's Guide to Monsters has been provided here for ease of use. + + + Multiattack + The priest makes two melee attacks. + + + Maul + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Maul|+7|2d6+3 + + + Guided Strike (Recharges after a Short or Long Rest) + The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses. + + + Spellcasting + The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: + Cantrips (at will): light, mending, sacred flame, spare the dying + • 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith + • 2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon + • 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk + • 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin + • 5th level (1 slots): flame strike, mass cure wounds, hold monster + + 4, 3, 3, 3, 1 + light, mending, sacred flame, spare the dying, divine favor, guiding bolt, healing word, shield of faith, lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk, banishment, freedom of movement, guardian of faith, stoneskin, flame strike, mass cure wounds, hold monster + +Source: Hoard of the Dragon Queen p. 28 + desert, urban + + + Pharblex Spattergoo + M + humanoid (bullywug) + Chaotic Evil + 15 (studded leather armor, shield) + 59 (7d8+28) + walk 20 ft., swim 40 ft. + 15 + 12 + 18 + 11 + 16 + 7 + Str +4, Con +6 + Perception +5, Religion +2, Stealth +3 + 15 + Common, Bullywug + 3 + + + + + + + Amphibious + Pharblex can breathe air and water. + + + Poison Strike (3/Day) + Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage. + + + Standing Leap + As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet. + + + Swamp Camouflage + Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Multiattack + Pharblex attacks twice. Once with his bite and once with his spear. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+5|1d4+2 + + + Spear + Melee or Ranged Weapon Attack: +5 to hit. reach 5 ft. or ranged 20/60 ft., one target. 5 (1d6 + 2) piercing damage. + Spear|+5|1d6+2 + + + Spellcasting + Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list: + Cantrips (at will): druidcraft, guidance, poison spray + • 1st level (4 slots): cure wounds, entangle, healing word, thunderwave + • 2nd level (3 slots): barkskin, beast sense, spike growth + • 3rd level (3 slots): plant growth, water walk + + 4, 3, 3 + druidcraft, guidance, poison spray, cure wounds, entangle, healing word, thunderwave, barkskin, beast sense, spike growth, plant growth, water walk + +Source: Hoard of the Dragon Queen p. 91 + + + + Raggnar Redtooth + M + humanoid (any race) + Any alignment + 17 (splint armor) + 58 (9d8+18) + walk 30 ft. + 16 + 13 + 14 + 10 + 11 + 10 + + Athletics +5, Perception +2 + 12 + any one language (usually Common) + 3 + + + + + + + Multiattack + Raggnar makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+5|1d8+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+3|1d10+1 + + +Source: Hoard of the Dragon Queen p. 74 + + + + Rath Modar + M + humanoid (human) + Lawful Evil + 13 (16 with mage armor) + 71 (11d8+22) + walk 30 ft. + 11 + 16 + 14 + 18 + 14 + 10 + Int +7, Wis +5 + Arcana +7, Deception +3, Insight +5, Stealth +6 + 12 + Common, Draconic, Infernal, Primordial, Thayan + 6 + + + + + + + Special Equipment + Rath has a staff of fire, and scrolls of dimension door, feather fall, and fireball. + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d8) bludgeoning damage. + Quarterstaff|+4|1d8 + + + Illusory Self (Recharges on a Short or Long Rest) + When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates. + + + Spellcasting + Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list: + Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp + • 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force + • 3rd level (3 slots): counterspell, fireball, major image + • 4th level (3 slots): confusion, greater invisibility + • 5th level (2 slots): mislead, seeming + • 6th level (1 slots): globe of invulnerability + + 4, 3, 3, 3, 2, 1 + fire bolt, minor illusion, prestidigitation, shocking grasp, chromatic orb, color spray, mage armor, magic missile, detect thoughts, mirror image, phantasmal force, counterspell, fireball, major image, confusion, greater invisibility, mislead, seeming, globe of invulnerability + +Source: Hoard of the Dragon Queen p. 92, Rise of Tiamat p. 91 + + + + Rezmir + M + humanoid (half-black dragon) + Neutral Evil + 13 (15 with the Black Dragon Mask) + 90 (12d8+36) + walk 30 ft. + 18 + 16 + 16 + 15 + 12 + 14 + Dex +6, Wis +4 + Arcana +5, Stealth +9 + 11 + Common, Draconic, Infernal, Giant, Netherese + 7 + + acid + + charmed, frightened + blindsight 10 ft., darkvision 120 ft. + + Special Equipment + Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws. + + + Amphibious + Rezmir can breathe air and water. + + + Dark Advantage + Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll. + + + Draconic Majesty + While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included). + + + Immolation + When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash. + + + Legendary Resistance (1/Day) + If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead. + + + Greatsword (Hazirawn) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. + Greatsword (Hazirawn)|+9|2d6+6 + + + Caustic Bolt + Ranged Spell Attack: +8 to hit, range 90 ft., one target. 18 (4d8) acid damage. + Caustic Bolt|+8|4d8 + + + Acid Breath (Recharge 5-6) + Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath (Recharge 5-6)||5d8 + + + Rezmir can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Rezmir regains spent legendary actions at the start of its turn. + + + Darkness (Costs 2 Actions) + If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. + A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with a area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. + + + Attack + Rezmir makes one melee attack. + + + Hide + Rezmir takes the Hide action. + + +Source: Hoard of the Dragon Queen p. 93, Rise of Tiamat + + + + Sandesyl Morgia + M + undead (shapechanger) + Lawful Evil + 16 (natural armor) + 144 (17d8+68) + walk 30 ft. + 18 + 18 + 18 + 17 + 15 + 18 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + 17 + the languages it knew in life + 13 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 120 ft. + + Shapechanger + If Sandesyl isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. + While in bat form, Sandesyl can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. + While in mist form, Sandesyl can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. + + + Legendary Resistance (3/Day) + If Sandesyl fails a saving throw, it can choose to succeed instead. + + + Misty Escape + When it drops to 0 hit points outside its resting place, Sandesyl transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. + While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. + + + Regeneration + Sandesyl regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Sandesyl takes radiant damage or damage from holy water, this trait doesn't function at the start of Sandesyl's next turn. + + + Spider Climb + Sandesyl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + Sandesyl has the following flaws: + Forbiddance. Sandesyl can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. Sandesyl takes 20 acid damage if it ends its turn in running water. + Stake to the Heart. If a piercing weapon made of wood is driven into Sandesyl's heart while Sandesyl is incapacitated in its resting place, Sandesyl is paralyzed until the stake is removed. + Sunlight Hypersensitivity. Sandesyl takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack (Vampire Form Only) + Sandesyl makes two attacks, only one of which can be a bite attack. + + + Unarmed Strike (Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Sandesyl can grapple the target (escape DC 18). + Unarmed Strike (Vampire Form Only)|+9|1d8+4 + + + Bite (Bat or Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Sandesyl, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Sandesyl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Sandesyl's control. + Bite (Bat or Vampire Form Only)|+9|1d6+4 + + + Charm + Sandesyl targets one humanoid it can see within 30 feet of it. If the target can see Sandesyl, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Sandesyl. The charmed target regards Sandesyl as a trusted friend to be heeded and protected. Although the target isn't under Sandesyl's control, it takes Sandesyl's requests or actions in the most favorable way it can, and it is a willing target for Sandesyl's bite attack. + Each time Sandesyl or Sandesyl's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Sandesyl is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + + + Children of the Night (1/Day) + Sandesyl magically calls 2d4 swarms of swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, Sandesyl can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of Sandesyl and obeying its spoken commands. The beasts remain for 1 hour, until Sandesyl dies, or until Sandesyl dismisses them as a bonus action. + + + The undead (shapechanger) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (shapechanger) regains spent legendary actions at the start of its turn. + + + Move + Sandesyl moves up to its speed without provoking opportunity attacks. + + + Unarmed Strike + Sandesyl makes one unarmed strike. + + + Bite (Costs 2 Actions) + Sandesyl makes one bite attack. + + + Regional Effects + + + The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects: + • There's a noticeable increase in the populations of bats, rats, and wolves in the region. + • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. + • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. + • A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. + If the vampire is destroyed, these effects end after 2d6 days. + + +Source: Hoard of the Dragon Queen p. 81 + urban + + + Talis the White + M + humanoid (half-elf) + Lawful Evil + 18 (+1 scale mail, shield) + 58 (9d8+18) + walk 30 ft. + 14 + 12 + 14 + 10 + 16 + 16 + Wis +6, Cha +6 + Deception +6, Insight +6, Perception +6, Persuasion +6 + 16 + Common, Draconic, Elvish, Infernal + 5 + + + + + darkvision 60 ft. + + Special Equipment + Talis has +1 scale mail and a wand of winter. + + + Fey Ancestry + Talis has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Winter Strike (3/Day) + Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage. + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20/60 ft., one target. 6 (1d6 + 2) piercing damage. + Spear|+5|1d6+2 + + + Spellcasting + Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list: + Cantrips (at will): guidance, resistance, thaumaturgy + • 1st level (4 slots): command, cure wounds, healing word, inflict wounds + • 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear) + • 3rd level (3 slots): dispel magic, mass healing word, sending + • 4th level (3 slots): death ward, freedom of movement + • 5th level (1 slots): insect plague + + 4, 3, 3, 3, 1 + guidance, resistance, thaumaturgy, command, cure wounds, healing word, inflict wounds, blindness/deafness, lesser restoration, spiritual weapon, dispel magic, mass healing word, sending, death ward, freedom of movement, insect plague + +Source: Hoard of the Dragon Queen p. 93 + + + + Trepsin + L + giant + Chaotic Evil + 15 (natural armor) + 84 (8d10+40) + walk 30 ft. + 18 + 13 + 20 + 7 + 9 + 7 + + Perception +2 + 11 + Giant + 6 + + + + + darkvision 60 ft. + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The troll attacks five times, once with its bite and four times with its claws. If two or more claws hit the same target, the troll rends the target, dealing an extra 2d6 slashing damage. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Bite|+7|1d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + Sometimes when a troll loses a limb, it regenerates two limbs to replace the one it lost. This can result in trolls with multiple arms. A four-armed troll uses the troll stat block, except that it is a Challenge Rating 6 monster (2,300 XP) and has alternate action options to suit. +Source: Hoard of the Dragon Queen p. 63 + + + diff --git a/FightClub5eXML/Sources/HuntForTheThesselhydra.xml b/FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml similarity index 100% rename from FightClub5eXML/Sources/HuntForTheThesselhydra.xml rename to FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml diff --git a/FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml b/FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml new file mode 100755 index 0000000..ec0a670 --- /dev/null +++ b/FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml @@ -0,0 +1,120 @@ + + + + Demogorgon (monstrosity) + M + monstrosity + Unaligned + 15 (natural armor) + 60 (8d8+24) + walk 30 ft. + 16 + 12 + 16 + 3 + 12 + 5 + + Perception +3, Stealth +5 + 13 + + 4 + + + + + blindsight 60 ft. + + Keen Smell + The Demogorgon (monstrosity) has advantage on Wisdom (Perception) checks that rely on smell. + + + Blood Frenzy + The Demogorgon (monstrosity) has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Regeneration + The Demogorgon (monstrosity) regains 10 hit points at the start of its turn. If the Demogorgon (monstrosity) takes acid or fire damage, this trait doesn't function at the start of the Demogorgon (monstrosity)'s next turn. The Demogorgon (monstrosity) dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The Demogorgon (monstrosity) makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|+5|1d8+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage. + Claw|+5|2d8+3 + + +Source: Hunt for the Thessalhydra p. 36 + + + + Thessalhydra + H + monstrosity + Unaligned + 14 (natural armor) + 69 (6d12+30) + walk 30 ft., swim 30 ft. + 19 + 12 + 20 + 5 + 10 + 7 + + Perception +4 + 14 + + 4 + + acid + + blinded, charmed, deafened, frightened, stunned + darkvision 60 ft. + + Multiattack + The thessalhydra makes one maw attack and one Flurry of Bites. + + + Flurry of Bites + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (4d4) poison damage. + Flurry of Bites|+7|1d6+4 + + + Maw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage plus 5 (1d10) acid damage. + Maw|+7|1d10+4 + + + Tail Pincer + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 10 (1d12 + 4) slashing damage, and the target is grappled. As an action, the target can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check (its choice). Until this grapple ends, the thessalhydra can't use its tail pincer. + Tail Pincer|+7|1d12+4 + + + Acid Saliva (Recharge 5-6) + The thessalhydra spits a glob of acid at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. + Acid Saliva (Recharge 5-6)||4d8 + + + The monstrosity can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn. + + + Detect + The thessalhydra makes a Wisdom (Perception) check with advantage. + + + Tail Swipe + The thessalhydra makes a tail pincer attack. + + The thessalhydra is a strange and terrible creature with eight heads surrounding a large, circular mouth rimmed with jagged teeth. Its maw drips with acid, and its tail ends with a pair of sharp pincers. The thessalhydra is gluttonous and damaging to any environment. +Source: Hunt for the Thessalhydra p. 41, Infernal Machine Rebuild + + + diff --git a/FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml b/FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml new file mode 100755 index 0000000..980b018 --- /dev/null +++ b/FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml @@ -0,0 +1,4360 @@ + + + + Aruk Thundercaller Thuunlakalaga + M + humanoid (goliath) + Any alignment + 12 (hide armor) + 67 (9d8+27) + walk 30 ft. + 18 + 11 + 16 + 10 + 15 + 10 + + Athletics +6, Insight +4, Medicine +4, Perception +4, Survival +4 + 14 + Common, Giant + 3 + cold + + + + + + Mountain Born + Aruk is acclimated to high altitude, including elevations above 20,000 feet. + + + Powerful Build + Aruk counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. + + + Multiattack + Aruk makes two attacks with his greataxe or hurls two javelins. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d12 + 4) slashing damage. + Greataxe|+6|1d12+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage. + Javelin|+6|1d6+4 + + + Stone's Endurance (Recharges after a Short or Long Rest) + When Aruk takes damage, it reduces the damage taken by 9 (1d12 + 3). + + Goliaths inhabit the Spine of the World, where their mettle is tested against orcs, ogres, frost giants, remorhazes, ice trolls, young white dragons, the treacherous mountain terrain, and the cruel indifference of nature. +Source: Icewind Dale: Rime of the Frostmaiden p. 169 + + + + Auril (First Form) + M + monstrosity + Neutral Evil + 13 + 95 (10d8+50) + walk 30 ft., fly 60 ft. + 14 + 16 + 21 + 24 + 26 + 28 + Con +9, Wis +12 + Deception +13, Insight +12, Intimidation +13, Perception +16 + 26 + all, telepathy 1000 ft. + 9 + + cold, poison + radiant + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned + darkvision 120 ft., truesight 120 ft. + + Divine Being + Auril can't be surprised and can't be changed into another form against her will. + + + Divine Rejuvenation + When Auril drops to 0 hit points, her body turns to slush and melts away. Auril instantly reappears in her second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn't change. + + + Legendary Resistance (2/Day in This Form) + If Auril fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Auril has advantage on saving throws against spells and other magical effects. + + + Unusual Nature + Auril doesn't require air, food, drink, or sleep. + + + Multiattack + Auril attacks twice with her talons. + + + Talons + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 3 (1d6) cold damage. + Talons|+7|1d8+3 + + + Touch of Frost + Melee Spell Attack: +13 to hit, reach 5 ft., one creature. 13 (3d8) cold damage, and the target can't take reactions until the start of its next turn. + Touch of Frost|+13|3d8 + + + Chromatic Orb + Ranged Spell Attack: +13 to hit, range 90 ft., one creature. 13 (3d8) cold damage. + Chromatic Orb|+13|3d8 + + + Auril can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Auril regains spent legendary actions at the start of its turn. + + + Talons + Auril attacks once with her talons. + + + Teleport + Auril teleports to an unoccupied space she can see within 30 feet of her. + + + Touch of Frost (Costs 2 Actions) + Auril uses Touch of Frost. + + + Innate Spellcasting + Auril's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: chromatic orb (cold orb only; see "Actions" below), detect magic, misty step + 2/day each: control weather, detect thoughts, ice storm + + chromatic orb, detect magic, misty step, control weather, detect thoughts, ice storm + Roleplaying Auril +Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful: +• So long as she has mortal worshipers, Auril can't truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals' demands. As the embodiment of winter's cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity. +• Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her. +• Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It's appropriate for Auril to act as though she's invincible while underestimating her mortal enemies, even in her current weakened state. +Lair Actions +Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about the regional effects that encompass the island. +While she's on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties): +• Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently. +• Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead. +• Auril telepathically communicates with any number of creatures at once, provided they're all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action. +Auril's Three Forms +In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she's defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here. +After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form. +A stat block is given for each of Auril's three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. +Source: Icewind Dale: Rime of the Frostmaiden p. 275 + + + + Auril (Second Form) + L + elemental + Neutral Evil + 16 (natural armor) + 136 (13d10+65) + walk 30 ft. + 16 + 16 + 21 + 24 + 26 + 28 + Con +9, Wis +12 + Deception +13, Insight +12, Intimidation +13, Perception +16 + 26 + all, telepathy 1000 ft. + 10 + + cold, poison + fire + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned + darkvision 120 ft., truesight 120 ft. + + Divine Being + Auril can't be surprised and can't be changed into another form against her will. + + + Divine Rejuvenation + When Auril drops to 0 hit points, her body collapses into shards of ice, whereupon Auril instantly reappears in her third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn't change. + + + Legendary Resistance (2/Day in This Form) + If Auril fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Auril has advantage on saving throws against spells and other magical effects. + + + Unusual Nature + Auril doesn't require air, food, drink, or sleep. + + + Multiattack + Auril attacks twice with her ice morningstar or hurls three ice darts. + + + Ice Morningstar + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 9 (2d8) cold damage. + Ice Morningstar|+7|1d8+3 + + + Ice Dart + Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. + Ice Dart|+7|1d4+3 + + + Cone of Cold (Recharges after a Short or Long Rest) + Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. + Cone of Cold (Recharges after a Short or Long Rest)||8d8 + + + Create Ice Mephit (3/Day) + Auril breaks off an icicle from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it magically transforms into an ice mephit (see its entry in the Monster Manual). The mephit acts immediately after Auril in the initiative order and obeys her commands. + + + Ice Stasis (Recharge 5-6) + Auril magically creates a gem-sized ice crystal that hovers in a space within 5 feet of her. Auril then targets a creature she can see within 60 feet of the crystal. The target must succeed on a DC 21 Charisma saving throw or become trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and other effects outside the crystal, and takes 21 (6d6) cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal. + Ice Stasis (Recharge 5-6)||6d6 + + + Auril can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Auril regains spent legendary actions at the start of its turn. + + + Attack + Auril makes one weapon attack. + + + Ice Flurry (Costs 2 Actions) + Each creature within 30 feet of Auril takes 5 (2d4) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished. + + + Splinter (Costs 3 Actions) + Auril uses Create Ice Mephit or causes one to ice mephit she can see within 60 feet of her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 21 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed saving throw, and half as much damage on a successful one. + + Roleplaying Auril +Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful: +• So long as she has mortal worshipers, Auril can't truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals' demands. As the embodiment of winter's cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity. +• Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her. +• Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It's appropriate for Auril to act as though she's invincible while underestimating her mortal enemies, even in her current weakened state. +Lair Actions +Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about the regional effects that encompass the island. +While she's on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties): +• Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently. +• Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead. +• Auril telepathically communicates with any number of creatures at once, provided they're all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action. +Auril's Three Forms +In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she's defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here. +After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form. +A stat block is given for each of Auril's three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. +Source: Icewind Dale: Rime of the Frostmaiden p. 277 + + + + Auril (Third Form) + S + elemental + Neutral Evil + 19 (natural armor) + 136 (16d6+80) + walk 0 ft., fly 30 ft. + 1 + 12 + 21 + 24 + 26 + 28 + Con +9, Wis +12 + Deception +13, Insight +12, Intimidation +13, Perception +16 + 26 + all, telepathy 1,000 ft. + 11 + + cold, poison + thunder + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned + blindsight 120 ft. (blind beyond this radius), truesight 120 ft. + + Divine Being + Auril can't be surprised and can't be changed into another form against her will. + + + Divine Resurrection + When Auril drops to 0 hit points, her crystalline form shatters and her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing. + + + Frigid Aura + So long as Auril has at least 1 hit point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns. + + + Legendary Resistance (1/Day in This Form) + If Auril fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Auril has advantage on saving throws against spells and other magical effects. + + + Unusual Nature + Auril doesn't require air, food, drink, or sleep. + + + Multiattack + Auril uses Polar Ray twice. + + + Polar Ray + Ranged Spell Attack: +13 to hit, range 120 ft., one target. 14 (4d6) cold damage. + Polar Ray|+13|4d6 + + + Blizzard Veil + Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or until her concentration is broken (as if concentrating on a spell). + + + Auril can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Auril regains spent legendary actions at the start of its turn. + + + Polar Ray + Auril uses Polar Ray. + + + Intensify Aura (Costs 2 Actions) + Auril's Frigid Aura deals an extra 10 cold damage until the end of her next turn. + + + Blinding Gleam (Costs 2 Actions) + Auril's form flares with a blue light. Each creature that can see Auril and is within 10 feet of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril's magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Roleplaying Auril +Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful: +• So long as she has mortal worshipers, Auril can't truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals' demands. As the embodiment of winter's cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity. +• Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her. +• Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It's appropriate for Auril to act as though she's invincible while underestimating her mortal enemies, even in her current weakened state. +Lair Actions +Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about the regional effects that encompass the island. +While she's on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties): +• Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently. +• Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead. +• Auril telepathically communicates with any number of creatures at once, provided they're all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action. +Auril's Three Forms +In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she's defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here. +After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form. +A stat block is given for each of Auril's three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. +Source: Icewind Dale: Rime of the Frostmaiden p. 278 + + + + Avarice + M + humanoid (tiefling) + Lawful Evil + 13 + 84 (13d8+26) + walk 30 ft. + 8 + 16 + 14 + 17 + 10 + 9 + Int +6, Wis +3 + Arcana +6, History +6 + 10 + Common, Draconic, Infernal, Orc, Yeti + 7 + cold, fire + + + + darkvision 60 ft. + + Icy Doom + When Avarice dies, her corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead. + + + Special Equipment + Avarice wields a staff of frost with 10 charges (see "Actions" below). + + + Fire Bolt (Cantrip) + Ranged Spell Attack: +6 to hit, range 120 ft., one target. 11 (2d10) fire damage. + Fire Bolt (Cantrip)|+6|2d10 + + + Staff of Frost + While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff turns to water and is destroyed. + + + Banishing Rebuke (Recharges after a Long Rest) + When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10) cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 14 Charisma saving throw, escaping the prison on a success and reappearing in the space it left or in the nearest unoccupied space if that space is occupied. A creature that dies in the prison is trapped there indefinitely. + + + Spellcasting + Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6 to hit with spell attacks). She has the following wizard spells prepared: + Cantrips (at will): fire bolt (see "Actions" below), mage hand, message, minor illusion, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile + • 2nd level (3 slots): flaming sphere, knock, scorching ray + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): banishment, fire shield + • 5th level (2 slots): Bigby's hand, Rary's telepathic bond + + 4, 3, 3, 3, 2 + fire bolt, mage hand, message, minor illusion, prestidigitation, detect magic, mage armor, magic missile, flaming sphere, knock, scorching ray, counterspell, fireball, fly, banishment, fire shield, Bigby's hand, Rary's telepathic bond + Avarice is a cruel and vindictive tiefling trained in the arcane tradition of evocation. She likes using her magic to destroy things, and her hunger for magic items knows no bounds. Her supreme confidence means that she never backs down from a challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life. +Avarice has been a member of the Arcane Brotherhood for almost two years. She fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality. +The tiefling has the secret support of the archdevil Levistus, having traded her soul years ago for her first taste of magical power. Levistus speaks to her in dreams and guides her path. Shortly after Avarice arrived in Ten-Towns, Levistus urged her to seek out the Black Sword. Avarice didn't know who or what the Black Sword was until she was approached by cultists of Levistus bearing swordlike shards of chardalyn worn as pendants around their necks. These self-styled Knights of the Black Sword offered her sanctuary in the keep of Caer-Dineval, where they are based. Although she doesn't trust the cultists, they treat her with more respect than anyone else does, and the keep is a safer location than most other places in Ten-Towns. +Companions. Avarice has a pair of loyal Gargoyle named Gargle and Gurgle who serve her as bodyguards and scouts. Avarice uses her Rary's telepathic bond spell to stay in telepathic contact with her gargoyles before sending them off on any mission. Avarice also has the support of the Knights of the Black Sword, if she needs to call on their talents. +Familiar. Avarice's familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in the Monster Manual but is a fiend instead of a beast. +Spellbook. Avarice's spellbook has white leather covers and vellum pages. The tiefling's personal sigil is burned into the front cover. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force. +Source: Icewind Dale: Rime of the Frostmaiden p. 269 + + + + Awakened White Moose + L + beast + Neutral Evil + 11 (natural armor) + 68 (8d10+24) + walk 40 ft. + 19 + 11 + 16 + 10 + 12 + 6 + + + 11 + Druidic + 3 + + + + + + + Charge + If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + + + Sure-Footed + The moose has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Multiattack + The moose makes two attacks: one with its antlers and one with its hooves. + + + Antlers + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Antlers|+6|2d8+4 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage. + Hooves|+6|2d4+4 + + A white moose is attacking loggers in the forest near Lonelywood. The town's logging industry is essential to the growth and survival of Ten-Towns, and Speaker Nimsy Huddle has assured the other speakers that Lonelywood's "moose problem" will be dealt with in short order. Hunters have been dispatched to kill the moose, but it has eluded them so far. From what the hunters have seen, their prey is smarter than the average moose, and its white hide makes it hard to spot in the snow. What they don't know is that the moose is using a magic mirror as a scrying device to show it where its enemies are. +Source: Icewind Dale: Rime of the Frostmaiden p. 82 + + + + Battlehammer Dwarf + M + humanoid (dwarf) + Lawful Good + 13 (leather armor) + 16 (3d8+3) + walk 25 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + Common, Dwarvish + 1/2 + poison + + + + darkvision 60 ft. + + Keen Hearing and Sight + The dwarf has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Dwarven Resilience + The dwarf has advantage on saving throws against poison and resistance against poison damage. + + + Multiattack + The dwarf makes two melee attacks or two ranged attacks. + + + Handaxe + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6 + 0) piercing damage. + Handaxe|+2|1d6+0 + + + Light Crossbow + Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. 6 (1d8 + 2) piercing damage. + Light Crossbow|+4|1d8+2 + + +Source: Icewind Dale: Rime of the Frostmaiden p. 107 + + + + Bjornhild Solvigsdottir + M + humanoid (human) + Neutral Evil + 12 (hide armor) + 102 (12d8+48) + walk 30 ft. + 18 + 11 + 18 + 14 + 11 + 14 + + Athletics +7, Intimidation +5, Survival +3 + 10 + Common, Yeti + 5 + + + + + + + Auril's Blessing (3/Day) + When Bjornhild hits a creature with a weapon attack, the attack deals an extra 11 (2d10) cold damage. + + + Multiattack + Bjornhild makes two melee attacks. + + + Greataxe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) slashing damage, plus 11 (2d10) cold damage if Bjornhild uses Auril's Blessing. + Greataxe|+7|1d12+4 + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) cold damage if Bjornhild uses Auril's Blessing. + Spear|+7|1d6+4 + + It's unusual for a woman to lead a Reghed tribe, but Bjornhild is a most extraordinary woman. The fearless wife of the late King Korold, she fought alongside him in many battles. After a frost giant's mammoth companion slew Korold, the formidable Bjornhild took his place. +Bjornhild worships the Frostmaiden and is so ruthless that her enemies believe she has actual ice flowing through her veins. She has no living children that she knows of, but with Auril's blessing, she won't need any heirs to preserve her legacy. Bjornhild intends to live forever by demonstrating her unwavering faith in the Frostmaiden and becoming the Chosen of Auril. +As if she weren't fearsome enough, Bjornhild has a pet saber-toothed tiger named Grava. +Source: Icewind Dale: Rime of the Frostmaiden p. 306 + + + + Brain in a Jar + S + undead + Any alignment + 11 (natural armor) + 55 (10d6+20) + walk 0 ft., fly 10 ft. + 1 + 3 + 15 + 19 + 10 + 15 + Int +6, Cha +4 + + 10 + the languages it knew in life + 3 + + poison + + exhaustion, paralyzed, poisoned, prone + blindsight 120 ft. (blind beyond this radius); see also "detect sentience" below + + Detect Sentience + The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. + + + Magic Resistance + The brain has advantage on saving throws against spells and other magic effects. + + + Unusual Nature + The brain doesn't require air, food, drink, or sleep. + + + Chill Touch (Cantrip) + Ranged Spell Attack: +6 to hit, range 120 ft., one creature. 13 (3d8) necrotic damage, and the target can't regain hit points until the start of the brain's next turn. If the target is undead, it also has disadvantage on attack rolls against the brain until the end of the brain's next turn. + Chill Touch (Cantrip)|+6|3d8 + + + Mind Blast (Recharge 5-6) + The brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 17 (3d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||3d8+4 + + + Innate Spellcasting (Psionics) + The brain's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: chill touch (see "Actions" below), detect thoughts, mage hand, zone of truth + 3/day each: charm person, hold person + 1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha's hideous laughter + + chill touch, detect thoughts, mage hand, zone of truth, charm person, hold person, compulsion, hold monster, sleep, Tasha's hideous laughter + Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires. +A brain in a jar can speak without vocal cords, psionically projecting its disembodied voice outward for all to hear. It enjoys conversation so much that it is prone to talking for hours on end, sometimes to itself if there are no others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. +Being divorced from one's body can tax the mind, and the longer a brain in a jar exists, the more likely some form of insanity will take hold of it. A brain in a jar is particularly susceptible to dementia, schizophrenia, and paranoia. +Immortal Vessels. The brain floats in a jar of solution, pulsating as it reacts to its surroundings. Some brains have been known to thump against the walls of their containers when excited or vexed. A jar's metal casing might be rusty but serviceable, or an elegantly wrought masterwork, depending on its creator. A brain in a jar weighs roughly 125 pounds. +Source: Icewind Dale: Rime of the Frostmaiden p. 278 + + + + Chardalyn Berserker + M + fiend + Chaotic Evil + 13 (hide armor) + 90 (12d8+36) + walk 30 ft. + 16 + 12 + 17 + 9 + 11 + 9 + + Survival +4 + 10 + any one language (usually Common) + 4 + + + + + + + Chardalyn Madness + The berserker must roll a d6 at the start of each of its turns. On a 1, the berserker does nothing on its turn except speak to a nonexistent, evil master whom it has pledged to serve. + + + Reckless + At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Multiattack + The berserker attacks three times with a melee weapon. + + + Chardalyn Flail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. + Chardalyn Flail|+5|1d8+3 + + + Chardalyn Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. + Chardalyn Javelin|+5|1d6+3 + + Chardalyn berserkers are Reghed nomads who wield weapons made of chardalyn, specifically ones suffused with demonic magic (see the sidebar on Chardalyn). This exposure has transformed them into fiends. They shed their heavier protective clothing and embrace the frigid cold, allowing frostbite to ravage the exposed parts of their bodies, with only their faith in the Frostmaiden keeping them alive. +Chardalyn Weapons. A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. +A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character's possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM's control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. +A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. +Chardalyn Madness. Prolonged contact with the demonic magic imprinted on the chardalyn has afflicted the berserker with a form of madness, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker's madness is cured using magic that removes the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the berserker's madness to return, however. +Source: Icewind Dale: Rime of the Frostmaiden p. 280 + + + + Chardalyn Dragon + H + construct + Chaotic Evil + 17 (natural armor) + 147 (14d12+56) + walk 30 ft., fly 90 ft. + 24 + 11 + 19 + 10 + 10 + 3 + Str +11, Con +8 + + 10 + the languages known by its creator + 11 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + cold, poison + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The dragon is immune to any spell or effect that would alter its form. + + + Magic Resistance + The dragon has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The dragon deals double damage to objects and structures. + + + Unusual Nature + The dragon doesn't require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. + + + Multiattack + The dragon uses its Malevolent Presence. It then makes three attacks: two with its claws and one with its tail. If the dragon isn't flying, it can also make one attack with its wings. + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage. + Claw|+11|2d6+7 + + + Tail + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 18 (2d10 + 7) bludgeoning damage. + Tail|+11|2d10+7 + + + Wings + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 12 (2d4 + 7) bludgeoning damage. + Wings|+11|2d4+7 + + + Malevolent Presence + Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn't choose a target, the charmed creature can act normally on its turn. + + + Radiant Breath (Recharge 5-6) + The dragon exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one. + Radiant Breath (Recharge 5-6)||7d8 + + This construct is fashioned from pieces of chardalyn (see the sidebar on Chardalyn) that have been assembled in the form of a dragon. The only parts of the dragon not forged from chardalyn are its wing flaps, which are made of an oily film as tough as rubber, and its heart, which is an orb of pulsating, radiant energy. Demonic magic suffusing the chardalyn imbues the construct with malevolence, allowing it to enjoy the terror it causes. This effect extends outward from it, corrupting other creatures who get too close to the dragon. Those affected by the dragon's presence turn their efforts to helping the dragon inflict suffering on others. +A chardalyn dragon serves the tyrannical will of its evil creator—a tireless drive devotion that exceeds its own instinct of self-preservation. Thus, the dragon will destroy itself in pursuit of its master's desires if necessary. The dragon likes to tear foes apart, as well as knock down doors and other structures. Against enemies it can't reach, it fires a beam of destructive radiance from its grill-like maw. +Source: Icewind Dale: Rime of the Frostmaiden p. 281 + + + + Chimeric Baboon + S + beast + Unaligned + 12 + 3 (1d6) + walk 30 ft., climb 30 ft. + 8 + 14 + 11 + 4 + 12 + 6 + + + 11 + + 0 + + + + + + + Pack Tactics + The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) piercing damage, plus an extra 3 (1d6) poison damage. + Bite|+1|1d4-1 + + +Source: Icewind Dale: Rime of the Frostmaiden p. 246 + + + + Chimeric Cat + T + beast + Unaligned + 12 + 2 (1d4) + walk 40 ft., climb 30 ft. + 3 + 15 + 10 + 3 + 12 + 7 + + Perception +3, Stealth +4 + 13 + + 0 + + + + + blindsight 60 ft., tremorsense 60 ft. + + Keen Smell + The cat has advantage on Wisdom (Perception) checks that rely on smell. + + + Claws + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage. + + The chimeric cat has antennae that grant it blindsight and tremorsense out to a range of 60 feet +Source: Icewind Dale: Rime of the Frostmaiden p. 246 + + + + Chimeric Fox + T + beast + Unaligned + 13 + 2 (1d4) + walk 30 ft., burrow 5 ft. + 2 + 16 + 11 + 3 + 12 + 6 + + Perception +3, Stealth +5 + 13 + + 0 + + + + + + + Keen Hearing + The fox has advantage on Wisdom (Perception) checks that rely on hearing. + + + Chimeric Creation + The fox has fur that changes color to match its surroundings, giving it advantage on Dexterity (Stealth) checks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 1 piercing damage. + + The white arctic foxes of Icewind Dale live in burrows and are acclimated to cold weather. They prowl the outskirts of Ten-Towns and nearby forests for food, hunting hares or stealing fish. These timid creatures avoid contact with humanoids, but they are sometimes used as mounts by chwingas. +Source: Icewind Dale: Rime of the Frostmaiden p. 246 + + + + Chimeric Hare + T + beast + Unaligned + 13 + 1 (1d4-1) + walk 20 ft., burrow 5 ft., fly 30 ft. + 1 + 17 + 9 + 2 + 11 + 4 + + Perception +2, Stealth +5 + 12 + + 0 + + + + + + + Escape + The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. + + Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather. Chimeric hares have feathered wings. +Source: Icewind Dale: Rime of the Frostmaiden p. 246 + + + + Chimeric Rat + T + beast + Unaligned + 10 + 1 (1d4-1) + walk 40 ft., climb 30 ft. + 2 + 11 + 9 + 2 + 10 + 4 + + Perception +3, Stealth +4 + 10 + + 0 + + + + + blindsight 60 ft., tremorsense 60 ft. + + Keen Smell + The rat has advantage on Wisdom (Perception) checks that rely on smell. + + + Chimeric Creation + The rat has gills, iridescent scales, and the ability to breathe air and water. + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 piercing damage. + + +Source: Icewind Dale: Rime of the Frostmaiden p. 246 + + + + Chimeric Weasel + T + beast + Unaligned + 13 + 1 (1d4-1) + walk 30 ft. + 3 + 16 + 8 + 2 + 12 + 3 + + Perception +3, Stealth +5 + 13 + + 0 + + + + + + + Keen Hearing and Smell + The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Chimeric Creation + The weasel has glowing eyes that emit bright light out in a 20-foot radius and dim light for an additional 20 feet. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage. + + +Source: Icewind Dale: Rime of the Frostmaiden p. 246 + + + + Chwinga + T + elemental + Neutral + 15 + 5 (2d4) + walk 20 ft., climb 20 ft., swim 20 ft. + 1 + 20 + 10 + 14 + 16 + 16 + + Acrobatics +7, Perception +7, Stealth +7 + 17 + + 0 + + + + + blindsight 60 ft. + + Unusual Nature + The chwinga doesn't require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice). + + + Evasion + When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Magical Gift (1/Day) + The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms. + + + Natural Shelter + The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use it's action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed. + + + Innate Spellcasting + The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components: + At will: druidcraft, guidance, pass without trace, resistance + + druidcraft, guidance, pass without trace, resistance + +Source: Icewind Dale: Rime of the Frostmaiden + + + + Coldlight Walker + M + undead + Chaotic Evil + 13 (natural armor) + 82 (11d8+33) + walk 30 ft. + 15 + 10 + 17 + 8 + 10 + 8 + Int +2, Wis +3 + + 10 + + 5 + + cold + + blinded, charmed, exhaustion, paralyzed, petrified, poisoned + darkvision 60 ft. + + Blinding Light + The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker's next turn. + + + Icy Doom + Any creature killed by the walker freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead. + + + Unusual Nature + The walker doesn't require air, food, drink, or sleep. + + + Multiattack + The walker makes two attacks. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 11 (2d8 + 2) bludgeoning damage plus 14 (4d6) cold damage. + Slam|+5|2d8+2 + + + Cold Ray + Ranged Spell Attack: +3 to hit, range 60 ft., one target. 25 (4d10 + 3) cold damage. + Cold Ray|+3|4d10+3 + + Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died. +God-Spawned Horrors. Gods that personify winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be. +When a coldlight walker dies, its light goes out, leaving behind a frozen, inanimate corpse that can never be raised from the dead. +Source: Icewind Dale: Rime of the Frostmaiden p. 284 + + + + Demos Magen + M + construct + Unaligned + 16 (chain mail) + 51 (6d8+24) + walk 30 ft. + 14 + 14 + 18 + 10 + 10 + 7 + + + 10 + understands the languages of its creator but can't speak + 2 + + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + + + Fiery End + If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying. + + + Magic Resistance + The magen has advantage on saving throws against spells and other magical effects. + + + Unusual Nature + The magen doesn't require air, food, drink, or sleep. + + + Multiattack + The magen makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage. + Greatsword|+4|2d6+2 + + + Light Crossbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage. + Light Crossbow|+4|1d8+2 + + Demos magen wear armor, wield weapons, and typically serve as guards. +Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods. +Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates. +Source: Icewind Dale: Rime of the Frostmaiden p. 300 + + + + Dzaan + M + humanoid (human) + Lawful Evil + 10 + 49 (9d8+9) + walk 30 ft. + 10 + 11 + 12 + 16 + 13 + 15 + Int +5, Wis +3 + Arcana +5, Deception +4, History +5 + 11 + Abyssal, Common, Giant, Infernal + 4 + + + + + + + Shocking Grasp (Cantrip) + Melee Spell Attack: +5 to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). 9 (2d8) lightning damage, and the target can't take reactions until the start of his next turn. + Shocking Grasp (Cantrip)|+5|2d8 + + + Acid Splash (Cantrip) + Dzaan hurls a bubble of acid at one creature he can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage. + Acid Splash (Cantrip)||2d6 + + + Magic Missile (1st-Level Spell; Requires a Spell Slot) + Dzaan creates three darts of magical force. Each dart unerringly strikes one creature Dzaan can see within 120 feet of it, dealing 3 (1d4 + 1) force damage. If Dzaan casts this spell using a 2nd-level spell slot, he creates one more dart. + + + Spellcasting + Dzaan is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): acid splash*, light, minor illusion, shocking grasp* + • 1st level (4 slots): detect magic, disguise self, magic missile* + • 2nd level (3 slots): invisibility, levitate, phantasmal force + • 3rd level (3 slots): fireball, sending, slow + • 4th level (3 slots): arcane eye, confusion + • 5th level (1 slots): animate objects + *See "Actions" below. + + 4, 3, 3, 3, 1 + acid splash, light, minor illusion, shocking grasp, detect magic, disguise self, magic missile, invisibility, levitate, phantasmal force, fireball, sending, slow, arcane eye, confusion, animate objects + Dzaan was a Red Wizard of Thay who studied the arcane tradition of illusion. The leaders of the Arcane Brotherhood welcomed him with open arms, eager to count a Red Wizard among their ranks. Dzaan might have become a force to reckon with in the brotherhood had his quest for power not led him to Icewind Dale, where he was killed by the people of Easthaven after making a few too many enemies. +Dzaan's Demise. Dzaan's trouble started after he broke away from his fellow wizards and hired adventurers to scour Icewind Dale for Netherese ruins. One group of them uncovered a buried tower in the tundra (see "Lost Spire of Netheril"), and Dzaan went out of his way to eliminate anyone who knew of it, including the adventurers who found it and several Ten-Towners with whom they had spoken. After turning the tower into his secret base, Dzaan visited Easthaven to gather supplies. Although he took the precaution of adopting a magical disguise, members of the local militia recognized Dzaan by the way he walked and spoke. They captured him, gagged him, confiscated his spellbook, and condemned him to death. +The characters have no opportunity to speak with Dzaan. They first encounter him in Easthaven, tied to a stake and engulfed in flames (see "Toil and Trouble"). The Ten-Towners enjoy the execution while it lasts. After warming themselves by the fire, they leave Dzaan's ashes to be scattered by the wind. +Dzaan's Simulacrum. Unbeknownst to his executioners, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return. +The simulacrum, which looks and acts like Dzaan, has half of Dzaan's hit points and can't regain expended spell slots. It has wasted its 3rd-level spell slots trying to reach Dzaan with sending spells, to no avail, and has expended other spell slots to help it survive the perils of the spire. It uses its remaining spell slots sparingly. +The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum effectively becomes a Dzaan, authentic in every way. Dzaan's stat block and abilities change as follows: +• He has spell slots appropriate for a 9th-level wizard (four 1st-level spell slots, three 2nd- through 4th-level spell slots, and one 5th-level spell slot), but he lacks a spellbook and therefore can't change his list of prepared spells. +• If he finishes a long rest, he has the following additional spell slots, which allow him to cast the indicated spells: 3rd level (3 slots): fireball, sending, slow 4th level (3 slots): arcane eye, confusion 5th level (1 slot): animate objects +• His hit point maximum becomes 49 (9d8 + 9), and his challenge rating becomes 2 (450 XP). His challenge rating becomes 4 (1,100 XP) if he finishes a long rest and regains his expended spells. +Companion. Because they're so despised throughout Faerûn, Red Wizards often adopt disguises and rarely travel abroad without an escort. They generally favor undead servants and bodyguards, since they find that undead tend to be more obedient than the living. Dzaan's bodyguard is a Thayan wight named Krintaas. When Dzaan returned to Easthaven, he ordered his companion to stay with the simulacrum and watch over it and the buried Netherese spire. +Source: Icewind Dale: Rime of the Frostmaiden p. 270 + + + + Dzaan's Simulacrum + M + construct + Lawful Evil + 10 + 24 (9d8+9) + walk 30 ft. + 10 + 11 + 12 + 16 + 13 + 15 + Int +5, Wis +3 + Arcana +5, Deception +4, History +5 + 11 + Abyssal, Common, Giant, Infernal + 1 + + + + + + + Shocking Grasp (Cantrip) + Melee Spell Attack: +5 to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn. + Shocking Grasp (Cantrip)|+5|2d8 + + + Acid Splash (Cantrip) + The simulacrum hurls a bubble of acid at one creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage. + Acid Splash (Cantrip)||2d6 + + + Magic Missile (1st-Level Spell; Requires a Spell Slot) + The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 (1d4 + 1) force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart. + + + Spellcasting + The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): acid splash*, light, minor illusion, shocking grasp* + • 1st level (2 slots): detect magic, disguise self, magic missile* + • 2nd level (2 slots): invisibility, levitate, phantasmal force + *See "Actions" below. + + 2, 2 + acid splash, light, minor illusion, shocking grasp, detect magic, disguise self, magic missile, invisibility, levitate, phantasmal force + Unbeknownst to his executioners, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return. +The simulacrum, which looks and acts like Dzaan, has half of Dzaan's hit points and can't regain expended spell slots. It has wasted its 3rd-level spell slots trying to reach Dzaan with sending spells, to no avail, and has expended other spell slots to help it survive the perils of the spire. It uses its remaining spell slots sparingly. +The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum effectively becomes a clone of Dzaan, authentic in every way. +Source: Icewind Dale: Rime of the Frostmaiden p. 270 + + + + F'yorl + M + aberration + Lawful Evil + 15 (breastplate) + 9 (13d8+13) + walk 30 ft. + 11 + 12 + 12 + 19 + 17 + 17 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 7 + + + + + darkvision 120 ft. + + Magic Resistance + F'yorl has advantage on saving throws against spells and other magical effects. + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by F'yorl. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, F'yorl kills the target by extracting and devouring its brain. + Extract Brain|+7|10d10 + + + Mind Blast (Recharge 5-6) + F'yorl magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||4d8+4 + + + Innate Spellcasting (Psionics) + F'yorl's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + detect thoughts, levitate, dominate monster, plane shift + +Source: Icewind Dale: Rime of the Frostmaiden + underdark + + + Fox + T + beast + Unaligned + 13 + 2 (1d4) + walk 30 ft., burrow 5 ft. + 2 + 16 + 11 + 3 + 12 + 6 + + Perception +3, Stealth +5 + 13 + + 0 + + + + + darkvision 60 ft. + + Keen Hearing + The fox has advantage on Wisdom (Perception) checks that rely on hearing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 1 piercing damage. + + The white arctic foxes of Icewind Dale live in burrows and are acclimated to cold weather. They prowl the outskirts of Ten-Towns and nearby forests for food, hunting hares or stealing fish. These timid creatures avoid contact with humanoids, but they are sometimes used as mounts by Chwinga. +Source: Icewind Dale: Rime of the Frostmaiden p. 288 + + + + Frost Druid + M + humanoid (human) + Any alignment + 13 (hide armor) + 67 (9d8+27) + walk 40 ft., burrow 5 ft., climb 30 ft., fly 60 ft. + 12 + 13 + 16 + 10 + 16 + 9 + Int +3, Wis +6 + Nature +3, Perception +6, Survival +6 + 16 + Common, Druidic + 5 + cold + + + + darkvision 60ft. (beast form only) + + Multiattack + The druid makes two melee attacks. + + + Ice Sickle (Humanoid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage plus 5 (2d4) cold damage. + Ice Sickle (Humanoid Form Only)|+4|1d4+1 + + + Maul (Beast Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Maul (Beast Form Only)|+4|1d4+1 + + + Change Shape + The druid magically polymorphs into a beast form—fox, mountain goat, owl, or wolf—or back into its humanoid form. Any equipment it is wearing or carrying is absorbed or borne by the beast form (the druid's choice). It reverts to its humanoid form when it dies. The druid's statistics are the same in each form, except where noted in this stat block. + + + Spellcasting (Humanoid Form Only) + The druid is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, guidance, resistance + • 1st level (4 slots): animal friendship, fog cloud, speak with animals + • 2nd level (3 slots): animal messenger, moonbeam, pass without trace + • 3rd level (3 slots): conjure animals, sleet storm, wind wall + • 4th level (3 slots): hallucinatory terrain, ice storm + • 5th level (1 slots): awaken + + 4, 3, 3, 3, 1 + druidcraft, guidance, resistance, animal friendship, fog cloud, speak with animals, animal messenger, moonbeam, pass without trace, conjure animals, sleet storm, wind wall, hallucinatory terrain, ice storm, awaken + Frost druids are solitary defenders of nature and the natural enemies of civilization in the North. They seek to preserve the arctic wilderness by destroying outsiders who cross their path. Each patrols its territory in the guise of an arctic fox, a mountain goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain spells to create illusory snowdrifts under which they can hide, or to obscure pools covered by thin ice through which others might fall. +Awakened Companions. A frost druid is often accompanied by one or more beasts, shrubs, or evergreen trees that it has made sentient using the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and such creatures typically share the druid's disposition. +Ice Sickle. A frost druid can carve a sickle out of ice, requiring a total of 24 hours for the work. Bitter cold courses through this weapon while it's in the druid's hands. If the druid dies, the ice sickle melts away. The weapon is otherwise identical to a normal sickle. +Source: Icewind Dale: Rime of the Frostmaiden p. 288 + + + + Frost Giant Skeleton + H + undead + Lawful Evil + 14 (armor scraps) + 102 (12d12+24) + walk 40 ft. + 23 + 9 + 15 + 6 + 8 + 5 + + + 9 + understands Giant but can't speak + 6 + + cold, poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft. + + Unusual Nature + The skeleton doesn't require air, food, drink, or sleep. + + + Multiattack + The skeleton makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. + Greataxe|+9|3d12+6 + + + Freezing Stare + The skeleton targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn. + Freezing Stare||10d6 + + Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living. +Source: Icewind Dale: Rime of the Frostmaiden p. 288 + + + + Galvan Magen + M + construct + Unaligned + 14 + 68 (8d8+32) + walk 30 ft., fly 30 ft. + 10 + 18 + 18 + 12 + 10 + 7 + + + 10 + understands the languages of its creator but can't speak + 3 + + lightning, poison + + charmed, exhaustion, frightened, paralyzed, poisoned + + + Fiery End + If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying. + + + Magic Resistance + The magen has advantage on saving throws against spells and other magical effects. + + + Unusual Nature + The magen doesn't require air, food, drink, or sleep. + + + Multiattack + The magen makes two Shocking Touch attacks. + + + Shocking Touch + Melee Spell Attack: +6 to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). 7 (1d6 + 4) lightning damage. + Shocking Touch|+6|1d6+4 + + + Static Discharge (Recharge 5-6) + The magen discharges a lightning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disadvantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + Static Discharge (Recharge 5-6)||4d10 + + Galvan magen can fly. They also store static electricity, which they discharge as lightning bolts. +Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods. +Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates. +Source: Icewind Dale: Rime of the Frostmaiden p. 301 + + + + Giant Walrus + H + beast + Unaligned + 9 + 85 (9d12+27) + walk 20 ft., swim 40 ft. + 22 + 9 + 16 + 3 + 11 + 4 + + + 10 + + 4 + + + + + darkvision 60 ft. + + Hold Breath + The walrus can hold its breath for 30 minutes. + + + Multiattack + The walrus makes two attacks: one with its body flop and one with its tusks. + + + Body Flop + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Body Flop|+8|2d8+6 + + + Tusks + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (3d6 + 6) piercing damage. + Tusks|+8|3d6+6 + + Giant walruses are enormous, ill-tempered creatures as big as elephants. A typical adult specimen weighs at least 12,000 pounds. +Source: Icewind Dale: Rime of the Frostmaiden p. 312 + + + + Gnoll Vampire + M + undead (shapechanger) + Chaotic Evil + 17 (natural armor) + 93 (11d8+44) + walk 30 ft. + 20 + 18 + 18 + 6 + 12 + 9 + Dex +7, Con +7 + + 11 + Abyssal, Gnoll + 8 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 120 ft. + + Keen Smell + The vampire has advantage on Wisdom (Perception) checks that rely on smell. + + + Rampage + When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a bonus action to move up to half its speed and make a bite attack. + + + Regeneration + The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + + + Shapechanger + If the vampire isn't in sunlight, it can use its action to polymorph into a Large hyena or a Medium cloud of mist, or back into its true form. + While in hyena form, the vampire can't speak, and its walking speed is 50 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. + While in mist form, the vampire can't take any actions, speak, or manipulate objects. it is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. + + + Unusual Nature + The vampire doesn't require air. + + + Vampire Weaknesses + The vampire has the following flaws: + + + Enraged by Celestial + If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source. + + + Repulsed by Perfume + The vampire has disadvantage on melee attack rolls made against any creature wearing perfume or carrying an open container of it. + + + Stake to the Heart + If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. + + + Sunlight Hypersensitivity + The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack (Vampire Form Only) + The vampire makes two attacks: one with its bite and one with its claws. + + + Bite (Hyena or Vampire Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 12 (2d6 + 5) piercing damage plus 9 (2d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. the target dies if its hit point maximum is reduced to 0. + Bite (Hyena or Vampire Form Only)|+8|2d6+5 + + + Claws (Vampire Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (2d4 + 5) slashing damage. + Claws (Vampire Form Only)|+8|2d4+5 + + + Frightful Cackle (Hyena or Vampire Form Only) + The vampire emits a bone-chilling cackle. Each creature of the vampire's choice that is within 120 feet of the vampire and can hear its cackle must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vampire's Frightful Cackle for the next 24 hours. + + + Sickening Gaze (Hyena or Vampire Form Only) + The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 15 Constitution saving throw against this magic or be poisoned for 24 hours. A creature whose saving throw is successful is immune to this vampire's Sickening Gaze for 24 hours. + + When a gnoll's ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy. +A gnoll vampire is a savage predator that feeds on the blood of the living. It cackles maniacally when it catches the scent of its prey and quickly moves in for the kill, tearing away flesh with its claws, gorging on meat and blood, and leaving nothing behind but bones, gristle, and the victim's blood-spattered belongings. +Gnoll vampires are indiscriminate feeders that prefer the flesh and blood of humanoids, including other gnolls. Their noses can't stand the scent of perfumes, and their ears can't abide words spoken aloud in Celestial. They don't cast reflections in mirrors unless they want to. +Unlike normal vampires, gnoll vampires don't have coffins where they rest, and they have no such places to return to when their corporeal bodies are destroyed. They are undeterred by running water, and they can enter residences without invitation. When a gnoll vampire needs to travel quickly, it adopts the form of a giant, emaciated hyena. When it wants to catch its prey by surprise, it takes the form of a cloud of mist. After it feeds on a victim's blood, its mist form takes on a crimson hue for an hour or so before its colorlessness returns. +Tekeli-Li and the Caves of Hunger. +------ +Tekeli-li was a Gnoll Fang of Yeenoghu, a powerful gnoll whose pack invaded Icewind Dale more than a century ago. When the gnolls' wanton slaughter of reindeer herds threatened the survival of the Reghed tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit. +The wounded gnolls found an icy cleft on the edge of the Reghed Glacier and hid there for the winter. To keep their leader alive, the other gnolls allowed Tekeli-li to eat them one by one, yet his hunger would not abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become—the embodiment of winter's remorseless consumption. +Tekeli-li exists today as a gnoll vampire that hasn't fed in decades. Adventurers who use the "Rime of the Frostmaiden" to create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li's lair, the Caves of Hunger, see chapter 6. +------ +Source: Icewind Dale: Rime of the Frostmaiden p. 290 + + + + Gnome Ceremorph + S + aberration + Any alignment + 16 (breastplate) + 58 (13d6+13) + walk 25 ft. + 6 + 14 + 12 + 19 + 17 + 17 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5 + 16 + Deep Speech, Gnomish, telepathy 120 ft., Undercommon + 5 + + + + + darkvision 120 ft. + + Magic Resistance + The ceremorph has advantage on saving throws against spells and other magical effects. + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 9) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the ceremorph. 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain. + Extract Brain|+7|10d10 + + + Laser Pistol + Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. 12 (3d6 + 2) radiant damage. + Laser Pistol|+5|3d6+2 + + + Mind Blast (Recharge 5-6) + The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||4d8+4 + + + Innate Spellcasting (Psionics) + The ceremorph's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + detect thoughts, levitate, dominate monster, plane shift + Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence. +For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or simply a facet of how their minds work. When the process is warped only slightly, the mind flayer remains gnome-sized and is called a gnome ceremorph. It retains its knowledge of the Gnomish language while becoming able to speak Deep Speech and Undercommon. It retains fragmented memories of its previous life and previous alignment, not to mention a propensity for invention. +Laser Pistol. A gnome ceremorph often carries a home-built device that functions as a laser pistol (see "Firearms" in the Dungeon Master's Guide). This weapon is powered by an energy cell, which enables the weapon to fire 50 shots. After its last shot is expended, the device becomes inoperable. The energy cell can't be removed without destroying the weapon. +Source: Icewind Dale: Rime of the Frostmaiden p. 303 + + + + Gnome Squidling + S + aberration + Unaligned + 8 + 10 (3d6) + walk 15 ft. + 4 + 7 + 10 + 4 + 10 + 3 + + + 10 + understands Deep Speech and Gnomish but can't speak, telepathy 60 ft. + 1/2 + + + + + darkvision 60 ft. + + Magic Resistance + The squidling has advantage on saving throws against spells and other magical effects. + + + Tentacles + Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. 5 (2d4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 7) and must succeed on a DC 7 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+0|2d4 + + + Extract Brain + Melee Weapon Attack: +0 to hit, reach 5 ft., one incapacitated creature grappled by the squidling. 27 (5d10) piercing damage. If this damage reduces the target to 0 hit points, the squidling kills the target by extracting and devouring its brain. + Extract Brain|+0|5d10 + + + Mind Tickle (Recharge 5-6) + The squidling magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 7 Intelligence saving throw or take 2 (1d4) psychic damage and be stunned until the end of its next turn. + Mind Tickle (Recharge 5-6)||1d4 + + + Innate Spellcasting (Psionics) + The squidling's innate spellcasting ability is Intelligence (spell save DC 7). It can innately cast levitate at will, requiring no components. + At will: levitate + + levitate + Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence. +When the process of turning a gnome into a mind flayer goes horribly awry, the result is a gnome squidling—a deformed mind flayer with weak, spindly limbs and oversized tentacles. It relies on levitation to keep its body aloft and uses its tentacles like legs, to propel it along whatever surface it's floating above. Most mind flayers destroy squidlings on sight, so it's rare to see one or more of these creatures. +Squidlings eat brains for sustenance, just like other mind flayers do, and they don't care where the brains come from. +Source: Icewind Dale: Rime of the Frostmaiden p. 303 + + + + Goliath Warrior + M + humanoid (goliath) + Any alignment + 12 (hide armor) + 67 (9d8+27) + walk 30 ft. + 18 + 11 + 16 + 10 + 15 + 10 + + Athletics +6, Perception +4, Survival +4 + 14 + Common, Giant + 3 + cold + + + + + + Mountain Born + The goliath is acclimated to high altitude, including elevations above 20,000 feet. + + + Powerful Build + The goliath counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. + + + Multiattack + The goliath makes two attacks with its greataxe or hurls two javelins. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d12 + 4) slashing damage. + Greataxe|+6|1d12+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage. + Javelin|+6|1d6+4 + + + Stone's Endurance (Recharges after a Short or Long Rest) + When the goliath takes damage, it reduces the damage taken by 9 (1d12 + 3). + + Goliaths inhabit the Spine of the World, where their mettle is tested against orcs, ogres, frost giants, remorhazes, ice trolls, young white dragons, the treacherous mountain terrain, and the cruel indifference of nature. +Source: Icewind Dale: Rime of the Frostmaiden p. 292 + + + + Goliath Werebear + M + humanoid (goliath, shapechanger) + Neutral Good + 10 (in humanoid form, 12 (natural armor) in bear or hybrid form) + 161 (19d8+76) + walk 30 ft. + 20 + 10 + 18 + 10 + 15 + 10 + + Athletics +8, Perception +8, Survival +5 + 18 + Common, Giant (can't speak in bear form) + 8 + cold + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire + + + + Keen Smell + The werebear has advantage on Wisdom (Perception) checks that rely on smell. + + + Mountain Born + The werebear is acclimated to high altitude, including elevations above 20,000 feet. + + + Powerful Build (Humanoid Form Only) + The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. + + + Shapechanger + The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large polar bear, or back into its goliath form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Multiattack + The werebear makes two melee attacks. + + + Bite (Bear or Hybrid Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebear lycanthropy, as described in the Monster Manual. + Bite (Bear or Hybrid Form Only)|+8|2d10+5 + + + Claw (Bear or Hybrid Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claw (Bear or Hybrid Form Only)|+8|2d8+5 + + + Greataxe (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (1d12 + 5) slashing damage. + Greataxe (Humanoid or Hybrid Form Only)|+8|1d12+5 + + + Stone's Endurance (Recharges after a Short or Long Rest) + When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4). + + Goliath legends speak of a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing snow. Elders invoke her name to keep young goliaths from wandering too far from home before they're ready. Adult goliaths sometimes encounter this legendary individual in their travels to the far-flung corners of the dale. If they flee like cowards, Oyaminartok laughs and lets them go to wander in obscurity. If they challenge Oyaminartok to a fight, the Winter Walker smiles and tests their mettle. Those who impress her with their fighting skills are bitten and become goliath werebears themselves—goliaths who carry Oyaminartok's curse of lycanthropy. Contrary to myth, Oyaminartok is not a monster but a force of good in the region, and she passes her curse only to goliaths whose hearts are pure. +Oyaminartok and others of her kind try to help creatures they come across, for the weather and the geography of Icewind Dale can be brutal. They know the safest routes across the tundra, and they can help guide travelers through the Sea of Moving Ice and across its ever-shifting ice floes. These polar werebears attack evil in the wilderness, but they steer clear of camps and settlements. Fire is Oyaminartok's bane, and thus she and her kind are wary around hearths and open flames. +Source: Icewind Dale: Rime of the Frostmaiden p. 293 + + + + Grandolpha Muzgardt + M + humanoid (dwarf) + Lawful Evil + 9 + 59 (7d8+28) + walk 25 ft. + 14 + 9 + 18 + 13 + 17 + 16 + + + 13 + Common, Dwarvish, Undercommon + 2 + poison + + + + darkvision 120 ft. + + Duergar Resilience + Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, Grandolpha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Poison Spray (Cantrip) + Grandolpha extends her hand toward a creature she can see within 10 feet of her and projects a puff of noxious gas from her palm. The creature must succeed on a DC 13 Constitution saving throw or take 13 (2d12) poison damage. + Poison Spray (Cantrip)||2d12 + + + Innate Spellcasting (Psionics) + Grandolpha's innate spellcasting ability is Wisdom (spell save DC 13). She can innately cast the following spells, requiring no material components: + At will: druidcraft, mending, poison spray (see "Actions" below) + 3/day each: detect magic, enlarge/reduce (self only), faerie fire, invisibility (self only), polymorph, stoneskin (self only) + + druidcraft, mending, poison spray, detect magic, enlarge/reduce, faerie fire, invisibility, polymorph, stoneskin + Grandolpha Muzgardt, the grand dame of the Muzgardt duergar clan, has recently arrived at the fortress after being invited here by Xardorok. The Muzgardts are based in Gracklstugh, a duergar city in the Underdark. They mass-produce and distribute a filthy duergar ale made from mushrooms. Xardorok has been eager to take a fourth wife and has had his eye on Grandolpha Muzgardt for many years. He asked Grandolpha to his fortress to give her a gift—a pseudodragon made of chardalyn (a pseudo-pseudodragon, if you will)—and make her an offer she can't refuse. Once he conquers Icewind Dale, he wants the Muzgardts to control the ale trade throughout his sunless surface kingdom. +Grandolpha, for her part, is too canny and jaded to fall for Xardorok's blunt attempt at seduction. She has begun plotting with disenfranchised advisors and warriors in his ranks to overthrow him when the moment is right. Ironically, despite his paranoia, Xardorok is too blinded by his admiration for Grandolpha to foresee her treachery. +Before entering combat, Grandolpha casts stoneskin on herself. Once her guards come to her rescue, she withdraws from combat and uses her faerie fire spell to make enemies easier for her guards to hit. The chardalyn pseudodragon defends Grandolpha to the death. +Source: Icewind Dale: Rime of the Frostmaiden p. 176 + + + + Gunvald Halraggson + M + humanoid (human) + Neutral + 13 (hide armor, shield) + 76 (9d8+36) + walk 30 ft. + 20 + 8 + 18 + 9 + 10 + 16 + + Athletics +8, Intimidation +6, Survival +3 + 10 + Common + 5 + + + + + + + Indomitable (3/Day) + Gunvald can reroll a saving throw he fails. He must use the new roll. + + + Menacing Blows (1/Turn) + Gunvald deals an extra 6 (1d12) damage when he hits a target with a weapon attack. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened until the start of Gunvald's next turn. + + + Second Wind (Recharges after a Short or Long Rest) + As a bonus action, Gunvald can regain 15 hit points. + + + Multiattack + Gunvald makes three melee attacks. + + + Battleaxe + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands, plus 6 (1d12) slashing damage if Gunvald uses Menacing Blows. + Battleaxe|+8|1d8+5 + + + Javelin + Melee or Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. 8 (1d6 + 5) piercing damage, plus 6 (1d12) piercing damage if Gunvald uses Menacing Blows. + Javelin|+8|1d6+5 + + The thirty-year-old Bear King cuts an impressive figure and is renowned for his size and strength. He tries to be honorable, but he is often merciless and doesn't change his mind easily. He has trouble relating to Ten-Towners, so he avoids them. His perspective on townsfolk might change if they helped him destroy the chardalyn berserkers who have turned against their own. +Gunvald has had three wives in six years, each of whom died while she was pregnant. His advisors fear that the gods have cursed Gunvald and the entire tribe. In truth, the king's doting shaman, Ulkora, lusts for him and surreptitiously poisoned his wives. In time, Ulkora hopes Gunvald will turn his loving eye toward her and allow her to bear his true heir. If Gunvald were to learn the truth, he would put Ulkora to death. +Source: Icewind Dale: Rime of the Frostmaiden p. 305 + + + + Hare + T + beast + Unaligned + 13 + 1 (1d4-1) + walk 20 ft., burrow 5 ft. + 1 + 17 + 9 + 2 + 11 + 4 + + Perception +2, Stealth +5 + 12 + + 0 + + + + + + + Escape + The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. + + Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather. +Source: Icewind Dale: Rime of the Frostmaiden p. 294 + + + + Headless Iron Golem + L + construct + Unaligned + 20 (natural armor) + 150 (10d10+50) + walk 30 ft. + 24 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Fire Absorption + Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Headless + It is blinded and deafened, giving it disadvantage on all its attack rolls, and it can't use its Poison Breath. + + + Multiattack + The golem makes two melee attacks. + + + Slam + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 20 (3d8 + 7) bludgeoning damage. + Slam|+13|3d8+7 + + + Sword + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 23 (3d10 + 7) slashing damage. + Sword|+13|3d10+7 + + The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison. +An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine. +Source: Icewind Dale: Rime of the Frostmaiden p. 244 + + + + Hengar Aesnvaard + M + humanoid (human) + Neutral Good + 16 (studded leather armor, shield) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5, Survival +5 + 11 + Any one language (usually Common) + 5 + + + + + + + Brave + Hengar has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when Hengar hits with it (included in the attack). + + + Multiattack + Hengar makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Parry + Hengar adds 3 to his AC against one melee attack that would hit him. To do so, Hengar must see the attacker and be wielding a melee weapon. + + Human champion of the Reghed Tribe of the Elk. +Source: Icewind Dale: Rime of the Frostmaiden p. 215 + + + + Hypnos Magen + M + construct + Unaligned + 12 + 34 (4d8+16) + walk 30 ft. + 10 + 14 + 18 + 14 + 10 + 7 + + + 10 + understands the languages of its creator but can't speak, telepathy 30 ft. + 1 + + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + + + Fiery End + If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying. + + + Magic Resistance + The magen has advantage on saving throws against spells and other magical effects. + + + Unusual Nature + The magen doesn't require air, food, drink, or sleep. + + + Psychic Lash + The magen's eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage. + Psychic Lash||2d10 + + + Suggestion + The magen casts the suggestion spell (save DC 12), requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen's suggestion spell for the next 24 hours. The magen's spellcasting ability is Intelligence. + + Hypnos magen are telepathic and use their power of suggestion to control others. Their creators use them to force enemies to withdraw or surrender. +A hypnos magen carries no weapons, relying entirely on its psychic abilities to manipulate and harm other creatures. +Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods. +Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates. +Source: Icewind Dale: Rime of the Frostmaiden p. 301 + + + + Ice Piercer + M + monstrosity + Unaligned + 15 (natural armor) + 22 (3d8+9) + walk 5 ft., climb 5 ft. + 10 + 13 + 16 + 1 + 7 + 3 + + Stealth +5 + 8 + + 1/2 + + cold + + + blindsight 30 ft., darkvision 60 ft. + + False Appearance + While the ice piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite. + + + Spider Climb + The ice piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Drop + Melee Weapon Attack: +3 to hit, one creature directly underneath the ice piercer. 10 (3d6) piercing damage plus 10 (3d6) cold damage. Miss: The ice piercer takes half the normal falling damage for the distance fallen. + Drop|+3|3d6 + + Auril the Frostmaiden has transformed icicles into creatures that resemble piercers. +Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in silence to impale unsuspecting foes on the ground below. +A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations. +Source: Icewind Dale: Rime of the Frostmaiden p. 226 + + + + Ice Troll + L + giant + Chaotic Evil + 16 (natural armor) + 115 (10d10+60) + walk 30 ft. + 18 + 8 + 22 + 7 + 9 + 7 + + Perception +2 + 12 + Giant + 8 + + cold + + + darkvision 60 ft. + + Cold Aura + While it's alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll's turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the troll takes 10 (3d6) cold damage. + + + Keen Smell + The ice troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The ice troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The ice troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 9 (2d8) cold damage. + Bite|+7|1d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 9 (2d8) cold damage. If the target takes any of the cold damage, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on its attack rolls until the end of its next turn. + Claw|+7|2d6+4 + + Ice trolls have all the meanness and hunger of common trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures. +Ice Troll Hearts. An ice troll's heart remains cold even after the troll's destruction. As long as the troll can't regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll's heart, once removed, becomes a harmless Tiny object with AC 13, 4 hit points, and immunity to all damage except fire damage. For the next 24 hours, the heart has the following magical properties: +• A creature that eats the heart gains the ability to regenerate for the next 24 hours, regaining 5 hit points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn't function at the start of its next turn. The creature dies only if it starts its turn with 0 hit points and doesn't regenerate. +• If buried in the ground under a foot or more of earth, the heart melts away and summons a blizzard like that created by the control weather spell. It takes 10 minutes for the heart to melt and the blizzard to form. The blizzard lasts for 8 hours. +• A hag or similar creature can perform a ritual that turns the heart into a magical talisman that acts like a patch of brown mold (see "Brown Mold" in the Dungeon Master's Guide). This effect lasts until the heart is destroyed. +• A creature proficient with alchemist's supplies can squeeze enough residual fluid out of the heart to mix with other alchemical ingredients, creating one Potion of Cold Resistance. It takes 1 hour to create this potion. +Source: Icewind Dale: Rime of the Frostmaiden p. 295 + + + + Icewind Kobold + S + humanoid (kobold) + Any alignment + 14 (hide armor) + 9 (2d6+2) + walk 30 ft., climb 20 ft. + 7 + 15 + 12 + 8 + 8 + 8 + Dex +4, Con +3 + Perception +1, Stealth +4, Survival +1 + 11 + Common, Draconic + 1/8 + + + + + darkvision 60 ft. + + Pack Tactics + The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Javelin + Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 30/120 ft., one target. 1 (1d6 - 2) piercing damage. + Javelin|+0|1d6-2 + + Kobolds can be found anywhere dragons are known to dwell, and those that live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to test the snow ahead of them. +Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don't feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another's shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker's Wisdom (Insight) check result. +Source: Icewind Dale: Rime of the Frostmaiden p. 296 + + + + Icewind Kobold Zombie + S + undead + Neutral Evil + 9 (scraps of hide armor) + 19 (3d6+9) + walk 20 ft. + 8 + 6 + 16 + 3 + 6 + 3 + Wis +0 + + 8 + understands Common and Draconic but can't speak + 1/8 + + poison + + poisoned + darkvision 60 ft. + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Unusual Nature + The zombie doesn't require air, food, drink, or sleep. + + + Javelin + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) piercing damage. + Javelin|+1|1d6-1 + + The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells. The cold climate helps to preserve their dead flesh. +Source: Icewind Dale: Rime of the Frostmaiden p. 297 + + + + Isarr Kronenstrom + M + humanoid (human) + Chaotic Evil + 15 (hide armor) + 117 (18d8+36) + walk 30 ft. + 16 + 16 + 15 + 14 + 15 + 16 + + Athletics +6, Intimidation +6, Perception +5, Stealth +6, Survival +5 + 15 + Common + 8 + + + + + darkvision 60 ft. + + Blood Frenzy + Isarr has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Indomitable (3/Day) + Isarr can reroll a saving throw he fails. He must use the new roll. + + + Keen Hearing and Smell + Isarr has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Multiattack + Isarr makes three melee attacks. + + + Sickle + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, plus 13 (2d12) piercing damage if the target has no allies it can see within 10 feet of it. + Sickle|+6|1d4+3 + + + Heavy Crossbow + Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. 8 (1d10 + 3) piercing damage. + Heavy Crossbow|+6|1d10+3 + + The Wolf Tribe has been without a king or queen for years. Its most powerful chieftain, Isarr Kronenstrom, is a psychotic brute who worships Malar the Beast Lord. He hunts Ten-Towners for sport, bathes in their blood, and strikes fear into the hearts of his enemies. Several members of Isarr's clan have deserted him or been killed off, but the few that remain are fiercely loyal. They believe, incorrectly, that he's the Chosen of Malar. +Although Isarr calls himself the Wolf King, few others in the Wolf Tribe support him in that claim, but the other Wolf clan chieftains are too weak and disorganized to challenge him. +Source: Icewind Dale: Rime of the Frostmaiden p. 307 + + + + Jarund Elkhardt + M + humanoid (human) + Neutral + 14 (hide armor, shield) + 104 (16d8+32) + walk 30 ft. + 18 + 10 + 15 + 12 + 14 + 18 + Con +5, Wis +5 + Athletics +7, Intimidation +7, Survival +5 + 12 + Common, Dwarvish + 5 + + + + + + + Brute + A melee weapon deals one extra die of its damage when Jarund hits with it (included in the attack). + + + Multiattack + Jarund makes three melee attacks. + + + Warhammer + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage when used with two hands. + Warhammer|+7|2d8+4 + + + Shield + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 11 (2d6 + 4) bludgeoning damage, and Jarund pushes the target 5 feet away from him if it's Large or smaller. Jarund then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Jarund, that creature can make an attack against the target as a reaction. + Shield|+7|2d6+4 + + + Javelin + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|+7|2d6+4 + + The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty years old—ancient by tribal standards. He has led the Elk Tribe for over half his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with friends and peace with his enemies, and has led warriors he knew as babes to their deaths in battle. The strain of his long years of rule is etched on his weather-worn face. +Jarund's late son, Jarund Twice-Born, was killed almost a decade ago while trying to bring down a cave bear, leaving Jarund without an heir. He has failed to produce another child with his wife, Wynneth, and his mistress, Froya, so the future of his royal line remains uncertain. +Auril's unyielding winter concerns Jarund deeply, and he often turns to his shaman, Mjenir, for guidance. The king respects the shaman's understanding of gods and spirits, and the fact that both men have lost their sons serves to strengthen the bond between them. Mjenir believes that the only way to break Auril's spell is to slay the goddess in her home, but Jarund believes that his warriors aren't strong enough to accomplish that task alone. +Source: Icewind Dale: Rime of the Frostmaiden p. 305 + + + + Kadroth + M + humanoid (tiefling) + Lawful Evil + 13 (leather armor) + 33 (6d8+6) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + Deception +4, Persuasion +4, Religion +2 + 11 + Common, Infernal + 2 + fire + + + + darkvision 60 + + Dark Devotion + The fanatic has advantage on saving throws against being charmed or frightened. + + + Multiattack + The fanatic makes two melee attacks. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Spellcasting + The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): command, inflict wounds, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + From this usurped office, he coordinates all cult activities in Ten-Towns. It's a role he carved out for himself by asserting that he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason to do so. +For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning fireplace and drawing inspiration from its crackling flames. The slightest disturbance upsets him. +Kadroth appreciates the wisdom of maintaining the illusion that Speaker Crannoc Siever is still in charge, if only to keep Caer-Dineval's townsfolk from becoming restless. Thus, when necessary, Kadroth has the town speaker brought to his office to sign official documents. +Source: Icewind Dale: Rime of the Frostmaiden p. 42 + + + + Kingsport + M + beast + Unaligned + 11 + 5 (1d8+1) + walk 20 ft., swim 40 ft. + 6 + 12 + 12 + 10 + 10 + 4 + + + 10 + Common + 0 + + + + + blindsight 30 ft. (blind beyond this radius) + + Hold Breath + Kingsport can hold its breath for 20 minutes. + + + Beak + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Beak|+3|1d4+1 + + Scrivenscry is an arcanaloth who always refers to itself in the third person. It has a fondness for black licorice, strips of which it keeps in the pockets of its robe. The fiend is attended by Kingsport, a blind, albino giant penguin under the effect of an awaken spell. +Scrivenscry's anxious penguin servant, Kingsport, was promised a life of enlightenment. The truth is that Kingsport was turned into Scrivenscry's lackey, who lives in fear of his cruel, unpredictable master. The blind giant penguin hopes to be free of the arcanaloth one day. +Source: Icewind Dale: Rime of the Frostmaiden p. 243 + + + + Knight of the Black Sword + M + humanoid (any race) + Any Non-Good Alignment + 13 (leather armor) + 33 (6d8+6) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + Deception +4, Persuasion +4, Religion +2 + 11 + Common, Infernal + 2 + + + + + + + Dark Devotion + The fanatic has advantage on saving throws against being charmed or frightened. + + + Icy Doom + When the cultist dies, its corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead. + + + Multiattack + The fanatic makes two melee attacks. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Spellcasting + The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): command, inflict wounds, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. +Source: Icewind Dale: Rime of the Frostmaiden p. 259 + + + + Knucklehead Trout + S + beast + Unaligned + 12 + 7 (2d6) + walk 0 ft., swim 30 ft. + 14 + 14 + 11 + 1 + 6 + 1 + + + 8 + + 0 + + + + + darkvision 60 ft. + + Water Breathing + The trout can breathe only underwater. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Tail + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Tail|+4|1d4+2 + + The tasty and tenacious knucklehead trout can't easily be caught in nets. Moreover, using a line to reel in such a strong fish is a significant undertaking. Incautious fishers who get pulled into freezing water can quickly die, particularly if they're weighed down by heavy furs and cloaks. +A male knucklehead trout can weigh 70 pounds or more. The females tend to be smaller, weighing about 50 pounds. Both are prized for their ivory-like bones. +Source: Icewind Dale: Rime of the Frostmaiden p. 295 + + + + Kobold Vampire Spawn + S + undead + Neutral Evil + 14 + 39 (6d6+18) + walk 30 ft., climb 20 ft. + 10 + 18 + 16 + 8 + 8 + 8 + Dex +6, Wis +1 + Perception +1, Stealth +6 + 11 + Common, Draconic + 3 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Pack Tactics + The vampire has advantage on an attack roll against a creature if at least one of the vampire's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Regeneration + The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn. + + + Unusual Nature + The vampire doesn't require air. + + + Vampire Weaknesses + The vampire has the following flaws: + + + Forbiddance + The vampire can't enter a residence without an invitation from one of the occupants. + + + Harmed by Running Water + The vampire takes 20 acid damage when it starts its turn in running water. + + + Stake to the Heart + The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + + + Sunlight Hypersensitivity + The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 6 (1d4 + 4) piercing damage plus 5 (2d4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + Bite|+6|1d4+4 + + The gnoll vampire Tekeli-li has a small number of kobold vampire spawn minions to keep it company in the Caves of Hunger (see chapter 6). The vampiric kobolds are terrified of the gnoll vampire and can't understand its commands, so they give Tekeli-li a wide berth. These ravenous undead kobolds thirst for blood and tend to swarm one foe at a time. +Source: Icewind Dale: Rime of the Frostmaiden p. 297 + + + + Living Bigby's Hand + L + construct + Unaligned + 20 (natural armor) + 52 (5d10+25) + walk 0 ft., fly 60 ft. + 26 + 10 + 20 + 1 + 10 + 1 + Dex +2, Wis +2 + Perception +2, Stealth +2 + 12 + + 4 + + poison + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious + darkvision 60 ft. + + Magic Resistance + The living spell has advantage on saving throws against spells and other magical effects. + + + Unusual Nature + The living spell doesn't require air, food, drink, or sleep. + + + Force Fist + Melee Spell Attack: +10 to hit, reach 5 ft., one target. 26 (4d8 + 8) force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks. + Force Fist|+10|4d8+8 + + + Grasping Hand + The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the grapple ends, the target takes 15 (2d6 + 8) bludgeoning damage at the start of each of its turns. The living spell can grapple only one creature at a time and can't use Force Fist until the grapple ends. + Grasping Hand||2d6+8 + + A living Bigby's hand is a Large, hovering hand of shimmering, translucent force. It often serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster. +Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. +Source: Icewind Dale: Rime of the Frostmaiden p. 298 + + + + Living Blade of Disaster + S + construct + Chaotic Evil + 14 (natural armor) + 67 (9d6+36) + walk 0 ft., fly 30 ft. + 10 + 16 + 19 + 6 + 10 + 3 + + + 10 + + 8 + + poison; bludgeoning, piercing, slashing from nonmagical attacks + + blinded, deafened, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious + darkvision 60 ft. + + Magic Resistance + The living spell has advantage on saving throws against spells and other magical effects. + + + Unfettered + The living spell can move through any barrier, even a wall of magical force. + + + Unusual Nature + The living spell doesn't require air, food, drink, or sleep. + + + Force Blade + Melee Spell Attack: +6 to hit, reach 5 ft., one target. 26 (4d12) force damage, unless the living spell rolled an 18 or higher on the d20 for the attack, in which case the attack is a critical hit that deals 78 (12d12) force damage instead. + Force Blade|+6|4d12 + + + Preemptive Strike + The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell. + + A living blade of disaster is a blade of disaster spell (see appendix D) with a wicked will of its own. It looks like a floating, black planar rift in the shape of a sword. Like a demon, it craves destruction. +Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. +Source: Icewind Dale: Rime of the Frostmaiden p. 299 + + + + Living Demiplane + M + construct + Unaligned + 10 + 31 (7d8) + walk 30 ft., climb 30 ft. + 1 + 10 + 10 + 1 + 10 + 1 + + + 10 + + 0 + + poison + + blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious + darkvision 60 ft. + + Dimensional Form + The living spell can enter another creature's space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can't detach from a solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see "Planar Destruction" below). + + + Extradimensional Chamber + When the living spell enters another creature's space (or vice versa) for the first time on a turn, the other creature must succeed on a DC 10 Dexterity saving throw or be pulled into the living spell's extradimensional space, an unfurnished stone chamber 30 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air. Magic that enables transit between planes, such as plane shift, can be used to escape the chamber, which has no exits otherwise. Creatures trapped inside the extradimensional chamber can't see, target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison and psychic damage, and immunity to bludgeoning, piercing, and slashing damage that is nonmagical. If any section is reduced to 0 hit points, the living spell and its chamber are destroyed (see "Planar Destruction" below). + + + Magic Resistance + The living spell has advantage on saving throws against spells and other magical effects. + + + Planar Destruction + The living spell is destroyed when it or a 5-foot-square section of its extradimensional chamber is reduced to 0 hit points, or when the living spell has no surface to attach to. When the living spell is destroyed, the contents of its extradimensional chamber are expelled, appearing as close to the living spell's previous location as possible. Each expelled creature appears in a randomly determined unoccupied space, along with whatever it is wearing or carrying. + + + Unusual Nature + The living spell doesn't require air, food, drink, or sleep. + + A living demiplane is a demiplane spell that has become vaguely self-aware. It is a shadowy rectangle, 5 feet wide and 10 feet high, which creeps along flat, solid surfaces and groans softly when it moves. +When a living demiplane encounters a creature small enough to fit through its doorway, it tries to pull that creature into itself, then deposits the victim in an extradimensional chamber. +Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. +Source: Icewind Dale: Rime of the Frostmaiden p. 299 + + + + Lonelywood Banshee + M + undead + Chaotic Evil + 12 + 58 (13d8) + walk 0 ft., fly 40 ft. + 1 + 14 + 10 + 12 + 11 + 17 + Wis +2, Cha +5 + + 10 + Common, Elvish + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Detect Life + The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations. + + + Incorporeal Movement + The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. + + + Spectral Longbow + Ranged Spell Attack: +4 to hit, range 150/600 ft., one target. 12 (3d6 + 2) necrotic damage. + Spectral Longbow|+4|3d6+2 + + + Horrifying Visage + Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours. + + + Wail (1/Day) + The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. + Wail (1/Day)||3d6 + + This banshee is the spectral remnant of a female elf warrior who was banished for a selfish, evil act. It wields a spectral longbow that shoots phantom arrows. There is only one banshee haunting the forest. If it's destroyed, it re-forms after 24 hours in a random location in the forest, damned to its eternal exile. +Source: Icewind Dale: Rime of the Frostmaiden p. 81 + + + + Mjenir + M + humanoid (human) + Neutral + 11 + 27 (5d8+5) + walk 30 ft. + 10 + 12 + 13 + 12 + 15 + 11 + + Medicine +4, Nature +3, Perception +4, Survival +4 + 14 + Druidic plus any two languages + 2 + + + + + + + Quarterstaff + Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh. + Quarterstaff|+2|1d6 + + + Spellcasting + Mjenir is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, shillelagh + • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + • 2nd level (3 slots): animal messenger, barkskin + + 4, 3 + druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin + With grand events having been set in motion, those sensitive to prophecy have begun to experience dreams and visions. One such person is Mjenir, a fifty-year-old shaman of the Reghed Elk Tribe, who received a vision about the characters' journey to the Reghed Glacier. +Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance. +Source: Icewind Dale: Rime of the Frostmaiden p. 215 + + + + Mountain Goat + M + beast + Unaligned + 11 + 13 (2d8+4) + walk 40 ft., climb 30 ft. + 14 + 12 + 14 + 2 + 10 + 5 + + + 10 + + 1/8 + + + + + + + Charge + If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. + + + Sure-Footed + The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Ram + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Ram|+4|1d6+2 + + Mountain goats are found throughout the Spine of the World and on the slopes of Kelvin's Cairn, their thick fur and layers of body fat protecting them from the extreme cold. They are expert climbers, able to leap and bound up sheer slopes. +Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate. +Source: Icewind Dale: Rime of the Frostmaiden p. 304 + + + + Nass Lantomir's Ghost + M + undead + Neutral Evil + 11 + 45 (10d8) + walk 0 ft., fly 40 ft. + 7 + 13 + 10 + 17 + 12 + 17 + + + 11 + Abyssal, Common, Draconic, Orc + 6 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Ethereal Sight + The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Withering Touch + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage. + Withering Touch|+6|4d6+3 + + + Etherealness + The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Horrifying Visage + Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed by a greater restoration spell, but only if it is cast within 24 hours. + + + Possession (Recharge 6) + One humanoid that the ghost can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + + Spellcasting + The ghost is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The ghost has the following wizard spells prepared: + Cantrips (at will): mage hand, message, prestidigitation, ray of frost + • 1st level (4 slots): detect magic, thunderwave + • 2nd level (3 slots): + • 3rd level (3 slots): counterspell + + 4, 3, 3 + mage hand, message, prestidigitation, ray of frost, detect magic, thunderwave, counterspell + Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn's relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn's suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself. +As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone. +One night while the others slept, Nass stole a Professor Skant (see appendix D) from one of her fellow wizards, Vellynne Harpell. Two of Vellynne's kobold companions witnessed the theft, and Nass killed them with Melf's acid arrow spells before fleeing with the orb. +Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. Characters who come upon Nass's frozen remains also find her spellbook and the orb she stole from Vellynne. +Familiar. Nass's magical familiar, a white arctic weasel acclimated to cold weather named Zelennor, watches over the wizard's frozen remains. It uses the weasel stat block in the Monster Manual but is a fey instead of a beast. If Zelennor is reduced to 0 hit points, Nass's ghost is unable to cast the find familiar spell in order to get it back. +Spellcasting. As a ghost, Nass can cast the spells she prepared prior to her death—except that the ghost can't cast spells that require material components, which limits its options. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use its 2nd-level spell slots to cast upgraded versions of the thunderwave spell. +Spellbook. The wooden covers of Nass's spellbook are bound in nothic hide, and silver clasps hold the book shut. Nass's personal sigil is inscribed on the spine, which also bears the title Lantomir's Traveling Libram. The tome contains the following spells: clairvoyance, cloud of daggers, counterspell, detect magic, detect thoughts, find familiar, Melf's acid arrow, Tenser's floating disk, and thunderwave. +Source: Icewind Dale: Rime of the Frostmaiden p. 272 + + + + Prisoner 237 + M + humanoid (human) + Lawful Evil + 11 + 32 (5d8+10) + walk 30 ft. + 9 + 13 + 14 + 17 + 10 + 15 + + Arcana +5, Deception +4, Persuasion +4 + 10 + Common, Draconic, Infernal, Orc + 1 + + + + + + + Shocking Grasp (Cantrip) + Melee Spell Attack: +5 to hit (with advantage on the attack if the target is wearing armor made of metal), reach 5 ft., one creature. 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn. + Shocking Grasp (Cantrip)|+5|2d8 + + + Spellcasting + Prisoner 237 is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): light*, message*, prestidigitation, shocking grasp (see "Actions" below) + • 1st level (4 slots): mage armor*, shield, sleep + • 2nd level (3 slots): arcane lock*, detect thoughts*, suggestion* + • 3rd level (2 slots): counterspell, lightning bolt* + *Prisoner 237 needs material components to cast these spells. + + 4, 3, 2 + light, message, prestidigitation, shocking grasp, mage armor, shield, sleep, arcane lock, detect thoughts, suggestion, counterspell, lightning bolt + Vaelish Gant, Prisoner 237 within the walls of Revel's End, is a member of the Arcane Brotherhood who first engaged in criminal activity by insinuating himself into the trade network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection racket in Bryn Shander and tried to turn the town against its speaker, Duvessa Shane, with the goal of supplanting her. He also tried to destabilize the economy of Ten-Towns. A party of adventurers thwarted his criminal ventures by capturing him. +Rather than put Gant to death for his crimes in Icewind Dale, the Council of Speakers in Ten-Towns made a deal with representatives of the Lords' Alliance to have Gant serve a life sentence in Revel's End, so as not to incur the Arcane Brotherhood's wrath. The Council of Speakers did this not realizing that Gant's scheme wasn't sanctioned by the Arcane Brotherhood but rather hatched by Gant himself, who intended to impress his superiors by pulling it off. +For a long time, Gant held out hope that the Arcane Brotherhood would apply pressure to secure his release, and that the Lords' Alliance would acquiesce to the brotherhood's demands rather than risk an all-out attack on Revel's End. But by now, Gant has been incarcerated long enough to reasonably conclude that no such rescue is forthcoming. His failed scheme was an embarrassment to the Arcane Brotherhood, which has clearly forsaken him. +Vaelish Gant is a mage who specializes in the arcane tradition of abjuration. Pompous and conniving, he never doubts that he's the smartest person in the room, and he makes sure everyone around him knows how he feels. +Gant has neither a spellbook nor material components for spellcasting, and he can't avail himself of his magic while locked in his cell due to the antimagic field that encompasses it. +Source: Icewind Dale: Rime of the Frostmaiden p. 160 + + + + Reghed Chieftain + M + humanoid (any race) + Any alignment + 16 (hide armor, shield) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5, Survival +5 + 11 + Common + 5 + + + + + + + Brave + The chieftain has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when the chieftain hits with it (included in the attack). + + + Multiattack + The chieftain makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Parry + The chieftain adds 3 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon. + + Reghed Nomads. Reghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold. +Although they originally descended from humans who were predominantly blue-eyed and fair-haired, the Reghed tribes have assimilated other folk, adding new blood to their dwindling ranks. There used to be more than four Reghed tribes, but the others have all disbanded over the past century, with many of their former members settling in Ten-Towns and abandoning their traditional ways. +The Reghed tribes rely on a nomadic lifestyle to survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts. +Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don't stay in one place for long. +Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra. +Source: Icewind Dale: Rime of the Frostmaiden p. 152 + + + + Reghed Great Warrior + M + humanoid (any race) + Any alignment + 16 (hide armor, shield) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5, Survival +5 + 11 + Common + 5 + + + + + + + Brave + The great warrior has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when the great warrior hits with it (included in the attack). + + + Multiattack + The great warrior makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Parry + The great warrior adds 3 to its AC against one melee attack that would hit it. To do so, the great warrior must see the attacker and be wielding a melee weapon. + + Reghed Nomads. Reghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold. +Although they originally descended from humans who were predominantly blue-eyed and fair-haired, the Reghed tribes have assimilated other folk, adding new blood to their dwindling ranks. There used to be more than four Reghed tribes, but the others have all disbanded over the past century, with many of their former members settling in Ten-Towns and abandoning their traditional ways. +The Reghed tribes rely on a nomadic lifestyle to survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts. +Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don't stay in one place for long. +Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra. +This great warrior is often the chieftain's spouse, sibling, offspring, or childhood friend—someone the chieftain trusts. +Source: Icewind Dale: Rime of the Frostmaiden p. 152 + + + + Reghed Shaman + M + humanoid (any race) + Any alignment + 11 + 27 (5d8+5) + walk 30 ft. + 10 + 12 + 13 + 12 + 15 + 11 + + Medicine +4, Nature +3, Perception +4, Survival +4 + 14 + Common, Druidic + 2 + + + + + + + Quarterstaff + Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh. + Quarterstaff|+2|1d6 + + + Spellcasting + The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, shillelagh + • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + • 2nd level (3 slots): animal messenger, barkskin + + 4, 3 + druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin + In public, the shaman dons a wooden mask carved in the likeness of a bear, an elk, a tiger, or a wolf, as befits the tribe. +Source: Icewind Dale: Rime of the Frostmaiden p. 152 + + + + Reghed Warrior + M + humanoid (any race) + Any alignment + 12 (hide armor) + 11 (2d8+2) + walk 30 ft. + 13 + 11 + 12 + 8 + 11 + 8 + + Survival +4 + 10 + Common + 1/8 + + + + + + + Pack Tactics + The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. +Source: Icewind Dale: Rime of the Frostmaiden p. 152 + + + + Reindeer + L + beast + Unaligned + 10 + 13 (2d10+2) + walk 50 ft. + 16 + 10 + 12 + 2 + 10 + 6 + + + 10 + + 1/4 + + + + + + + Charge + If the reindeer moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Ram|+5|1d6+3 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. 8 (2d4 + 3) bludgeoning damage. + Hooves|+5|2d4+3 + + +Source: Icewind Dale: Rime of the Frostmaiden + grassland, forest, hill + + + Seal + M + beast + Unaligned + 11 + 9 (2d8) + walk 20 ft., swim 40 ft. + 10 + 12 + 11 + 3 + 12 + 5 + + + 11 + + 0 + + + + + darkvision 60 ft. + + Hold Breath + The seal can hold its breath for 15 minutes. + + + Keen Smell + The seal has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 1 piercing damage. + + The seals native to the Sea of Moving Ice often beach themselves on ice floes and rocky shores. They are acclimated to the cold weather and feed primarily on small fish, squid, and clams. Seal pups have yellowish-white fur, which turns silvery gray as they enter adulthood. +Source: Icewind Dale: Rime of the Frostmaiden p. 308 + + + + Sephek Kaltro + M + undead + Neutral Evil + 12 + 75 (10d8+30) + walk 30 ft. + 16 + 14 + 16 + 11 + 16 + 18 + + Perception +5, Survival +5 + 15 + Common + 3 + + cold + + charmed, frightened + + + Cold Regeneration + If the temperature around him is 0 degrees Fahrenheit or lower, Sephek regains 5 hit points at the start of his turn. If he takes fire damage, this trait doesn't function at the start of Sephek's next turn. Sephek dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Sephek attacks twice with a weapon. + + + Ice Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if Sephek uses the weapon with two hands, plus 5 (2d4) cold damage. + Ice Longsword|+5|1d8+3 + + + Ice Dagger + Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage plus 5 (2d4) cold damage. + Ice Dagger|+5|1d4+3 + + + Innate Spellcasting + Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma. + + + Sephek Kaltro is a well-built man in his thirties. He has an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He is dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wears no armor or cold weather clothing and doesn't appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake. +Source: Icewind Dale: Rime of the Frostmaiden p. 23 + + + + Snow Golem + M + construct + Unaligned + 8 + 39 (6d8+12) + walk 10 ft. + 15 + 6 + 14 + 1 + 6 + 1 + + + 8 + + 3 + + cold, poison; bludgeoning, piercing, slashing from nonmagical attacks + fire + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Cold Absorption + Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Melt + While in an area of extreme heat, the golem loses 1d6 hit points at the start of each of its turns. + + + Unusual Nature + The golem doesn't require air, food, drink, or sleep. + + + Multiattack + The golem makes three melee attacks. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) cold damage. + Slam|+4|1d6+2 + + + Snowball + Ranged Weapon Attack: +0 to hit, range 60 ft., one target. 9 (2d6 + 2) cold damage. + Snowball|+0|2d6+2 + + A snow golem is a mass of snow brought to life through magic. Nonmagical weapons pass through its snowy form without dealing any appreciable damage to it, though heat is its doom. +Source: Icewind Dale: Rime of the Frostmaiden p. 308 + + + + Snowy Owlbear + L + monstrosity + Unaligned + 13 (natural armor) + 59 (7d10+21) + walk 40 ft., swim 30 ft. + 20 + 12 + 17 + 3 + 12 + 7 + + Perception +3 + 13 + + 3 + + + + + darkvision 60 ft. + + Keen Sight and Smell + The snowy owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Multiattack + The snowy owlbear makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage. + Beak|+7|1d10+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claws|+7|2d8+5 + + A snowy owlbear combines the physical features of a snowy owl and a polar bear. When not asleep or hibernating, it galumphs across the icy tundra in search of food. +Source: Icewind Dale: Rime of the Frostmaiden p. 309 + + + + Spellix Romwod + S + humanoid (gnome) + Chaotic Neutral + 14 (hide armor) + 33 (6d6+12) + walk 25 ft. + 6 + 15 + 14 + 15 + 9 + 16 + + Arcana +4, Deception +5, History +4 + 9 + Common, Draconic, Elvish, Gnomish, Goblin + 1/2 + + + + + darkvision 60 ft. + + Gnome Cunning + Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + Shocking Grasp (Cantrip) + Melee Spell Attack: +5 to hit (with advantage on the attack roll if the target is wearing armor made of metal), reach 5 ft., one creature. 4 (1d8) lightning damage, and the target can't take reactions until the start of its next turn. + Shocking Grasp (Cantrip)|+5|1d8 + + + Fire Bolt (Cantrip) + Ranged Spell Attack: +5 to hit, range 120 ft., one target. 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. + Fire Bolt (Cantrip)|+5|1d10 + + + Innate Spellcasting + Spellix's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: fire bolt*, mage hand, shocking grasp* + 3/day: silent image + 1/day each: chromatic orb, crown of madness, shield + *See "Actions" below. + + fire bolt, mage hand, shocking grasp, silent image, chromatic orb, crown of madness, shield + +Source: Icewind Dale: Rime of the Frostmaiden p. 144 + + + + Sperm Whale + G + beast + Unaligned + 13 (natural armor) + 189 (14d20+42) + walk 0 ft., swim 60 ft. + 26 + 8 + 17 + 3 + 12 + 5 + + + 11 + + 8 + + + + + blindsight 120 ft. + + Echolocation + The whale can't use its blindsight while deafened. + + + Hold Breath + The whale can hold its breath for 90 minutes. + + + Keen Hearing + The whale has advantage on Wisdom (Perception) checks that rely on hearing. + + + Multiattack + The whale makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the whale. A swallowed creature has total cover against attacks and other effects outside the whale, and it takes 3 (1d6) acid damage at the start of each of the whale's turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the whale. If the whale dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting prone. + Bite|+11|3d8+8 + Bite||1d6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 18 (3d6 + 8) bludgeoning damage, or 37 (6d6 + 16) bludgeoning damage if the target is an object. + Tail|+11|3d6+8 + + Sperm whales are toothed aquatic mammals that can grow to be up to 70 feet long. Their natural predators include whalers and fellow leviathans, such as dragon turtles and krakens. +Source: Icewind Dale: Rime of the Frostmaiden p. 309 + + + + Spitting Mimic + L + monstrosity (shapechanger) + Neutral + 14 (natural armor) + 85 (10d10+30) + walk 20 ft. + 21 + 12 + 17 + 9 + 15 + 10 + + Stealth +7 + 12 + + 5 + + acid + + prone + darkvision 60 ft. + + Shapechanger + The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Adhesive (Object Form Only) + The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 16). Ability checks made to escape this grapple have disadvantage. + + + False Appearance (Object Form Only) + While the mimic remains motionless, it is indistinguishable from an ordinary object. + + + Grappler + The mimic has advantage on attack rolls against any creature grappled by it. + + + Magic Resistance + The mimic has advantage on saving throws against spells and other magical effects. + + + Multiattack + The mimic attacks three times: twice with its pseudopods and once with its bite. + + + Pseudopods + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 10 (1d10 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. + Pseudopods|+8|1d10+5 + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage plus 7 (2d6) acid damage. + Bite|+8|1d10+5 + + + Spit Acid (Recharge 5-6) + The mimic spits acid at one creature it can see within 30 feet of it. The target must make a DC 14 Dexterity saving throw, taking 32 (9d6 + 1) acid damage on failed save, or half as much damage on a successful one. + Spit Acid (Recharge 5-6)||9d6+1 + + Mimics are shape-shifting monsters described in theMonster Manual. The variant presented here is a particularly large and voracious specimen—the result of Netherese experiments on ordinary mimics—that spits acid. +Source: Icewind Dale: Rime of the Frostmaiden p. 302 + + + + Telepathic Pentacle + H + monstrosity + Unaligned + 15 (natural armor) + 172 (15d12+75) + walk 30 ft., swim 30 ft., climb 30 ft. + 20 + 12 + 20 + 2 + 10 + 7 + + Perception +6 + 16 + + 8 + + + + + darkvision 60 ft. + + Hold Breath + The Telepathic Pentacle can hold its breath for 1 hour. + + + Multiple Heads + The Telepathic Pentacle has five heads. While it has more than one head, the Telepathic Pentacle has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + Whenever the Telepathic Pentacle takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the Telepathic Pentacle dies. + At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The Telepathic Pentacle regains 10 hit points for each head regrown in this way. + + + Reactive Heads + For each head the Telepathic Pentacle has beyond one, it gets an extra reaction that can be used only for opportunity attacks. + + + Wakeful + While the Telepathic Pentacle sleeps, at least one of its heads is awake. + + + Multiattack + The Telepathic Pentacle makes as many bite attacks as it has heads. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 10 (1d10 + 5) piercing damage. + Bite|+8|1d10+5 + + Months before Ythryn's fall, a circle of mages known as the Telepathic Pentacle tried to fuse their minds together to become a conjoined telepathic force. The procedure went terribly wrong, and their bodies and minds melded into a single monstrosity. Iriolarthas imprisoned the thing in this empty well so that its latent telepathic powers could be tapped by the city's elite. A short obituary is engraved around the lip of the well in Draconic: "Herein lie the immortal remains of the Telepathic Pentacle. Sit, meditate, and learn." +Source: Icewind Dale: Rime of the Frostmaiden p. 244 + + + + Tomb Tapper + H + construct + Lawful Neutral + 17 (natural armor) + 207 (18d12+90) + walk 30 ft., burrow 10 ft. + 22 + 10 + 21 + 14 + 14 + 11 + + Perception +6 + 16 + understands Common and Undercommon but doesn't speak, telepathy 60 ft. + 10 + lightning + cold, fire + + charmed, frightened + blindsight 240 ft. (blind beyond this radius) + + Petrified Death + A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed. + + + Sense Magic + The tomb tapper senses magic within 30 feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead. + + + Tunneler + The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake. + + + Unusual Nature + The tomb tapper doesn't require air or sleep. + + + Multiattack + The tomb tapper makes two melee attacks with its sledgehammer or with its claws. If it hits the same creature with both claws, it can pull that creature within 5 feet of its mouth and make a bite attack against it. + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 22 (3d10 + 6) slashing damage. + Bite|+10|3d10+6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 16 (3d6 + 6) slashing damage. + Claw|+10|3d6+6 + + + Sledgehammer + Melee or Ranged Weapon Attack: +10 to hit, reach 15 ft. or range 30/120 ft., one target. 27 (6d6 + 6) bludgeoning or force damage (tomb tapper's choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper's feet if it doesn't have a hand free to catch the weapon. + Sledgehammer|+10|6d6+6 + + Seekers of Magic. Tomb tappers received their colloquial name from their habit of burrowing into the depths to plunder tombs, temples, and caves in search of magic items, which they bear off. They usually try to seize magic from beings that they encounter. +Magic is sacred to tomb tappers. They don't use any magic items they acquire, instead choosing to protect and venerate such items. Tappers spend their long lives in the search for the source of all magic, which they believe to be hidden deep in the Underdark. They are in awe of earth elementals, believing that they come directly from this source, and are reluctant to attack them. +Source: Icewind Dale: Rime of the Frostmaiden p. 310 + + + + Tribal Warrior Spore Servants + M + plant + Unaligned + 12 (hide armor) + 11 (2d8+2) + walk 20 ft. + 13 + 11 + 12 + 2 + 6 + 1 + + + 10 + + 1/8 + + + + blinded, charmed, frightened, paralyzed + blindsight 30 ft. (blind beyond this radius) + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + +Source: Icewind Dale: Rime of the Frostmaiden p. 52 + + + + Vellynne Harpell + M + humanoid (human) + Neutral + 13 (bracers of defense) + 67 (9d8+27) + walk 20 ft. + 10 + 12 + 17 + 18 + 15 + 13 + Int +6, Wis +4 + Arcana +6, History +6 + 12 + Common, Draconic, Dwarvish, Elvish, Orc + 4 + + + + + + + Special Equipment + Vellynne wears bracers of defense and carries a wand of magic missiles (see "Actions" below). + + + Vampiric Touch (3rd-Level Spell; Requires a Spell Slot) + Melee Spell Attack: +6 to hit, reach 5 ft., one creature. 10 (3d6) necrotic damage, and Vellynne regains hit points equal to half the necrotic damage dealt. If Vellynne casts this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd. + Vampiric Touch (3rd-Level Spell; Requires a Spell Slot)|+6|3d6 + + + Chill Touch (Cantrip) + Ranged Spell Attack: +6 to hit, range 120 ft., one creature. 9 (2d8) necrotic damage, and the target can't regain hit points until the start of Vellynne's next turn. + Chill Touch (Cantrip)|+6|2d8 + + + Wand of Magic Missiles + While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the spell. She can increase the spell slot level by one for each additional charge she expends. The wand regains 1d6 + 1 expended charges daily at dawn. If the wand's last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed. + + + Spellcasting + Vellynne is an 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared: + Cantrips (at will): chill touch (see "Actions" below), light, mage hand, message, prestidigitation + • 1st level (4 slots): comprehend languages, detect magic, ray of sickness, Tasha's hideous laughter + • 2nd level (3 slots): darkvision, hold person, ray of enfeeblement + • 3rd level (3 slots): animate dead, Leomund's tiny hut, vampiric touch (see "Actions" below) + • 4th level (2 slots): arcane eye, blight + + 4, 3, 3, 2 + chill touch, light, mage hand, message, prestidigitation, comprehend languages, detect magic, ray of sickness, Tasha's hideous laughter, darkvision, hold person, ray of enfeeblement, animate dead, Leomund's tiny hut, vampiric touch, arcane eye, blight + Vellynne Harpell is a member of the prestigious Harpell family, based in the town of Longsaddle. Cold and dispassionate, she took to magic only a decade ago in her late forties and is skilled in the arcane tradition of necromancy. She has a lifelong struggle—a nervous disorder that manifests as trembling. It can affect her balance and her stride, but she has learned to cast her spells unimpeded by it. +Despite her firm grasp of the dark arts, she would not have been admitted into the Arcane Brotherhood without her family connections—a fact that sticks in her craw. +Vellynne brought a family heirloom with her to Icewind Dale: a professor orb (see appendix D) that she refers to by its proper name, Professor Skant. This orb has knowledge about Netheril that could be important if Vellynne locates the lost Netherese city buried under the Reghed Glacier. The orb was recently stolen by Nass Lantomir, one of Vellynne's rivals in the Arcane Brotherhood. Vellynne intends to get it back before resuming her quest to find Ythryn. +Companions. Since arriving in Icewind Dale, Vellynne has secured the services of six Icewind Kobold that act as her valets and guides. Two of them were killed by a Melf's acid arrow spell (cast by Vellynne's rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies. +If she is wounded, Vellynne can cast vampiric touch and use the spell to regain hit points at the kobolds' expense. +Familiar. Vellynne's familiar is a snowy owl, which the wizard uses as a scout. It uses the owl stat block in the Monster Manual but is a celestial instead of a beast. +Spellbook. Vellynne's spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer's personal sigil is written in goat's blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse, blindness/deafness, false life, find familiar, magic weapon, polymorph, protection from evil and good, remove curse, shield, and Tenser's floating disk. +Source: Icewind Dale: Rime of the Frostmaiden p. 273 + + + + Verbeeg Longstrider + L + giant + Neutral + 14 (hide armor) + 119 (14d10+42) + walk 50 ft. + 19 + 15 + 16 + 13 + 14 + 10 + Dex +5, Con +6, Wis +5 + Animal handling +5, Athletics +7, Stealth +5 + 12 + Common, Giant + 5 + + + + + + + Simple Weapon Wielder + A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack). + + + Multiattack + The verbeeg makes two melee attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 14 (3d6 + 4) piercing damage, or 17 (3d8 + 4) piercing damage if used to make a ranged attack or used with two hands to make a melee attack. + Spear|+7|3d6+4 + + + Sling + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 9 (3d4 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. + Sling|+5|3d4+2 + + + Innate Spellcasting + The verbeeg's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: + 1/day each: animal messenger, fog cloud, freedom of movement, pass without trace, silence, water walk + + animal messenger, fog cloud, freedom of movement, pass without trace, silence, water walk + Longstriders +Some verbeeg worship gods of nature and help defend the natural world. These even-tempered verbeeg are called longstriders and are blessed with innate spellcasting abilities. +Source: Icewind Dale: Rime of the Frostmaiden p. 311 + + + + Verbeeg Marauder + L + giant + Neutral Evil + 14 (hide armor, shield) + 85 (10d10+30) + walk 40 ft. + 19 + 11 + 16 + 11 + 10 + 9 + Dex +2, Con +5 + Animal handling +2, Athletics +6, Stealth +2 + 10 + Common, Giant + 4 + + + + + + + Simple Weapon Wielder + A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack). + + + Multiattack + The verbeeg makes two melee attacks. + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 14 (3d6 + 4) piercing damage, or 17 (3d8 + 4) piercing damage if used to make a ranged attack or used with two hands to make a melee attack. + Spear|+6|3d6+4 + + Marauders +Verbeeg conduct themselves like brigands, robbing people they come across in the wild. If food is scarce, they kill those same people and eat them. They prefer to dwell in forlorn places, often sharing territory with hill giants and ogres. It's not unusual to find a gang of hill giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of mammalian beasts and allow bears, wolves, worgs, and other predators to lair with them. They catch and keep horses, mules, sheep, goats, and cattle for food and trade. +Source: Icewind Dale: Rime of the Frostmaiden p. 311 + + + + Walrus + L + beast + Unaligned + 9 + 22 (3d10+6) + walk 20 ft., swim 40 ft. + 15 + 9 + 14 + 3 + 11 + 4 + + + 10 + + 1/4 + + + + + + + Hold Breath + The walrus can hold its breath for 10 minutes. + + + Tusks + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. + Tusks|+4|2d4+2 + + Walruses are bulky marine mammals that favor arctic climates and communicate by grunting and roaring. A typical adult specimen weighs at least 2,000 pounds. Humans hunt them for their meat, fat, skin, bones, and tusks. +Source: Icewind Dale: Rime of the Frostmaiden p. 312 + + + + Xardorok Sunblight + M + humanoid (dwarf) + Lawful Evil + 16 (chain mail) + 93 (11d8+44) + walk 25 ft. + 16 + 11 + 18 + 12 + 13 + 18 + Wis +4, Cha +7 + Arcana +4, Deception +7, Intimidation +7 + 11 + Common, Dwarvish + 5 + poison + + + + darkvision 120 ft. + + Duergar Resilience + Xardorok has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, Xardorok has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Xardorok attacks twice with a weapon or casts eldritch blast twice. + + + Spiked Gauntlet + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, or 8 (2d4 + 3) piercing damage while Xardorok is enlarged. + Spiked Gauntlet|+6|1d4+3 + + + Eldritch Blast (Cantrip) + Ranged Spell Attack: +7 to hit, range 120 ft., one creature. 9 (1d10 + 4) force damage. + Eldritch Blast (Cantrip)|+7|1d10+4 + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, Xardorok magically increases in size, along with anything he is wearing or carrying. While enlarged, Xardorok is Large, doubles his damage dice on Strength-based weapon attacks (included in his attacks), and makes Strength checks and Strength saving throws with advantage. If Xardorok lacks the room to become Large, he attains the maximum size possible in the space available. + + + Invisibility (Recharge 4-6) + Xardorok magically turns invisible until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if concentrating on a spell). Any equipment Xardorok wears or carries is invisible with him. + + + Hellish Rebuke (2/Day) + When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature that damaged him is engulfed in hellish flames and must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one. + + + Innate Spellcasting + Xardorok's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: eldritch blast (see "Actions" below), mage hand + 1/day each: hold person, suggestion + + eldritch blast, mage hand, hold person, suggestion + Xardorok Sunblight leads the Sunblight clan of duergar which, until recently, dwelled in the subterranean depths beneath the Spine of the World. In the guise of Deep Duerra, the duergar god of conquest, the archdevil Asmodeus visited Xardorok and urged him to conquer Icewind Dale, beginning with Ten-Towns. +Dark Obsession. Xardorok is obsessed with chardalyn and can't stand the thought of anyone else possessing it. He must have all the chardalyn that Icewind Dale has to offer and is using his ample supply to forge a dragon, which he plans to unleash upon Ten-Towns. See the sidebar for more information about chardalyn. +Father of Nine. Xardorok has been married three times and has sired nine children. He killed his first wife, Thizrun, for plotting to assassinate him. His second wife, Yrraska, was killed in a tunnel collapse along with two of their daughters. His third wife, Marral, was killed during a raid against a mind flayer enclave, along with another daughter and three sons. Xardorok killed his eldest son, Ulthoon, son of Thizrun, for plotting to overthrow him. His surviving offspring are two sons given to him by Marral, named Durth and Nildar. +Clad in Chardalyn. Xardorok wears the following nonmagical items fashioned from chardalyn: a nine-spired crown (two intact spires representing his two surviving sons, and seven partially broken-off spires representing his seven dead children), a suit of chain mail, and a spiked gauntlet. +Source: Icewind Dale: Rime of the Frostmaiden p. 287 + + + + Yeti Tyke + S + monstrosity + Chaotic Evil + 11 (natural armor) + 9 (2d6+2) + walk 20 ft., climb 20 ft. + 10 + 11 + 12 + 6 + 8 + 5 + + + 9 + understands Yeti but can't speak + 1/8 + + cold + + + darkvision 60 ft. + + Keen Smell + The yeti has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Claw + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) slashing damage plus 2 (1d4) cold damage. + Claw|+2|1d4 + + Yeti tykes are as volatile and mean as their parents, their fearsomeness diminished only by their size. Standing 3 feet tall on average, they like to bully creatures of their height or smaller. But they are easily intimidated by bigger and stronger creatures. A cowed yeti tyke can be controlled, at least for a while, but raising one to be anything other than a savage, flesh-eating predator is incredibly difficult (though not impossible). +Source: Icewind Dale: Rime of the Frostmaiden p. 313 + + + + Young Griffon (Medium) + M + monstrosity + Unaligned + 12 + 32 (5d6+15) + walk 30 ft., fly 80 ft. + 12 + 15 + 16 + 2 + 13 + 8 + + Perception +5 + 15 + + 1 + + + + + darkvision 60 ft. + + Keen Sight + The griffon has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The griffon makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Beak|+3|1d6+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage. + Claws|+3|2d4+1 + + A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle. +Source: Icewind Dale: Rime of the Frostmaiden p. 163 + + + + Young Griffon (Small) + S + monstrosity + Unaligned + 12 + 13 (2d6+6) + walk 30 ft., fly 80 ft. + 8 + 15 + 16 + 2 + 13 + 8 + + Perception +5 + 15 + + 1/4 + + + + + darkvision 60 ft. + + Keen Sight + The griffon has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The griffon makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d4) piercing damage. + Beak|+1|1d4 + + + Claws + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d4) slashing damage. + Claws|+1|1d4 + + A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle. +Source: Icewind Dale: Rime of the Frostmaiden p. 163 + + + + Young Griffon (Tiny) + T + monstrosity + Unaligned + 12 + 5 (1d4+3) + walk 30 ft., fly 40 ft. + 2 + 15 + 16 + 2 + 13 + 8 + + Perception +5 + 15 + + 0 + + + + + darkvision 60 ft. + + Keen Sight + The griffon has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The griffon makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 piercing damage. + + + Claws + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage. + + A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle. +Source: Icewind Dale: Rime of the Frostmaiden p. 163 + + + diff --git a/FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml b/FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml new file mode 100755 index 0000000..6be815e --- /dev/null +++ b/FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml @@ -0,0 +1,53 @@ + + + + Blade of Disaster + 9 + C + NO + + 60 feet + V, S + Concentration, up to 1 minute + Wizard + You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage). +As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. +The blade can harmlessly pass through any barrier, including a wall of force. +Source: Icewind Dale: Rime of the Frostmaiden p. 318 + 4d12 + 8d12 + 12d12 + + + Create Magen + 7 + T + NO + + Touch + V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed) + Instantaneous + Wizard + While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See appendix C for different kinds of magen and their statistics. +When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum. +Any magen you create with this spell obeys your commands without question. +Source: Icewind Dale: Rime of the Frostmaiden p. 318 + + + Frost Fingers + 1 + EV + NO + + Self (15-foot cone) + V, S + Instantaneous + Wizard + Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. +The cold freezes nonmagical liquids in the area that aren't being worn or carried. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. +Source: Icewind Dale: Rime of the Frostmaiden p. 318 + 2d8 + + diff --git a/FightClub5eXML/Sources/InfernalMachineRebuild.xml b/FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml similarity index 100% rename from FightClub5eXML/Sources/InfernalMachineRebuild.xml rename to FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml diff --git a/FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml b/FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml new file mode 100755 index 0000000..f9645e7 --- /dev/null +++ b/FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml @@ -0,0 +1,1384 @@ + + + + "The Demogorgon" + L + giant + Chaotic Neutral + 15 (natural armor) + 123 (13d12+39) + walk 40 ft. + 21 + 8 + 17 + 6 + 10 + 8 + + Perception +3 + 13 + Giant, Orc + 8 + + + + + darkvision 60 ft. + + Two Heads + The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + When one of the ettin's heads is asleep, its other head is awake. + + + Multiattack + The ettin makes two attacks: one with its battleaxe and one with its morningstar. + + + Battleaxe + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Battleaxe|+8|2d8+5 + + + Morningstar + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage. + Morningstar|+8|2d8+5 + + + Fire Breath (Recharge 5-6) + The ettin's right head exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||10d8 + + + Cold Breath (Recharge 5-6) + The ettin's left head exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath (Recharge 5-6)||10d8 + + + Gaze + The ettin turns its magical gaze toward one creature that it can see within 120 feet of it. That target must make a DC 14 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the ettin until the start of the ettin's next turn. If the target looks at the ettin in the meantime, it must immediately make the save. + If the target fails the save, it suffers one of the following effects of the ettin's choice or at random: + + + Beguiling Gaze + The target is stunned until the start of the ettin's next turn or until the ettin is no longer within line of sight. + + + Hypnotic Gaze + The target is charmed by the ettin until the start of the ettin's next turn. The ettin chooses how the charmed target uses its actions, reactions, and movement. + + + Insanity Gaze + The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the ettin's next turn. The ettin doesn't need to concentrate on the spell. + + +Source: Infernal Machine Rebuild p. 53 + + + + Andras + M + humanoid (any race) + Any Non-Good Alignment + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + 13 + Thieves' cant plus any two languages + 8 + poison + + + + + + Assassinate + During its first turn, Andras has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Andras scores against a surprised creature is a critical hit. + + + Evasion + If Andras is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Andras instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + Andras deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Andras that isn't incapacitated and Andras doesn't have disadvantage on the attack roll. + + + Keen Hearing and Sight + Andras advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + Andras makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. + Shortsword|+6|1d6+3 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. + Light Crossbow|+6|1d8+3 + + +Source: Infernal Machine Rebuild p. 31 + + + + Barbatos + M + humanoid (human) + Neutral Evil + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 13 + 14 + 10 + + Animal handling +5, Deception +3, Perception +5, Stealth +6 + 13 + Common + 6 + poison + + + + + + Rust Monster Cloak + Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits Barbatos is destroyed after dealing damage. + + + Heart of the Troll + Barbatos regains 10 hit points at the start of his turn. If Barbatos takes acid or fire damage, this trait doesn't function at the start of Barbatos's next turn. Barbatos dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Barbatos makes two bone shortsword attacks. + + + Bone Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bone Shortsword|+6|1d6+3 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious. The target regains consciousness if it takes damage or if another creature takes an action to shake it. + Light Crossbow|+6|1d8+3 + + + Cloak Sweep + Barbatos corrodes a nonmagical ferrous metal object he can see within 5 feet of himself. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid Barbatos's touch. + If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative 1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in Barbatos's Rust Monster Cloak trait. + + + Spellcasting + Barbatos is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following ranger spells prepared: + • 1st level (4 slots): ensnaring strike, hail of thorns, hunter's mark + • 2nd level (2 slots): locate animals or plants + + 4, 2 + ensnaring strike, hail of thorns, hunter's mark, locate animals or plants + +Source: Infernal Machine Rebuild p. 52 + + + + Brain in Iron + L + undead + Any alignment + 11 (natural armor) + 58 (9d8+18) + walk 0 ft. + 1 + 1 + 15 + 19 + 10 + 15 + Int +7, Cha +5 + + 10 + + 6 + + necrotic, poison, psychic + + charmed, exhaustion, frightened + darkvision 60 ft. + + Detect Sentience + The brain in iron can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. + + + Magic Resistance + The brain in iron has advantage on saving throws against spells and other magical effects. + + + Mind Blast (Recharge 5-6) + The brain in iron magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||2d8+4 + + + Innate Spellcasting (Psionics) + The brain in iron's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + At will: detect thoughts, mage hand, zone of truth + 3/day each: charm person, command, hold person + 1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter + + detect thoughts, mage hand, zone of truth, charm person, command, hold person, compulsion, hold monster, sleep, Tasha's hideous laughter + +Source: Infernal Machine Rebuild p. 48 + + + + Dwarven Worker + M + humanoid (dwarf) + Any Non-Good Alignment + 12 (leather armor) + 9 (2d8) + walk 25 ft. + 11 + 12 + 10 + 10 + 11 + 10 + + Deception +2, Religion +2 + 10 + any one language (usually Common), Dwarvish + 1/8 + poison + + + + darkvision 60 ft. + + Dark Devotion + The worker has advantage on saving throws against being charmed or frightened. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage. + Scimitar|+3|1d6+1 + + +Source: Infernal Machine Rebuild p. 15 + + + + Enhanced Medusa + M + monstrosity + Lawful Evil + 15 (natural armor) + 127 (17d8+51) + walk 30 ft. + 10 + 15 + 16 + 12 + 13 + 15 + + Deception +5, Insight +4, Perception +4, Stealth +5 + 14 + Common + 6 + + + + + darkvision 60 ft. + + Petrifying Gaze + When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. + If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. + + + Multiattack + The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow. + + + Snake Hair + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. + Snake Hair|+5|1d4+2 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+5|1d6+2 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. + Longbow|+5|1d8+2 + + +Source: Infernal Machine Rebuild p. 47 + desert + + + Grandfather Oak + H + plant + Chaotic Good + 16 (natural armor) + 138 (12d12+60) + walk 30 ft. + 23 + 8 + 21 + 12 + 16 + 12 + + + 13 + Common, Druidic, Elvish, Sylvan + 9 + bludgeoning, piercing + + fire + + + + False Appearance + While Grandfather Oak remains motionless, it is indistinguishable from a normal tree. + + + Siege Monster + Grandfather Oak deals double damage to objects and structures. + + + Multiattack + Grandfather Oak makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage. + Slam|+10|3d6+6 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+10|4d10+6 + + + Animate Trees (1/Day) + Grandfather Oak magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of Grandfather Oak. The tree remains animate for 1 day or until it dies; until Grandfather Oak dies or is more than 120 feet from the tree; or until Grandfather Oak takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. + + + Pacifying Spores (3/Day) + Grandfather Oak ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 17 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Infernal Machine Rebuild p. 5 + forest + + + Lynx Creatlach + M + undead (tiefling) + Lawful Evil + 13 (leather armor) + 136 (16d8+64) + walk 30 ft. + 18 + 14 + 18 + 13 + 16 + 18 + Str +7, Con +7, Wis +6, Cha +7 + + 13 + Common, Infernal + 5 + necrotic, psychic + poison + + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60ft. + + Special Equipment + Lynx's crystal eye is a magically shrunken crystal ball of true seeing. One of her teeth is a refashioned ring of mind shielding, while another has been magicked to place her under a permanent Nystul's magic aura spell, concealing the magic of these items and hiding her true nature from magic or features that can detect undead. + + + Aversion of Fire + If Lynx takes fire damage, she has disadvantage on attack rolls and ability checks until the end of her next turn. + + + Immutable Form + Lynx is immune to any spell or effect that would alter her form. + + + Lightning Absorption + Whenever Lynx is subjected to lightning damage, she takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + Lynx has advantage on saving throws against spells and other magical effects. + + + Regeneration + Lynx regains 10 hit points at the start of her turn. If she takes fire or radiant damage, this trait doesn't function at the start of her next turn. Lynx's body is destroyed only if she starts her turn with 0 hit points and doesn't regenerate. + + + Turn Immunity + Lynx is immune to effects that turn undead. + + + Multiattack + Lynx makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Shortsword|+7|1d6+4 + + Out on Loan. +------ +The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the "Special Equipment" section of their stat blocks) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel. +------ +Source: Infernal Machine Rebuild p. 54 + + + + Moghadam + M + humanoid (human) + Neutral Evil + 14 (breastplate) + 104 (19d8+19) + walk 30 ft. + 10 + 12 + 13 + 19 + 16 + 16 + Con +5, Int +8, Wis +7 + Arcana +8, Insight +7, Medicine +7 + 13 + Abyssal, Common, Dwarvish, Infernal, Undercommon + 12 + + + + + + + Special Equipment + Moghadam wields Ruinblade (see appendix C). + + + Artificial Mind + Moghadam can manifest an artificial mind as a floating spectral image of a demilich's jeweled skull. Moghadam can communicate telepathically with this mind, send it up to 300 feet away from him, and see and hear through it. + + + Infoportation (1/Day) + Moghadam can teleport himself into an unoccupied space next to his artificial mind. + + + Ruinblade + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage. + Ruinblade|+6|2d6+2 + + + Blight (1/Day) + While wielding Ruinblade, Moghadam can cast the blight spell (DC 15). + + + Disintegrate (1/7 Days) + While wielding Ruinblade, Moghadam can cast the disintegrate spell against any nonmagical object or creation of magical force. + + + Information Overload (Recharge 5-6) + Moghadam overloads the thoughts of one creature within 5 feet of either himself or his artificial mind. The target must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage, and the next attack roll made against the target before the end of Moghadam's next turn has advantage. + Information Overload (Recharge 5-6)||4d8+4 + + + Spellcasting + Moghadam is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following artificer spells prepared: + Cantrips (at will): dancing lights, light, message, shocking grasp + • 1st level (4 slots): comprehend languages, cure wounds, grease, identify + • 2nd level (3 slots): detect thoughts, invisibility, heat metal + • 3rd level (3 slots): dispel magic, flame arrows, hypnotic pattern + • 4th level (3 slots): fabricate, stone shape, stoneskin + • 5th level (1 slots): creation + + 4, 3, 3, 3, 1 + dancing lights, light, message, shocking grasp, comprehend languages, cure wounds, grease, identify, detect thoughts, invisibility, heat metal, dispel magic, flame arrows, hypnotic pattern, fabricate, stone shape, stoneskin, creation + +Source: Infernal Machine Rebuild p. 55 + + + + Neo-Otyugh + H + aberration + Neutral + 16 (natural armor) + 150 (12d12+72) + walk 30 ft. + 20 + 11 + 22 + 12 + 13 + 6 + Con +9 + + 11 + Otyugh + 7 + + + + poisoned + darkvision 120 ft. + + Limited Telepathy + The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. + + + Multiattack + The neo-otyugh makes three attacks: one with its bite and two with its tentacles. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. + Bite|+8|2d10+5 + + + Tentacle + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 10 (1d10 + 5) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. The neo-otyugh has two tentacles, each of which can grapple one target. + Tentacle|+8|1d10+5 + + + Tentacle Slam + The neo-otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 16 Constitution saving throw or take 15 (3d6 + 5) bludgeoning damage and be stunned until the end of the neo-otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. + Tentacle Slam||3d6+5 + + + Innate Spellcasting (Psionics) + The neo-otyugh's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components: + At will: detect thoughts + 1/day each: command, hold person + + detect thoughts, command, hold person + A neo-otyugh is a stronger, more intelligent version of an otyugh—a grotesque aberration sporting three legs, snake-like tentacles, and a perpetually ravenous maw. Like an otyugh, a neo-otyugh buries itself under mounds of offal and carrion to ambush prey. Their improved intellect and innate spellcasting makes them especially effective against humanoid targets, as they use their powers of control to split off a straggler from a party, then attack. +Source: Infernal Machine Rebuild p. 75 + + + + Seodra + M + humanoid (any race) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + + Earth Walk + Seodra can move across difficult terrain made of earth or stone without expending extra movement. + + + Treasure Sense + Seodra can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of her. + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Seodra adds 2 to its AC against one melee attack that would hit it. To do so, Seodra must see the attacker and be wielding a melee weapon. + + +Source: Infernal Machine Rebuild p. 41 + + + + Sir Ursas + M + humanoid (human) + Lawful Evil + 20 (plate armor, shield) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + 11 + Common, Infernal + 5 + fire + + + + + + Special Equipment + Sir Ursas wears a ring of mind shielding and plate armor of fire resistance. + + + Brave + Sir Ursas has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when Sir Ursas hits with it (included in his attack). + + + Multiattack + Sir Ursas makes three melee attacks or two ranged attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Parry + Sir Ursas adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon. + + Out on Loan. +------ +The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the "Special Equipment" section of their stat blocks) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel. +------ +Source: Infernal Machine Rebuild p. 56 + + + + Skeletal Giant Owl + L + beast + Neutral + 12 + 19 (3d10+3) + walk 5 ft., fly 60 ft. + 13 + 15 + 12 + 8 + 13 + 10 + + Perception +5, Stealth +4 + 15 + Giant Owl, understands Common, Elvish, and Sylvan but can't speak them + 1/4 + + + + + darkvision 120 ft. + + Flyby + The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Keen Hearing and Sight + The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Talons + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (2d6 + 1) slashing damage. + Talons|+3|2d6+1 + + +Source: Infernal Machine Rebuild p. 33 + forest, hill, arctic + + + Skeletal Owlbear + L + monstrosity + Unaligned + 13 (natural armor) + 59 (7d10+21) + walk 40 ft. + 20 + 12 + 17 + 3 + 12 + 7 + + Perception +3 + 13 + + 3 + + + + + darkvision 60 ft. + + Keen Sight and Smell + The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Multiattack + The owlbear makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage. + Beak|+7|1d10+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claws|+7|2d8+5 + + +Source: Infernal Machine Rebuild p. 36 + forest + + + Skeletal Polar Bear + L + beast + Unaligned + 12 (natural armor) + 42 (5d10+15) + walk 40 ft., swim 30 ft. + 20 + 10 + 16 + 2 + 13 + 7 + + Perception +3 + 13 + + 2 + + + + + + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. + Bite|+7|1d8+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claws|+7|2d6+5 + + +Source: Infernal Machine Rebuild p. 34 + underdark, arctic + + + Skeletal Two-Headed Owlbear + L + monstrosity + Unaligned + 13 (natural armor) + 59 (7d10+21) + walk 40 ft. + 20 + 12 + 17 + 3 + 12 + 7 + + Perception +3 + 13 + + 3 + + + + + darkvision 60 + + Two Heads + The two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + When one of the owlbear's heads is asleep, its other head is awake. + + + Multiattack + The two-headed owlbear makes three attacks: two with its beaks and one with its claws. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d10 + 5) piercing damage. + Beak|+7|1d10+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claws|+7|2d8+5 + + +Source: Infernal Machine Rebuild p. 36 + + + + Stolos + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 91 (14d8+28) + walk 30 ft. + 9 + 14 + 15 + 12 + 12 + 18 + Wis +4, Cha +7 + Arcana +4, History +4 + 11 + any two languages, telepathy 30 ft. + 6 + psychic + + + + darkvision 60 ft. + + Whispering Aura + At the start of each of Stolos's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that Stolos isn't incapacitated. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Innate Spellcasting + Stolos's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: + At will: detect magic, jump, levitate, mage armor (self only), speak with dead + 1/day each: arcane gate, true seeing + + + Spellcasting + Stolos is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp + • 5th level (3 slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch + + 3 + detect magic, jump, levitate, mage armor, speak with dead, arcane gate, true seeing, chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp, armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch + +Source: Infernal Machine Rebuild p. 33 + desert, hill, mountain, underdark, urban + + + Tarnhem + H + fiend (demon) + Chaotic Evil + 19 (natural armor) + 262 (21d12+126) + walk 40 ft., fly 80 ft. + 26 + 15 + 22 + 20 + 16 + 22 + Str +14, Con +12, Wis +9, Cha +12 + + 13 + Abyssal, telepathy 120 ft. + 19 + cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks + fire, poison + + poisoned + truesight 120 ft. + + Death Throes + When Tarnhem dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys Tarnhem's weapons. + + + Fire Aura + At the start of each of Tarnhem's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Tarnhem or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. + + + Magic Resistance + Tarnhem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Tarnhem's weapon attacks are magical. + + + Fist of Retribution + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 13 (2d4 + 8) bludgeoning damage plus 7 (2d6) fire damage. + Fist of Retribution|+14|2d4+8 + + + Multiattack + Tarnhem makes two attacks: one with its longsword and one with its whip. + + + Longsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If Tarnhem scores a critical hit, it rolls damage dice three times, instead of twice. + Longsword|+14|3d8+8 + + + Whip + Melee Weapon Attack: +14 to hit, reach 30 ft., one target. 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Tarnhem. + Whip|+14|2d6+8 + + + Teleport + Tarnhem magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A balor has a 50 chance of summoning 1d8 vrock, 1d6 hezrou, 1d4 glabrezu, 1d3 nalfeshnee, 1d2 marilith, or one goristro. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + +Source: Infernal Machine Rebuild p. 19 + + + + Thessalar + M + humanoid (human) + Neutral Evil + 14 (breastplate) + 104 (7d10+14) + walk 30 ft. + 10 + 12 + 13 + 19 + 16 + 16 + Con +5, Int +8, Wis +7 + Animal handling +7, Arcana +8, Insight +7, Medicine +7 + 13 + Common, Draconic, Elvish, Primordial + 12 + + acid, poison + + poisoned + + + Special Equipment + Thessalar wields a +1 dagger coated with thessaltoxin poison (see appendix C). + + + Alchemical Homunculus + Thessalar is accompanied by his thessalars homunculus. If the mending spell is cast on it, the homunculus regains 2d6 hit points. + + + Healing Toxicity + Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar equal to the amount the item would normally heal. + + + Greater Restoration (1/Day) + Thessalar can cast greater restoration if he has access to alchemical supplies. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 15 Constitution saving throw. On a failed save, the target is affected as if by the polymorph spell, transforming into a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest. + Dagger|+5|1d4+1 + + + Spellcasting + Thessalar is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following artificer spells prepared: + Cantrips (at will): light, mending, message, shocking grasp + • 1st level (4 slots): alarm, cure wounds, identify, ray of sickness + • 2nd level (3 slots): invisibility, Melf's acid arrow, web + • 3rd level (3 slots): dispel magic, haste, stinking cloud + • 4th level (3 slots): blight, Mordenkainen's faithful hound, Otiluke's resilient sphere + • 5th level (1 slots): cloudkill + + 4, 3, 3, 3, 1 + light, mending, message, shocking grasp, alarm, cure wounds, identify, ray of sickness, invisibility, Melf's acid arrow, web, dispel magic, haste, stinking cloud, blight, Mordenkainen's faithful hound, Otiluke's resilient sphere, cloudkill + Thessalar was a master alchemist and creator of monsters, whose own blood was said to possess dire magical properties. +He is vainglorious, egotistical, and utterly ruthless in furthering his research. His career began as a priest in the service of Moloch, where he rose through the ranks before eventually taking over the temple as a working laboratory. Most of his experiments have involved the pursuit of new forms of life, resulting in such creatures as the thessalhydra and the owlbear. In recent years, he has also researched the prolonging of life—namely his own. Thessalar hopes that by becoming a lich, his research and experiments can continue indefinitely. +Over time, Thessalar has subjected himself to so many of his own experiments that his blood has taken on alchemical and magical properties. He regularly uses it as the basis for many of the reagents used throughout his labs. +Source: Infernal Machine Rebuild p. 57 + + + + Thessalar's Homunculus + T + construct + Neutral + 13 (natural armor) + 5 (2d4) + walk 20 ft., fly 40 ft. + 4 + 15 + 11 + 10 + 10 + 7 + + + 10 + understands the languages of its creator but can't speak + 0 + + poison + + charmed, poisoned + darkvision 60 ft. + + Telepathic Bond + While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. + + + Acidic Spittle + Ranged Weapon Attack: +4 to hit, range 30ft., one target. 5 (1d6 + 2) acid damage. + Acidic Spittle|+4|1d6+2 + + +Source: Infernal Machine Rebuild p. 35 + + + + Thessalheart Construct + T + construct + Neutral + 15 (natural armor) + 7 (2d4+2) + walk 40 ft., climb 40 ft. + 4 + 15 + 12 + 10 + 10 + 7 + + + 10 + understands the languages of its creator but can't speak + 0 + + poison + + charmed, poisoned + darkvision 60 + + Telepathic Bond + While the construct is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 slashing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. + + A thessalheart construct is created with a connection to the life energy of another creature, allowing that creature to regenerate back from the dead as long as the construct is not destroyed. The artificer Thessalar created this crafty construct, and uses it to imbue his greater monstrous creations with even more power. +Source: Infernal Machine Rebuild p. 86 + + + + Thessalkraken + G + monstrosity (titan) + Chaotic Evil + 16 (natural armor) + 207 (18d12+90) + walk 20 ft., swim 60 ft. + 24 + 11 + 20 + 19 + 15 + 17 + Str +12, Dex +5, Con +10, Int +9, Wis +7 + + 12 + understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. + 14 + + acid; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, paralyzed + truesight 120 ft. + + Amphibious + The thessalkraken can breathe air and water. + + + Freedom of Movement + The thessalkraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. + + + Multiattack + The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use of Fling. + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 20 (3d8 + 7) piercing damage plus 5 (1d10) acid damage. If the target is a Medium or smaller creature grappled by the thessalkraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the thessalkraken, and it takes 21 (6d6) acid damage at the start of each of the thessalkraken's turns. + Bite|+12|3d8+7 + If the thessalkraken takes 35 damage or more on a single turn from a creature inside it, it must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the thessalkraken. If the thessalkraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. + + + Tentacle + Melee Weapon Attack: +12 to hit, reach 20 ft., one target. 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The thessalkraken has ten tentacles, each of which can grapple one target. + Tentacle|+12|3d6+7 + + + Fling + One Medium or smaller object held or creature grappled by the thessalkraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. + + + Acid Saliva (Recharge 5-6) + The thessalkraken spits a glob of acid at a point it can see within 60 feet of it. Each creature within 10 feet of that point must make a DC 18 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. + Acid Saliva (Recharge 5-6)||4d10 + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Tentacle Attack + The thessalkraken makes one tentacle attack. + + + Fling + The thessalkraken uses Fling. + + + Ink Cloud (Costs 3 Actions) + While underwater, the thessalkraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the thessalkraken. Each creature other than the thessalkraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the thessalkraken's next turn. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the thessalkraken takes a lair action to cause one of the following magical effects: + • A strong current moves through the thessalkraken's lair. Each creature within 60 feet of the thessalkraken must succeed on a DC 18 Strength saving throw or be pushed up to 60 feet away from the thessalkraken. On a success, the creature is pushed 10 feet away from the thessalkraken. + • Creatures in the water within 60 feet of the thessalkraken have vulnerability to acid damage until initiative count 20 on the next round. + • The alluring gleam of treasure beneath the water in the thessalkraken's lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so. + + The alchemist Thessalar created unknown numbers of misshapen magical creatures, including his many thessalbeasts. Among the largest was the thessalkraken—a slightly smaller variant of the legendary kraken, resembling that great tentacled titan but with a jagged-toothed maw that drips constantly with acid. +A thessalkraken lives in the dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and the remains of sacrificial victims. +Source: Infernal Machine Rebuild p. 87 + + + + Tiefling Muralist + M + humanoid (tiefling) + Any Non-Good Alignment + 12 (leather armor) + 9 (2d8) + walk 30 ft. + 11 + 12 + 10 + 10 + 11 + 10 + + Deception +2, Religion +2 + 10 + any one language (usually Common), Infernal + 1/8 + fire + + + + darkvision 60 ft. + + Dark Devotion + The muralist has advantage on saving throws against being charmed or frightened. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage. + Scimitar|+3|1d6+1 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 10). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: thaumaturgy + 1/day each: darkness, hellish rebuke + + thaumaturgy, darkness, hellish rebuke + +Source: Infernal Machine Rebuild p. 17 + + + + Two-Headed Crocodile + L + beast + Unaligned + 12 (natural armor) + 19 (3d10+3) + walk 20 ft., swim 30 ft. + 15 + 10 + 13 + 2 + 10 + 5 + + Perception +2, Stealth +2 + 12 + + 1 + + + + + + + Hold Breath + The two-headed crocodile can hold its breath for 15 minutes. + + + Two Heads + The two-headed crocodile has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + When one of the crocodile's heads is asleep, its other head is awake. + + + Multiattack + The two-headed crocodile makes two attacks with its bite. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and that head of the crocodile can't bite another target. + Bite|+4|1d10+2 + + +Source: Infernal Machine Rebuild p. 89 + + + + Two-Headed Owlbear + L + monstrosity + Unaligned + 13 (natural armor) + 59 (7d10+21) + walk 40 ft. + 20 + 12 + 17 + 3 + 12 + 7 + + Perception +3 + 13 + + 3 + + + + + darkvision 60 + + Two Heads + The two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + When one of the owlbear's heads is asleep, its other head is awake. + + + Multiattack + The two-headed owlbear makes three attacks: two with its beaks and one with its claws. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d10 + 5) piercing damage. + Beak|+7|1d10+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claws|+7|2d8+5 + + +Source: Infernal Machine Rebuild p. 90 + + + diff --git a/FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml b/FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml new file mode 100755 index 0000000..dfa18c4 --- /dev/null +++ b/FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml @@ -0,0 +1,140 @@ + + + + Goblin Gang Member + S + humanoid (goblinoid) + Neutral Evil + 14 (leather armor) + 10 (3d6) + walk 30 ft. + 8 + 16 + 10 + 10 + 10 + 8 + + Stealth +5 + 10 + Common, Goblin + 1/4 + + + + + darkvision 60 ft. + + Nimble Escape + The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Light Crossbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage. + Light Crossbow|+5|1d8+3 + + +Source: Krenko's Way p. 167 + + + + Krenko + S + humanoid (goblinoid) + Neutral Evil + 17 (chain shirt, shield) + 21 (6d6) + walk 30 ft. + 10 + 14 + 10 + 10 + 8 + 14 + + Stealth +6, Deception +4, Persuasion +4 + 9 + Common, Goblin + 1 + + + + + darkvision 60 ft. + + Nimble Escape + Krenko can take the Disengage or Hide action as a bonus action on each of his turns. + + + Multiattack + Krenko makes two attacks with his scimitar. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage plus 2 (1d4) poison damage.. + Scimitar|+4|1d6+2 + + + Light Crossbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage. + Light Crossbow|+4|1d8+2 + + + Redirect Attack + When a creature Krenko can see targets him with an attack, Krenko chooses another goblin within 5 feet of him. The two goblins swap places, and the chosen goblin becomes the target instead. + + +Source: Krenko's Way p. 168 + + + + Loading Rig + L + construct + Unaligned + 18 (natural armor) + 39 (6d10+6) + walk 25 ft. + 18 + 11 + 13 + 1 + 3 + 1 + + + 6 + + 1 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The rig is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rig must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + Unstable + If the rig takes damage, it must succeed on a DC 10 Constitution saving throw or be incapacitated with a speed of 0 until a creature activates it with a successful DC 10 Intelligence (Arcana) check made as an action. + + + Multiattack + The armor makes two melee attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage. + Slam|+6|1d6+4 + + +Source: Krenko's Way p. 170 + + + diff --git a/FightClub5eXML/Sources/LocathahRising.xml b/FightClub5eXML/Sources/LocathahRising/LocathahRising.xml similarity index 100% rename from FightClub5eXML/Sources/LocathahRising.xml rename to FightClub5eXML/Sources/LocathahRising/LocathahRising.xml diff --git a/FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml b/FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml new file mode 100755 index 0000000..af9dd71 --- /dev/null +++ b/FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml @@ -0,0 +1,411 @@ + + + + Amble + M + humanoid (tortle) + Lawful Good + 18 (natural armor, ring of protection) + 90 (12d8+36) + walk 30 ft. + 14 + 10 + 16 + 10 + 18 + 14 + Str +6, Dex +4, Con +7, Int +4, Wis +8, Cha +6 + Animal handling +8, Insight +8, Medicine +8, Perception +8, Survival +8 + 18 + Aquan, Common, Druidic + 10 + + + + + + + Hearth of Moonlight and Shadow + At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. + While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn't visible outside it. + The sphere vanishes at the end of the rest or when Amble leaves the sphere. + + + Hold Breath + Amble can hold their breath for up to 1 hour at a time. + + + Balm of the Summer Court (12d6) + (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6 of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. Amble regains all expended dice when they finish a long rest. + + + Hidden Paths (4/Day) + (As a Bonus Action) Amble may teleport up to 60 feet to an unoccupied space they can see. + + + Change Shape (2/Day) + Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn. + Amble's game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is higher, use the creature's bonus instead of Amble's. + When Amble transforms, they assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of dropping to 0 hit points, any excess damage carries over their normal form. + Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn't break Amble's concentration on a spell they've already cast however, or prevent them from taking actions that are part of a spell. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claws|+6|1d4+2 + + + Club + Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh), reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh. + Club|+6|1d6+2 + + + Spellcasting + Amble is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Amble has the following druid spells prepared: + Cantrips (at will): guidance, mending, shape water, shillelagh + • 1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals + • 2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam + • 3rd level (3 slots): conjure animals, dispel magic, water breathing + • 4th level (3 slots): charm monster, freedom of movement + • 5th level (2 slots): greater restoration, mass cure wounds + • 6th level (1 slots): conjure fey + + 4, 3, 3, 3, 2, 1 + guidance, mending, shape water, shillelagh, absorb elements, cure wounds, entangle, speak with animals, darkvision, hold person, lesser restoration, moonbeam, conjure animals, dispel magic, water breathing, charm monster, freedom of movement, greater restoration, mass cure wounds, conjure fey + +Source: Locathah Rising p. 15 + + + + Fhenimore + M + humanoid (any race) + Any Evil Alignment + 10 + 75 (10d8+30) + walk 30 ft., swim 30 ft. + 12 + 10 + 16 + 10 + 15 + 14 + + Perception +5 + 15 + any two languages + 5 + bludgeoning, piercing, slashing from nonmagical attacks + + + + + + Amphibious + Fhenimore can breathe air and water. + + + Blood Frenzy + Fhenimore has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Thunderous Touch + Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage. + Thunderous Touch|+5|5d10 + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. + Bite|+7|1d10+3 + + + Multiattack + Fhenimore can attack once with her bite attack and once with Thunderous Touch. + + + Innate Spellcasting + Fhenimore's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: command, create or destroy water + 3/day each: control water, darkness, water breathing, water walk + 1/day each: call lightning, Evard's black tentacles + + command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles + +Source: Locathah Rising p. 20 + coastal, underwater + + + Gar Shatterkeel–Locathah Rising + M + humanoid + Neutral Evil + 17 (natural armor) + 144 (17d8+68) + walk 30 ft., swim 30 ft. + 16 + 16 + 18 + 12 + 20 + 14 + + Nature +11, Perception +10, Survival +10 + 20 + Aquan, Common + 15 + cold + + + + + + Amphibious + Gar can breathe air and water. + + + Legendary Resistance (3/Day) + If Gar fails a saving throw, he can choose to succeed instead. + + + Water Walk + Gar can stand and move on liquid surfaces as if they were solid ground. + + + Watery Fall + When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Except for Wave and his claw, anything he was wearing or carrying is left behind. + + + Multiattack + Gar makes two melee attacks, one with his claw and one with Wave. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, Gar can't attack other creatures with his claw. + Claw|+8|2d6+3 + + + Wave + Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. 9 (1d6 + 6) piercing damage or 10 (1d8 + 6) piercing damage when used with two hands. If Gar scores a critical hit with this weapon, the target takes extra necrotic damage equal to half its hit point maximum. + Wave|+11|1d6+6 + + + Umberlee's Wake (Recharge 5-6) + Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. This only affects targets that are submerged or floating in water. Gar Shatterkeel–Locathah Rising and any undead serving him are immune to this effect. + + + Gar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Gar regains spent legendary actions at the start of its turn. + + + Move + Gar moves up to his speed without provoking opportunity attacks. + + + Claw + Gar makes one attack with his claw. + + + Wave (Costs 2 Actions) + Gar makes one attack with Wave with advantage. + + + Lair Actions + + + Gar can employ lair actions while he's within the coral mountain. + On initiative count 20 (losing initiative ties), Gar Shatterkeel–Locathah Rising takes a lair action to cause one of the following effects; Gar can't use the same effect two rounds in a row. + • Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him. + • The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn't require Gar to maintain concentration. Gar Shatterkeel–Locathah Rising and any creatures he designates are immune to this effect. + • Up to five corpses that Gar can see within 60 feet rise up as drowned blade and attack anyone Gar directs them to on his turn. + + + Lair Actions + + + If Gar is in the water node while Olhydra isn't, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can't cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning. + If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28). + + + Spellcasting + Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following druid spells prepared: + Cantrips (at will): frostbite, mending, resistance, shape water, thunderclap* + • 1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave + • 2nd level (3 slots): darkvision, hold person, mirror image*, misty step*, pass without trace, protection from poison + • 3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk* + • 4th level (3 slots): charm monster, control water*, dominate beast, freedom of movement*, watery sphere + • 5th level (2 slots): conjure elemental*, maelstrom, scrying*, tree stride + • 6th level (1 slots): heal + • 7th level (1 slots): plane shift + *Circle spells don't count against spells prepared. + + 4, 3, 3, 3, 2, 1, 1 + frostbite, mending, resistance, shape water, thunderclap, create or destroy water, charm person, cure wounds, thunderwave, darkvision, hold person, mirror image, misty step, pass without trace, protection from poison, conjure animals, dispel magic, tidal wave, water breathing, water walk, charm monster, control water, dominate beast, freedom of movement, watery sphere, conjure elemental, maelstrom, scrying, tree stride, heal, plane shift + +Source: Locathah Rising p. 18 + + + + Shoalar Quanderil–Locathah Rising + M + humanoid (water genasi) + Lawful Evil + 11 (14 with mage armor) + 75 (10d8+30) + walk 30 ft., swim 30 ft. + 12 + 12 + 16 + 14 + 10 + 18 + + Arcana +6, Deception +8, Insight +4, Persuasion +8 + 10 + Aquan, Common + 4 + acid, lightning, thunder + + + + + + Amphibious + Shoalar can breathe air and water. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+4|1d4+1 + + + Innate Spellcasting + Shoalar's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells: + At will: shape water + 1/day: create or destroy water + + + Spellcasting + Shoalar is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells: + Cantrips (at will): acid splash, chill touch, light, prestidigitation, ray of frost + • 1st level (4 slots): disguise self, mage armor, shield + • 2nd level (3 slots): hold person, misty step + • 3rd level (2 slots): lightning bolt, tidal wave + • 4th level (1 slots): watery sphere + + 4, 3, 2, 1 + shape water, create or destroy water, acid splash, chill touch, light, prestidigitation, ray of frost, disguise self, mage armor, shield, hold person, misty step, lightning bolt, tidal wave, watery sphere + +Source: Locathah Rising p. 23 + + + + Whymsee + M + humanoid (any race) + Any Evil Alignment + 10 + 75 (10d8+30) + walk 30 ft., swim 30 ft. + 12 + 10 + 16 + 10 + 15 + 14 + + Perception +5 + 15 + any two languages + 5 + bludgeoning, piercing, slashing from nonmagical attacks + + + + + + Amphibious + Whymsee can breathe air and water. + + + Thunderous Touch + Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage. + Thunderous Touch|+5|5d10 + + + Shell Defense + Whymsee withdraws into her shell. Until she emerges, she gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in her shell, Whymsee is prone, her speed is 0 and can't increase, she has disadvantage on Dexterity saving throws, it can't take reactions, and the only action she can take is a bonus action to emerge. + + + Ink Cloud + While underwater, Whymsee can expel an ink cloud in a 20-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than kraken priests or a kraken. Each creature other than a kraken priest or a kraken that ends its turn there must succeed on a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Whymsee's next turn. + Ink Cloud||2d8 + + + Innate Spellcasting + Whymsee's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: command, create or destroy water + 3/day each: control water, darkness, water breathing, water walk + 1/day each: call lightning, Evard's black tentacles + + command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles + +Source: Locathah Rising p. 20 + coastal, underwater + + + Young Kraken + H + monstrosity (titan) + Chaotic Evil + 16 (natural armor) + 207 (18d12+90) + walk 20 ft., swim 50 ft. + 24 + 11 + 20 + 19 + 15 + 17 + Str +12, Dex +5, Con +10, Int +9, Wis +7 + + 14 + Abyssal, Celestial, Infernal, Primordial, telepathy 60 ft. but can't speak + 14 + + lightning; bludgeoning, piercing, slashing from nonmagical attacks + + frightened, paralyzed + truesight 120 ft. + + Amphibious + The kraken can breathe air and water. + + + Multiattack + The kraken makes two tentacle attacks, each of which it can replace with one use of Fling. + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 20 (3d8 + 7) piercing damage. + Bite|+12|3d8+7 + If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time. + If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. + + + Tentacle + Melee Weapon Attack: +12 to hit, reach 20 ft., one target. 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. + Tentacle|+12|3d6+7 + + + Fling + One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. + + + Lightning Strike + The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike||4d10 + + +Source: Locathah Rising p. 21 + + + diff --git a/FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml b/FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml similarity index 100% rename from FightClub5eXML/Sources/LostLaboratoryOfKwalish.xml rename to FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml diff --git a/FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml b/FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml new file mode 100755 index 0000000..b739345 --- /dev/null +++ b/FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml @@ -0,0 +1,311 @@ + + + + Brain in a Jar + M + undead + Any alignment + 11 (natural armor) + 58 (9d8+18) + walk 0 ft. + 1 + 1 + 15 + 19 + 10 + 15 + Int +7, Cha +5 + + 10 + + 6 + + necrotic, poison, psychic + + charmed, exhaustion, frightened + darkvision 60 ft. + + Detect Sentience + The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. + + + Magic Resistance + The brain in a jar has advantage on saving throws against spells and other magical effects. + + + Mind Blast (Recharge 5-6) + The brain in a jar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||2d8+4 + + + Innate Spellcasting (Psionics) + The brain in a jar's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + At will: detect thoughts, mage hand, zone of truth + 3/day each: charm person, command, hold person + 1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter + + detect thoughts, mage hand, zone of truth, charm person, command, hold person, compulsion, hold monster, sleep, Tasha's hideous laughter + +Source: Lost Laboratory of Kwalish p. 38, Infernal Machine Rebuild + + + + Clockwork Kraken + L + construct + Unaligned + 17 (natural armor) + 142 (15d10+60) + walk 30 ft. + 20 + 12 + 18 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + fire; bludgeoning, piercing, slashing from nonmagical attacks + poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Magic Resistance + The clockwork kraken has advantage on saving throws against spells and other magical effects. + + + Independent Tentacles + The clockwork kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point total. A tentacle is destroyed if it takes more than 20 damage. + Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest. + + + Multiattack + The clockwork kraken makes four tentacle slam attacks. + + + Tentacle Slam + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage. + Tentacle Slam|+9|2d6+5 + + +Source: Lost Laboratory of Kwalish p. 38 + + + + Garret Levistusson + M + humanoid + Chaotic Neutral + 14 (natural armor) + 44 (8d8+8) + walk 30 ft. + 11 + 14 + 12 + 11 + 12 + 17 + + Deception +7, Investigation +4, Performance +5, Persuasion +5 + 11 + Abyssal, Common, Infernal, Thieves' cant + 2 + + + + + + + Special Equipment + Garret wears a Ring of Warmth (included in his statistics) and wields a Gambler's Blade longsword. + + + Bardic Inspiration (3/Day) + As a bonus action, Garret can give one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time. + + + Cunning Action + On each of his turns, Garret can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Garret deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Garret that isn't incapacitated and Garret doesn't have disadvantage on the attack roll. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Spellcasting + Garret is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared: + Cantrips (at will): blade ward, vicious mockery + • 1st level (3 slots): charm person, detect magic, disguise self, identify, Tasha's hideous laughter + + 3 + blade ward, vicious mockery, charm person, detect magic, disguise self, identify, Tasha's hideous laughter + +Source: Lost Laboratory of Kwalish p. 41 + + + + Gloine Nathair-Nathair + M + monstrosity + Lawful Evil + 15 (natural armor) + 127 (17d8+51) + walk 30 ft. + 10 + 15 + 16 + 12 + 13 + 15 + + Deception +5, Insight +4, Perception +4, Stealth +5 + 14 + Common + 6 + + + + + darkvision 60 ft. + + Petrifying Gaze + When a creature that can see Gloine's eyes starts its turn within 30 feet of Gloine, Gloine can force it to make a DC 14 Constitution saving throw if Gloine isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Gloine until the start of its next turn, when it can avert its eyes again. If the creature looks at Gloine in the meantime, it must immediately make the save. + If Gloine sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, Gloine is, due to its curse, affected by its own gaze. + + + Multiattack + Gloine makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow. + + + Snake Hair + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. + Snake Hair|+5|1d4+2 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+5|1d6+2 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. + Longbow|+5|1d8+2 + + +Source: Infernal Machine Rebuild p. 23 + desert + + + Mary Greymalkin + M + humanoid + Neutral + 12 (Bracers of Defense, Ring of Protection) + 45 (7d8+14) + walk 30 ft. + 10 + 12 + 10 + 14 + 14 + 15 + Wis +4, Cha +4 + Arcana +4, Medicine +4, Nature +4, Religion +4 + 12 + Abyssal, Celestial, Common, Elvish, Infernal, Sylvan + 2 + + + + + + + Special Equipment + Mary wears Bracers of Defense and a Ring of Protection, and carries a Deck of Several Things + + + Fey Presence (Recharges after a Short Rest) + Mary can cause each creature within 10 feet of her to succeed on a DC 12 Wisdom saving throw or become charmed or frightened by her (Mary's choice) until the end of her next turn. + + + Fey Ancestry + Mary has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Quarterstaff|+2|1d6 + + + Spellcasting + Mary is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast, mage hand + • 3rd level (3 slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant + + 3 + chill touch, eldritch blast, mage hand, darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant + +Source: Lost Laboratory of Kwalish p. 41 + + + + Ooze-Folk + M + ooze + Unaligned + 10 (natural armor) + 19 (2d8+10) + walk 30 ft. + 14 + 3 + 20 + 1 + 6 + 1 + + + 8 + + 1/2 + + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. + + Transparent + Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk. + + + Fragile Bones + For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet. + + + Multiattack + The ooze folk makes one glass longsword attack and one pseudopod attack. + + + Glass Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used. + Glass Longsword|+4|1d8+2 + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) acid damage. + Pseudopod|+4|1d6+2 + + +Source: Lost Laboratory of Kwalish p. 46 + + + diff --git a/FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml b/FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml new file mode 100755 index 0000000..2acb41e --- /dev/null +++ b/FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml @@ -0,0 +1,61 @@ + + + + Flock of Familiars + 2 + C + NO + + Touch + V, S + Concentration, up to 1 hour + Warlock, Wizard + You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell. +Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. +When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd. +Source: Lost Laboratory of Kwalish p. 57 + + + Galder's Speedy Courier + 4 + C + NO + + 10 feet + V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) + 10 minutes + Warlock, Wizard + You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body. +As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. +The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet. +At Higher Levels: +When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you. +Source: Lost Laboratory of Kwalish p. 57 + + + Galder's Tower + 3 + C + NO + + 30 feet + V, S, M (a fragment of stone, wood, or other building material) + 24 hours + Wizard + You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell: +• A bedroom with a bed, chairs, chest, and magical fireplace +• A study with desks, books, bookshelves, parchments, ink, and ink pens +• A dining space with a table, chairs, magical fireplace, containers, and cooking utensils +• A lounge with couches, armchairs, side tables and footstools +• A washroom with toilets, washtubs, a magical brazier, and sauna benches +• An observatory with a telescope and maps of the night sky +• An unfurnished, empty room +The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. +You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd. +Source: Lost Laboratory of Kwalish p. 57 + + diff --git a/FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml b/FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml new file mode 100755 index 0000000..59908ad --- /dev/null +++ b/FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml @@ -0,0 +1,398 @@ + + + + Ash Zombie + M + undead + Neutral Evil + 8 + 22 (3d8+9) + walk 20 ft. + 13 + 6 + 16 + 3 + 6 + 5 + Wis +0 + + 8 + understands all languages it spoke in life but can't speak + 1/4 + + poison + + poisoned + darkvision 60 ft. + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Ash Puff + The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Slam|+3|1d6+1 + + From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp. +Ash Zombies. These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago. They use the zombie stat block, with the following additional trait. +Ash Puff. The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save. +Source: Lost Mine of Phandelver p. 31 + + + + Evil Mage + M + humanoid (human) + Lawful Evil + 12 + 22 (5d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +5, Wis +3 + Arcana +5, History +5 + 11 + Common, Draconic, Dwarvish, Elvish + 1 + + + + + + + Quarterstaff + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 3 (1d8 - 1) bludgeoning damage. + Quarterstaff|+1|1d8-1 + + + Spellcasting + The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list: + Cantrips (at will): light, mage hand, shocking grasp + • 1st level (4 slots): charm person, magic missile + • 2nd level (3 slots): hold person, misty step + + 4, 3 + light, mage hand, shocking grasp, charm person, magic missile, hold person, misty step + Evil mages (such as Iarno Albrek and Hamun Kost) hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference. +Source: Lost Mine of Phandelver p. 57, The Lost Dungeon of Rickedness: Big Rick Energy + + + + Gundren Rockseeker + M + humanoid (dwarf) + Any alignment + 10 + 4 (1d8) + walk 25 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common), Dwarvish + 0 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Lost Mine of Phandelver p. 41 + arctic, desert, coastal, grassland, hill, urban, forest + + + Mormesk the Wraith + M + undead + Neutral Evil + 13 + 45 (6d8+18) + walk 0 ft., fly 60 ft. + 6 + 16 + 16 + 12 + 14 + 15 + + + 12 + Common, Infernal + 3 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + necrotic, poison + + charmed, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Incorporeal Movement + The wraith can move through an object or another creature, but can't stop there. + + + Sunlight Sensitivity + While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Life Drain + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 16 (3d8 + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest. + Life Drain|+5|3d8+3 + + A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral undead servitors. Mormesk chooses not to, preferring to let the dead stay dead. +Source: Lost Mine of Phandelver p. 59 + + + + Nezznar the Black Spider + M + humanoid (elf) + Neutral Evil + 11 (14 with mage armor) + 27 (6d8) + walk 30 ft. + 9 + 13 + 10 + 16 + 14 + 13 + Int +5, Wis +4 + Arcana +5, Perception +4, Stealth +3 + 14 + Elvish, Undercommon + 2 + + + + + darkvision 120 ft. + + Special Equipment + Nezznar has a spider staff. + + + Fey Ancestry + Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Sunlight Sensitivity + Nezznar has disadvantage on attack rolls when he or his target is in sunlight. + + + Spider Staff + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage plus 3 (1d6) poison damage. + Spider Staff|+1|1d6-1 + + + Innate Spellcasting + Nezznar can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire (save DC 12) + + + Spellcasting + Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list: + Cantrips (at will): mage hand, ray of frost, shocking grasp + • 1st level (4 slots): mage armor, magic missile, shield + • 2nd level (3 slots): invisibility, suggestion + + 4, 3 + dancing lights, darkness, faerie fire, mage hand, ray of frost, shocking grasp, mage armor, magic missile, shield, invisibility, suggestion + Drow (dark elves) are a devious, scheming subterranean race that worships Lolth, the Demon Queen of Spiders. +Drow society is strictly matriarchal. Male drow are relegated to servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards. +Source: Lost Mine of Phandelver p. 59 + + + + Nundro Rockseeker + M + humanoid (dwarf) + Any alignment + 10 + 4 (1d8) + walk 25 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common), Dwarvish + 0 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Lost Mine of Phandelver p. 50 + arctic, desert, coastal, grassland, hill, urban, forest + + + Redbrand Ruffian + M + humanoid (human) + Neutral Evil + 14 (studded leather armor) + 16 (3d8+3) + walk 30 ft. + 11 + 14 + 12 + 9 + 9 + 11 + + Intimidation +2 + 9 + Common + 1/2 + + + + + + + Multiattack + The ruffian makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples. +Source: Lost Mine of Phandelver p. 61 + + + + Sildar Hallwinter + M + humanoid (human) + Neutral Good + 16 (chain mail) + 27 (5d8+5) + walk 30 ft. + 13 + 10 + 12 + 10 + 11 + 10 + Str +3, Con +3 + Perception +2 + 12 + Common + 1 + + + + + + + Multiattack + Sildar makes two melee attacks. + + + Longsword + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Longsword|+3|1d8+1 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + + Parry + When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon. + + Sildar Hallwinter is a retired soldier and sellsword who hails from the city of Neverwinter. He is a loyal member of the Lords' Alliance, a political organization that unites the various free cities and towns of the North. +Source: Lost Mine of Phandelver p. 61 + + + + Venomfang + L + dragon + Lawful Evil + 18 (natural armor) + 136 (16d10+48) + walk 40 ft., fly 80 ft., swim 40 ft. + 19 + 12 + 17 + 16 + 13 + 15 + Dex +4, Con +6, Wis +4, Cha +5 + Deception +5, Perception +7, Stealth +4 + 17 + Common, Draconic + 8 + + poison + + poisoned + blindsight 30 ft., darkvision 120 ft. + + Amphibious + Venomfang can breathe air and water. + + + Multiattack + Venomfang makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. + Bite|+7|2d10+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Poison Breath (Recharge 5-6) + Venomfang exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath (Recharge 5-6)||12d6 + + +Source: Lost Mine of Phandelver p. 63 + forest + + diff --git a/FightClub5eXML/Sources/Miscellaneous/bestiary-esk.xml b/FightClub5eXML/Sources/Miscellaneous/bestiary-esk.xml new file mode 100755 index 0000000..1055072 --- /dev/null +++ b/FightClub5eXML/Sources/Miscellaneous/bestiary-esk.xml @@ -0,0 +1,154 @@ + + + + Expert + M + humanoid + Any alignment + 14 (studded leather armor) + 11 (2d8+2) + walk 30 ft. + 10 + 15 + 12 + 13 + 10 + 14 + Dex +4 + Acrobatics +4, Performance +4, Persuasion +4, Sleight of hand +4, Stealth +4 + 10 + Common, plus one of your choice + + + + + + + + Helpful + The expert can take the Help action as a bonus action. + + + Tools + The expert has thieves' tools and a musical instrument. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + +Source: Essentials Kit p. 63 + + + + Spellcaster + M + humanoid + Any alignment + 12 (leather armor) + 9 (2d8) + walk 30 ft. + 10 + 12 + 10 + 15 + 14 + 13 + Wis +4 + Arcana +4, Investigation +4, Religion +4 + 12 + Common, plus one of your choice + + + + + + + + Magical Role + Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below. + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. + Quarterstaff|+2|1d6 + + + Spellcasting (Healer) + The spellcaster's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following cleric spells prepared: + Cantrips (at will): guidance, sacred flame + • 1st level (2 slots): cure wounds + + 2 + + Spellcasting (Mage) + The spellcaster's spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following wizard spells prepared: + Cantrips (at will): fire bolt, light + • 1st level (2 slots): sleep + + 2 + guidance, sacred flame, cure wounds, fire bolt, light, sleep + +Source: Essentials Kit p. 63 + + + + Warrior + M + humanoid + Any alignment + 16 (chain shirt, shield) + 13 (2d8+4) + walk 30 ft. + 15 + 13 + 14 + 10 + 12 + 10 + Con +4 + Athletics +4, Perception +3, Survival +3 + 13 + Common, plus one of your choice + + + + + + + + Martial Role + The warrior has one of the following traits of your choice: + • Attacker: The warrior gains a +2 bonus to attack rolls. + • Defender: The warrior gains the Protection reaction below. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+4|1d8+2 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|+3|1d8+1 + + + Protection (Defender Only) + The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker. + + +Source: Essentials Kit p. 63 + + + diff --git a/FightClub5eXML/Sources/Miscellaneous/bestiary-mag.xml b/FightClub5eXML/Sources/Miscellaneous/bestiary-mag.xml new file mode 100755 index 0000000..7bd26a9 --- /dev/null +++ b/FightClub5eXML/Sources/Miscellaneous/bestiary-mag.xml @@ -0,0 +1,65 @@ + + + + Spider Shark + L + monstrosity + Neutral + 18 (natural armor) + 162 (13d12+78) + walk 30 ft., climb 30 ft. + 16 + 17 + 16 + 4 + 14 + 8 + + + 15 + + 9 + + + + + blindsight 60 ft. + + Spider Climb + The spider shark can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider shark knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider shark ignores movement restrictions caused by webbing. + + + Multiattack + The spider shark can make a hooked claw attack, a burrowing tooth attack, and a barbed web attack. + + + Burrowing Tooth + Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 16 (3d8 + 3) damage, and the target must make a DC 18 Constitution saving throw, or take an additional 4 (1d8) damage at the beginning of its turn each round. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Burrowing Tooth|+7|3d8+3 + + + Hooked Claw + Melee Weapon Attack: +7 to hit, range 10 ft., one creature. 12 (2d8 + 3) damage, and the target must make a DC 18 Strength saving throw, or be grappled and pulled towards the spider shark. While the target is grappled, attacks against it have advantage. + + + Barbed Web Attack + Ranged Weapon Attack: +7 to hit, range 90/90 ft., one creature. 18 (3d10 + 2) damage, and the target is retrained. As an action, the restrained creature can make a DC 18 Strength check, destroying from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 15; 25 hit points; is vulnerable to fire damage; and is immune to bludgeoning, poison, and psychic damage. + Barbed Web Attack|+7|3d10+2 + + + Web Net (Recharge 5-6) + The spider shark launches webs at a 30-foot radius area within 90 feet. Each creature in that area must succeed on a DC 16 Dexterity save. On a failed save, the creature takes 18 (3d10 + 2) damage and is restrained by webbing. As an action, the restrained creature can make a DC 18 Strength check, destroying from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 15; 25 hit points; is vulnerable to fire damage; and is immune to bludgeoning, poison, and psychic damage. + + +Source: Dragon Magazine p. 32 + + + diff --git a/FightClub5eXML/Sources/Miscellaneous/bestiary-sads.xml b/FightClub5eXML/Sources/Miscellaneous/bestiary-sads.xml new file mode 100755 index 0000000..92056b0 --- /dev/null +++ b/FightClub5eXML/Sources/Miscellaneous/bestiary-sads.xml @@ -0,0 +1,129 @@ + + + + Adult Sapphire Dragon + H + dragon + Lawful Neutral + 19 (natural armor) + 207 (18d12+60) + walk 40 ft., climb 40 ft., fly 80 ft., burrow 40 ft. + 23 + 16 + 21 + 18 + 17 + 18 + Dex +8, Con +10, Wis +8, Cha +9 + History +9, Perception +13, Persuasion +14, Stealth +8 + 23 + telepathy 120 ft., Common, Draconic + 15 + + thunder + + frightened + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (2/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Spider Climb + The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Tunneler + The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake. + + + Multiattack + The dragon can use its Frightful Presence. It then makes two melee attacks, one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 3 (1d6) thunder damage. + Bite|+11|2d10+6 + + + Claws + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 19 (3d8 + 6) slashing damage. + Claws|+11|3d8+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Tail|+11|2d8+6 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Debilitating Breath (Recharge 5-6) + The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot-cone. Each creature in that cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 45 (13d6) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. + Debilitating Breath (Recharge 5-6)||13d6 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Tail Attack + The dragon makes a tail attack. + + + Telekinetic Fling + The dragon chooses a Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 15 (4d6) bludgeoning damage. + + + Teleport (Costs 2 Actions) + The dragon magically teleports to an unoccupied space it can see within 30 feet of it. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • The dragon targets a creature within 120 feet of it that can hear and understand it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the following round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to itself. + • The dragon touches a section of stone up to 10 feet in any dimension. The dragon can form the stone into any shape that suits its purpose. + • A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, vulnerability to thunder damage, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies. + + + Regional Effects + + + The region surrounding a legendary sapphire dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Giant spider are attracted to the area within 6 miles of the lair and settle there in large numbers. + • Natural stone within 6 miles of the lair grows plentiful crystal formations and sapphire gemstone veins, particularly underground. + • Natural stone within 6 miles of the lair becomes a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no components, targeting any natural stone formation in that region. + + + Innate Spellcasting (Psionics) + The dragon's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: + 1/day each: scrying, telekinesis, teleportation circle + + scrying, telekinesis, teleportation circle + The glittering sapphire dragons are the most territorial of all the gem dragons to a dangerous degree. They collect magical weapons and armor as the centerpieces of their hoards and vault them away in isolated caverns. +A sapphire dragon's psionic nature is evident in horn and bone structures of their body. Their tail barbs and horn tips are all separate pieces, but they float in places, held aloft by the dragon's psychic force while the dragon lives. These levitating horns and spines shift slightly with the dragon's mood, bobbing in amusement or flaring dangerously with anger. Its scales and wing membranes are varied shades of blue, ranging from the light tones of a spring sky, to the rich crystalline azure of sapphire gems and compressed glacial ice. In the light, many of their scales glitter and shine with luminous starburst images. +Unlike most dragons, hatchling sapphire dragons' scales are the rich shades of blue, and sparkling luster they will have for their entire lives. +Cavern Dwellers. Sapphire dragons dwell in massive caverns and tunnel networks deep within the earth. They sculpt and excavate secret passages and hidden blinds they can use to navigate their lair, and to stalk and ambush intruders. As the dragons grow older and more powerful, there might be no accessible entrance or exit. Those have been long sealed with natural-looking stone thanks to the dragon's command over its lair's substance. +Giant spiders are the favorite food of sapphire dragons, and the dragons take great delight in hunting the creatures in their subterranean homes. +Martial and Territorial. Sapphire dragons are militaristic and warlike, defending their territory with fervor seen in few other dragon kinds. They devise strategies and ambushes utilizing their natural abilities to maneuver underground, and when they reach a certain age, their magical command over the stone that comprises their lairs. Despite this, they don't strike immediately, instead preferring to watch and gauge intruders to devise the most advantageous approach. +Rivals and Vassals. Peoples that dwell and delve deep into the earth easily find themselves at odds with sapphire dragons, as a result, the dragons often despise both drow and dwarves in addition to their animosity toward aberrations. +Sapphire dragons sometimes form peaceful contact with communities of rock or deep homes, using their influence to shape the gnome settlements into militant groups that help protect the territory surrounding the dragon's lair. +Hoarded Armory. Gold and jewels, art and magical artifacts are as coveted by sapphire dragons as by any other kind, but they most highly prize magical weapons and armor, as well as written accounts of military history and tactics. The centerpiece of a sapphire's hoard is a catalogued, orderly collection of its accumulated war gear, often containing ancient relics of immense power. +A Sapphire Dragon's Lair. Sapphire dragons make their lairs in sprawling caverns and tunnels. As they grow older, the make extensive renovations and customization to their lairs thanks to their command over the stone's substance, and their natural tunneling abilities. +The dragons eventually create a dizzying honeycomb of hidden passages, thin walls, and secret chambers that allow them to traverse their entire lair unseen by intruders. There might be no easily accessible entrances or exists in the lair itself, without using magic or tunneling. +Gem Dragons +While the metallic dragons follow Bahamut and the chromatic ones owe fealty to Tiamat, the gem dragons are disciples of the enigmatic ruby dragon Sardior. Gem dragons include amethyst crystal, emerald, sapphire, and topaz dragons. +Reclusive Sentinels. Gem dragons set themselves apart from the affairs of other beings, even their own kind. They search out lairs far from established populations which they can tend in solitude, or so they can carefully cultivate a circle of servants or vassals to tend their interests in the surrounding region. +Gem dragons break their natural inclination to solitude to mate and protect their clutches of eggs, but rarely for any other reason. +Charismatic and Suave. Despite their isolationist tendencies, when gem dragons do interact with other creatures, they can be scintillating hosts and conversationalists. They have a way with making their guests feel at home and relaxed, such that the dragons can often convince a guest of ideas they would never ordinarily entertain. +Powerful Minds. Gem dragons are all inherently psionic creatures. They develop telepathic abilities shortly after hatching—sometimes even before—that grow in strength as they age. Some hone these mental powers further, manifesting powerful magical abilities through their minds. +These psychically adept dragons often find themselves at odds with aberrations, particularly mind flayers and aboleths. The gem dragons are skilled at at locating areas where the Far Realm intrudes upon the Material PLane and set themselves against the alien creatures spawned or twisted in such places. +Sovereign of Gem Dragons. Of all the gem dragons, the unique ruby dragon, Sardior, is the greatest. He is the king of the gem dragons, and dwells in a floating castle carved of ruby and red gold. His ruby citadel flies far above the surface of the world, always in the night sky. When glimpsed, it crosses the sky like a crimson star, invading the constellations wheeling slowly overhead. +Sardior is attended in his hold by a council of five, composed of witheringly powerful ancient dragons of each of the gem dragon kinds. +Source: Sapphire Anniversary Dice Set p. 1 + + + diff --git a/FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml b/FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml new file mode 100755 index 0000000..7859fb5 --- /dev/null +++ b/FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml @@ -0,0 +1,45 @@ + + + + Blazing Skeleton + M + undead + Chaotic Evil + 14 + 27 (5d8+5) + walk 40 ft. + 7 + 18 + 13 + 8 + 10 + 14 + Dex +6, Cha +4 + + 10 + Common, Abyssal + 1 + + fire, poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft. + + Fiery Aura + A creature that enters the area or begins its turn within 5 feet of the blazing skeleton takes 3 (1d6) fire damage. + + + Fiery Touch + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) fire damage. + Fiery Touch|+6|1d4+4 + + + Explosive Ember + Ranged Weapon Attack: +6 to hit, range 120 ft., one target. 7 (1d6 + 4) fire damage, and creatures within 5 feet of the target take 3 (1d6) fire damage. + Explosive Ember|+6|1d6+4 + + +Source: Livestream p. -1 + + + diff --git a/FightClub5eXML/Sources/Miscellaneous/spells-stream.xml b/FightClub5eXML/Sources/Miscellaneous/spells-stream.xml new file mode 100755 index 0000000..9895ed4 --- /dev/null +++ b/FightClub5eXML/Sources/Miscellaneous/spells-stream.xml @@ -0,0 +1,64 @@ + + + + Enter Mindscape + 0 + NO + + Self + + Concentration, up to 10 minutes + Psion + By shutting down your normal senses, you extend your mind into the psionics landscape around you. For the duration you can use a bonus action to sense the presence of creatures within a 60-foot cone. You learn the number of creatures within the cone and their creature type. You cannot detect undead or constructs with this spell. +This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead,or 3 feet of wood or dirt. +This spell's duration cannot be ended due to damage. +Source: Livestream + + + Mind Fist + 0 + NO + + 60 feet + + Instantaneous + Psion + You point at one creature you can see within range and project a focused beam of telekinetic power at it. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be pushed up to 15 feet away from you. +This spell's damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Livestream + 1d6 + 2d6 + 3d6 + 4d6 + + + Mind Strike + 0 + NO + + 60 feet + + Instantaneous + Psion + You point at one creature you can see within range, and a psychic bolt pierces its mind. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. +This spell's damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). +Source: Livestream + 1d10 + 2d10 + 3d10 + 4d10 + + + Psychic Step + 0 + NO + + 60 feet + + 1 round + Psion + You alter the composition of your body in a subtle manner, allowing you to take seemingly impossible steps. +Until the end of your turn, you speed increases by 10 feet and you can walk across vertical surfaces without falling. If you end your turn on such a surface, you immediately fall. +Source: Livestream + + diff --git a/FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml b/FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml new file mode 100755 index 0000000..35eea1e --- /dev/null +++ b/FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml @@ -0,0 +1,27660 @@ + + + + Aarakocra + M + humanoid (aarakocra) + Neutral Good + 12 + 13 (3d8) + walk 20 ft., fly 50 ft. + 10 + 14 + 10 + 11 + 12 + 11 + + Perception +5 + 15 + Auran, Aarakocra + 1/4 + + + + + + + Dive Attack + If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. + + + Talon + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Talon|+4|1d4+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Javelin|+4|1d6+2 + + + Summon Air Elemental + Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it. + + Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies. +Enemies of Elemental Evil. In service to the Wind Dukes of Aaqa, aarakocra scout the planes in search of temples of Elemental Evil. They spy on malign elemental creatures and then either take the fight to those creatures or report back to the Wind Dukes. +On the Material Plane, aarakocra create aeries atop the highest mountains, especially peaks near portals to the Elemental Plane of Air. From such heights, aarakocra watch for signs of elemental incursions, as well as for nascent threats to their home plane. Aarakocra prefer to live their lives like the wind-unburdened and ever moving-yet they watch over a region for years if that's what it takes to guard against the incursions of Elemental Evil. +Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means little to aarakocra. In their eyes, a creature should use what is necessary and then cast what is left on the wind for others to use. +Search for the Seven Shards. The Wind Dukes of Aaqa come from a race of elemental beings called the vaati, which once ruled many worlds. A creature known as the Queen of Chaos arose and initiated an interplanar war against vaati rule. To combat the threat, seven vaati heroes combined their powers to create the mighty Rod of Law. In a battle against the queen's greatest general, Mishka the Wolf Spider, a vaati killed Mishka by thrusting the rod into him like a spear. The rod shattered into seven shards that scattered across the multiverse. Aaracokra seek signs of the pieces' locations in order to rebuild what is now known as the Rod of Seven Parts. +Summoning Air Elementals. +------ +Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it. +------ +Source: Monster Manual p. 12, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + mountain + + + Aboleth + L + aberration + Lawful Evil + 17 (natural armor) + 135 (18d10+36) + walk 10 ft., swim 40 ft. + 21 + 9 + 15 + 18 + 15 + 18 + Con +6, Int +8, Wis +6 + History +12, Perception +10 + 20 + Deep Speech, telepathy 120 ft. + 10 + + + + + darkvision 120 ft. + + Amphibious + The aboleth can breathe air and water. + + + Mucous Cloud + While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. + + + Probing Telepathy + If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. + + + Multiattack + The aboleth makes three tentacle attacks. + + + Tentacle + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. + Tentacle|+9|2d6+5 + Tentacle||1d12 + + + Tail + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 15 (3d6 + 5) bludgeoning damage. + Tail|+9|3d6+5 + + + Enslave (3/Day) + The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. + Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. + + + The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration regains spent legendary actions at the start of its turn. + + + Detect + The aboleth makes a Wisdom (Perception) check. + + + Tail Swipe + The aboleth makes one tail attack. + + + Psychic Drain (Costs 2 Actions) + One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. + + + Lair Actions + + + When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects: + • The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected. + • Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can't use this lair action again until it has used a different one. + • Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can't use this lair action again until it has used a different one. + + + Regional Effects + + + The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects: + • Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are difficult terrain. + • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes. + • As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears. + If the aboleth dies, the first two effects fade over the course of 3d10 days. + + Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves. Aboleths have never forgotten. +Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds. +Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan. +Gods in the Lake. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards. +Enemies of the Gods. The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months. +Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution. +An Aboleth's Lair. Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers. +Source: Monster Manual p. 13, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage + underdark + + + Abominable Yeti + H + monstrosity + Chaotic Evil + 15 (natural armor) + 137 (11d12+66) + walk 40 ft., climb 40 ft. + 24 + 10 + 22 + 9 + 13 + 9 + + Perception +5, Stealth +4 + 15 + Yeti + 9 + + cold + + + darkvision 60 ft. + + Fear of Fire + If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Keen Smell + The yeti has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Multiattack + The yeti can use its Chilling Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. + Claw|+11|2d6+7 + + + Chilling Gaze + The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour. + Chilling Gaze||6d6 + + + Cold Breath (Recharge 6) + The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath (Recharge 6)||10d8 + + A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place. +Keen Hunters. Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow. +Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls. +Terrifying Howlers. Before an avalanche, a blizzard, or a deadly frost, the yetis' howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti's howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature's untamed domain. +Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within. +Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy's camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis' food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath. +Abominable Yetis. An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow. +Source: Monster Manual p. 306, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + arctic + + + Acolyte + M + humanoid (any race) + Any alignment + 10 + 9 (2d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 14 + 11 + + Medicine +4, Religion +2 + 12 + any one language (usually Common) + 1/4 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Spellcasting + The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (3 slots): bless, cure wounds, sanctuary + + 3 + light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary + Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. +Source: Monster Manual p. 342, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Adult Black Dragon + H + dragon + Chaotic Evil + 19 (natural armor) + 195 (17d12+85) + walk 40 ft., fly 80 ft., swim 40 ft. + 23 + 14 + 21 + 14 + 13 + 17 + Dex +7, Con +10, Wis +6, Cha +8 + Perception +11, Stealth +7 + 21 + Common, Draconic + 14 + + acid + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. + Bite|+11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Tail|+11|2d8+6 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Acid Breath (Recharge 5-6) + The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath (Recharge 5-6)||12d8 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. + • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. + • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. + + + Regional Effects + + + The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. + • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. + • Fog lightly obscures the land within 6 miles of the lair. + If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 88, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Ghosts of Saltmarsh + swamp + + + Adult Blue Dracolich + H + undead + Lawful Evil + 19 (natural armor) + 225 (18d12+108) + walk 40 ft., burrow 30 ft., fly 80 ft. + 25 + 10 + 23 + 16 + 15 + 19 + Dex +6, Con +12, Wis +8, Cha +10 + Perception +14, Stealth +6 + 24 + Common, Draconic + 17 + necrotic + lightning, poison + + charmed, exhaustion, frightened, paralyzed, poisoned + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dracolich fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The dracolich has advantage on saving throws against spells and other magical effects. + + + Multiattack + The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. + Bite|+13|2d10+7 + + + Claw + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage. + Claw|+13|2d6+7 + + + Tail + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage. + Tail|+13|2d8+7 + + + Frightful Presence + Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours. + + + Lightning Breath (Recharge 5-6) + The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||12d10 + + + The undead can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Detect + The dracolich makes a Wisdom (Perception) check. + + + Tail Attack + The dracolich makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. + • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage. + + + Regional Effects + + + The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Thunderstorms rage within 6 miles of the lair. + • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5). + • Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 x 10 feet into the sinkhole. + If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are. + + Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. +Beyond Death. A dracolich retains its shape and size upon transforming, its skin and scales drawing tight to its bones or sloughing away to leave a skeletal form behind. Its eyes appear as glowing points of light floating in shadowy sockets, hinting at the malevolence of its undead mind. +Though many dragons pursue vain goals of destruction and dominance, dracoliches are more nefarious than the most evil dragons, driven to rule over all. A dracolich is a fiendishly intelligent tyrant that crafts complex webs of foul schemes, attracting servants motivated by greed and a lust for power. Acting from the shadows and actively plotting to keep its existence a secret, a dracolich is a cunning and challenging foe. +Dracolich Phylacteries. Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones. +If a dracolich's physical form is ever destroyed, its spirit returns to the gem as long as the two are on the same plane. If the gem comes into contact with another dragon's corpse, the dracolich's spirit can take possession of that corpse to become a new dracolich. If the dracolich's spirit gem is taken to another plane, the dracolich's spirit has nowhere to go when its undead body is destroyed and simply passes into the afterlife. +Dracolich Template. Only an ancient or adult true dragon can be transformed into a dracolich. Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form. +When a dragon becomes a dracolich, it retains its statistics except as described below. The dragon loses any trait, such as Amphibious, that assumes a living physiology. The dracolich might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. +Type. The dracolich's type changes from dragon to undead, and it no longer requires air, food, drink, or sleep. +Damage Resistance. The dracolich has resistance to necrotic damage. +Damage Immunities. The dracolich has immunity to poison. It also retains any immunities it had prior to becoming a dracolich. +Condition Immunities. The dracolich can't be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion. +Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects. +Source: Monster Manual p. 84, Waterdeep: Dungeon of the Mad Mage + desert + + + Adult Blue Dragon + H + dragon + Lawful Evil + 19 + 225 (18d12+108) + walk 40 ft., burrow 30 ft., fly 80 ft. + 25 + 10 + 23 + 16 + 15 + 19 + Dex +5, Con +11, Wis +7, Cha +9 + Perception +12, Stealth +5 + 22 + Common, Draconic + 16 + + lightning + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. + Bite|+12|2d10+7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage. + Claw|+12|2d6+7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage. + Tail|+12|2d8+7 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Lightning Breath (Recharge 5-6) + The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||12d10 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. + • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage. + + + Regional Effects + + + The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Thunderstorms rage within 6 miles of the lair. + • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5). + • Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 x 10 feet into the sinkhole. + If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 91, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Ghosts of Saltmarsh, Mythic Odysseys of Theros + desert, coastal + + + Adult Brass Dragon + H + dragon + Chaotic Good + 18 (natural armor) + 172 (15d12+75) + walk 40 ft., burrow 40 ft., fly 80 ft. + 23 + 10 + 21 + 14 + 13 + 17 + Dex +5, Con +10, Wis +6, Cha +8 + History +7, Perception +11, Persuasion +8, Stealth +5 + 21 + Common, Draconic + 13 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage. + Bite|+11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Tail|+11|2d8+6 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Fire Breath. The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||13d6 + • Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished. + • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Regional Effects + + + The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed. + • Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it. + • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location. + If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 105, Ghosts of Saltmarsh + desert + + + Adult Bronze Dragon + H + dragon + Lawful Good + 19 (natural armor) + 212 (17d12+102) + walk 40 ft., fly 80 ft., swim 40 ft. + 25 + 10 + 23 + 16 + 15 + 19 + Dex +5, Con +11, Wis +7, Cha +9 + Insight +7, Perception +12, Stealth +5 + 22 + Common, Draconic + 15 + + lightning + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage. + Bite|+12|2d10+7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage. + Claw|+12|2d6+7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage. + Tail|+12|2d8+7 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||12d10 + • Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. + + + Regional Effects + + + The region containing a legendary bronze dragon's lair is warped by the dragon's magic. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues. + • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 108, Princes of the Apocalypse, Storm King's Thunder, Ghosts of Saltmarsh, Essentials Kit: Sleeping Dragon's Wake, Explorer's Guide to Wildemount + coastal + + + Adult Copper Dragon + H + dragon + Chaotic Good + 18 (natural armor) + 184 (16d12+80) + walk 40 ft., climb 40 ft., fly 80 ft. + 23 + 12 + 21 + 18 + 15 + 17 + Dex +6, Con +10, Wis +7, Cha +8 + Deception +8, Perception +12, Stealth +6 + 22 + Common, Draconic + 14 + + acid + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage. + Bite|+11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Tail|+11|2d8+6 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Acid Breath. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||12d8 + • Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. + • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. + + + Regional Effects + + + The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair. + • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts. + • Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing. + If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 112, Ghosts of Saltmarsh + hill + + + Adult Gold Dragon + H + dragon + Lawful Good + 19 (natural armor) + 256 (19d12+133) + walk 40 ft., fly 80 ft., swim 40 ft. + 27 + 14 + 25 + 16 + 15 + 24 + Dex +8, Con +13, Wis +8, Cha +13 + Insight +8, Perception +14, Persuasion +13, Stealth +8 + 24 + Common, Draconic + 17 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage. + Bite|+14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+14|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||12d10 + • Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. + • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. + + + Regional Effects + + + The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. + • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger. + • Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius. + If the dragon dies, these effects end immediately. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 114, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + grassland, forest + + + Adult Green Dragon + H + dragon + Lawful Evil + 19 (natural armor) + 207 (18d12+90) + walk 40 ft., fly 80 ft., swim 40 ft. + 23 + 12 + 21 + 18 + 15 + 17 + Dex +6, Con +10, Wis +7, Cha +8 + Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 + 22 + Common, Draconic + 15 + + poison + + poisoned + blindsight 60 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. + Bite|+11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Tail|+11|2d8+6 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Poison Breath (Recharge 5-6) + The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath (Recharge 5-6)||16d6 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies. + • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies. + • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. + + + Regional Effects + + + The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the 'thickets or take 3 (1d6) piercing damage from thorns. + • Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. + • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path. + • Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator. + If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 94, Rise of Tiamat, Ghosts of Saltmarsh + forest + + + Adult Red Dragon + H + dragon + Chaotic Evil + 19 (natural armor) + 256 (19d12+133) + walk 40 ft., climb 40 ft., fly 80 ft. + 27 + 10 + 25 + 16 + 13 + 21 + Dex +6, Con +13, Wis +7, Cha +11 + Perception +13, Stealth +6 + 23 + Common, Draconic + 17 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. + Bite|+14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+14|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||18d6 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. + • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. + + + Regional Effects + + + The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Small earthquakes are common within 6 miles of the dragon's lair. + • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. + • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. + If the dragon dies, these effects fade over the course of 1d10 days. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 98, Rise of Tiamat, Tales from the Yawning Portal, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + mountain, hill + + + Adult Silver Dragon + H + dragon + Lawful Good + 19 (natural armor) + 243 (18d12+126) + walk 40 ft., fly 80 ft. + 27 + 10 + 25 + 16 + 13 + 21 + Dex +5, Con +12, Wis +6, Cha +10 + Arcana +8, History +8, Perception +11, Stealth +5 + 21 + Common, Draconic + 16 + + cold + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage. + Bite|+13|2d10+8 + + + Claw + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+13|2d6+8 + + + Tail + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+13|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||13d8 + • Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. + + + Regional Effects + + + The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. + • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 117, Storm King's Thunder, Ghosts of Saltmarsh + mountain, urban + + + Adult White Dragon + H + dragon + Chaotic Evil + 18 (natural armor) + 200 (16d12+96) + walk 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. + 22 + 10 + 22 + 8 + 12 + 12 + Dex +5, Con +11, Wis +6, Cha +6 + Perception +11, Stealth +5 + 21 + Common, Draconic + 13 + + cold + + + blindsight 60 ft., darkvision 120 ft. + + Ice Walk + The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. + Bite|+11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Tail|+11|2d8+6 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Cold Breath (Recharge 5-6) + The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath (Recharge 5-6)||12d8 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. + • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. + • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. + + + Regional Effects + + + The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Chilly fog lightly obscures the land within 6 miles of the dragon's lair. + • Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest. + • Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. + • If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however. + If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 101, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + arctic + + + Air Elemental + L + elemental + Neutral + 15 + 90 (12d10+24) + fly 90 ft. + 14 + 20 + 14 + 6 + 10 + 6 + + + 10 + Auran + 5 + lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Air Form + The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Multiattack + The elemental makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage. + Slam|+8|2d8+5 + + + Whirlwind (Recharge 4-6) + Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. + Whirlwind (Recharge 4-6)||3d8+2 + If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. + + Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks. +Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being. +Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. +Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. +Elemental Nature. An elemental doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 124, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Eberron: Rising from the Last War, Infernal Machine Rebuild, Mythic Odysseys of Theros + mountain, desert + + + Allosaurus + L + beast + Unaligned + 13 (natural armor) + 51 (6d10+18) + walk 60 ft. + 19 + 13 + 17 + 2 + 12 + 5 + + Perception +5 + 15 + + 2 + + + + + + + Pounce + If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage. + Bite|+6|2d10+4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage. + Claw|+6|1d8+4 + + The allosaurus is a predator possessing great size, strength, and speed. It can run down almost any prey over open ground, pouncing to pull creatures down with its wicked claws. +Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. +Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. +Source: Monster Manual p. 79, Tomb of Annihilation, Waterdeep: Dragon Heist + grassland + + + Ancient Black Dragon + G + dragon + Chaotic Evil + 22 (natural armor) + 367 (21d20+147) + walk 40 ft., fly 80 ft., swim 40 ft. + 27 + 14 + 25 + 16 + 15 + 19 + Dex +9, Con +14, Wis +9, Cha +11 + Perception +16, Stealth +9 + 26 + Common, Draconic + 21 + + acid + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. + Bite|+15|2d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+15|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Acid Breath (Recharge 5-6) + The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath (Recharge 5-6)||15d8 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. + • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. + • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. + + + Regional Effects + + + The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. + • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. + • Fog lightly obscures the land within 6 miles of the lair. + If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 87 + swamp + + + Ancient Blue Dragon + G + dragon + Lawful Evil + 22 (natural armor) + 481 (26d20+208) + walk 40 ft., burrow 40 ft., fly 80 ft. + 29 + 10 + 27 + 18 + 17 + 21 + Dex +7, Con +15, Wis +10, Cha +12 + Perception +17, Stealth +7 + 27 + Common, Draconic + 23 + + lightning + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. + Bite|+16|2d10+9 + + + Claw + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 16 (2d6 + 9) slashing damage. + Claw|+16|2d6+9 + + + Tail + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 18 (2d8 + 9) bludgeoning damage. + Tail|+16|2d8+9 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Lightning Breath (Recharge 5-6) + The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||16d10 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. + • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage. + + + Regional Effects + + + The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Thunderstorms rage within 6 miles of the lair. + • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5). + • Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 x 10 feet into the sinkhole. + If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 90, Mythic Odysseys of Theros + desert, coastal + + + Ancient Brass Dragon + G + dragon + Chaotic Good + 20 (natural armor) + 297 (17d20+119) + walk 40 ft., burrow 40 ft., fly 80 ft. + 27 + 10 + 25 + 16 + 15 + 19 + Dex +6, Con +13, Wis +8, Cha +10 + History +9, Perception +14, Persuasion +10, Stealth +6 + 24 + Common, Draconic + 20 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage. + Bite|+14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+14|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons: + • Fire Breath. The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||16d6 + • Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished. + • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Regional Effects + + + The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed. + • Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it. + • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location. + If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 104 + desert + + + Ancient Bronze Dragon + G + dragon + Lawful Good + 22 (natural armor) + 444 (24d20+192) + walk 40 ft., fly 80 ft., swim 40 ft. + 29 + 10 + 27 + 18 + 17 + 21 + Dex +7, Con +15, Wis +10, Cha +12 + Insight +10, Perception +17, Stealth +7 + 27 + Common, Draconic + 22 + + lightning + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 20 (2d10 + 9) piercing damage. + Bite|+16|2d10+9 + + + Claw + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 16 (2d6 + 9) slashing damage. + Claw|+16|2d6+9 + + + Tail + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 18 (2d8 + 9) bludgeoning damage. + Tail|+16|2d8+9 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||16d10 + • Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. + + + Regional Effects + + + The region containing a legendary bronze dragon's lair is warped by the dragon's magic. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues. + • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 107, Ghosts of Saltmarsh + coastal + + + Ancient Copper Dragon + G + dragon + Chaotic Good + 21 (natural armor) + 350 (20d20+140) + walk 40 ft., climb 40 ft., fly 80 ft. + 27 + 12 + 25 + 20 + 17 + 19 + Dex +8, Con +14, Wis +10, Cha +11 + Deception +11, Perception +17, Stealth +8 + 27 + Common, Draconic + 21 + + acid + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage. + Bite|+15|2d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+15|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Acid Breath. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||14d8 + • Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. + • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. + + + Regional Effects + + + The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair. + • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts. + • Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing. + If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 110, Baldur's Gate: Descent Into Avernus + hill + + + Ancient Gold Dragon + G + dragon + Lawful Good + 22 (natural armor) + 546 (28d20+252) + walk 40 ft., fly 80 ft., swim 40 ft. + 30 + 14 + 29 + 18 + 17 + 28 + Dex +9, Con +16, Wis +10, Cha +16 + Insight +10, Perception +17, Persuasion +16, Stealth +9 + 27 + Common, Draconic + 24 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) piercing damage. + Bite|+17|2d10+10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) slashing damage. + Claw|+17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 19 (2d8 + 10) bludgeoning damage. + Tail|+17|2d8+10 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||13d10 + • Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. + • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. + + + Regional Effects + + + The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. + • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger. + • Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius. + If the dragon dies, these effects end immediately. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 113 + grassland, forest + + + Ancient Green Dragon + G + dragon + Lawful Evil + 21 (natural armor) + 385 (22d20+154) + walk 40 ft., fly 80 ft., swim 40 ft. + 27 + 12 + 25 + 20 + 17 + 19 + Dex +8, Con +14, Wis +10, Cha +11 + Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 + 27 + Common, Draconic + 22 + + poison + + poisoned + blindsight 60 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. + Bite|+15|2d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 22 (4d6 + 8) slashing damage. + Claw|+15|4d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+15|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Poison Breath (Recharge 5-6) + The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath (Recharge 5-6)||22d6 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies. + • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies. + • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. + + + Regional Effects + + + The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the 'thickets or take 3 (1d6) piercing damage from thorns. + • Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. + • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path. + • Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator. + If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 93, Storm King's Thunder, Essentials Kit: Dragon of Icespire Peak + forest + + + Ancient Red Dragon + G + dragon + Chaotic Evil + 22 (natural armor) + 546 (28d20+252) + walk 40 ft., climb 40 ft., fly 80 ft. + 30 + 10 + 29 + 18 + 15 + 23 + Dex +7, Con +16, Wis +9, Cha +13 + Perception +16, Stealth +7 + 26 + Common, Draconic + 24 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. + Bite|+17|2d10+10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) slashing damage. + Claw|+17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 19 (2d8 + 10) bludgeoning damage. + Tail|+17|2d8+10 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||26d6 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. + • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. + + + Regional Effects + + + The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Small earthquakes are common within 6 miles of the dragon's lair. + • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. + • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. + If the dragon dies, these effects fade over the course of 1d10 days. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 97, Storm King's Thunder, Mythic Odysseys of Theros + mountain, hill + + + Ancient Silver Dragon + G + dragon + Lawful Good + 22 (natural armor) + 487 (25d20+225) + walk 40 ft., fly 80 ft. + 30 + 10 + 29 + 18 + 15 + 23 + Dex +7, Con +16, Wis +9, Cha +13 + Arcana +11, History +11, Perception +16, Stealth +7 + 26 + Common, Draconic + 23 + + cold + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) piercing damage. + Bite|+17|2d10+10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) slashing damage. + Claw|+17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 19 (2d8 + 10) bludgeoning damage. + Tail|+17|2d8+10 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||15d8 + • Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. + + + Regional Effects + + + The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. + • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 116 + mountain, urban + + + Ancient White Dragon + G + dragon + Chaotic Evil + 20 (natural armor) + 333 (18d20+144) + walk 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. + 26 + 10 + 26 + 10 + 13 + 14 + Dex +6, Con +14, Wis +7, Cha +8 + Perception +13, Stealth +6 + 23 + Common, Draconic + 20 + + cold + + + blindsight 60 ft., darkvision 120 ft. + + Ice Walk + The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. + Bite|+14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+14|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Cold Breath (Recharge 5-6) + The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath (Recharge 5-6)||16d8 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. + • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. + • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. + + + Regional Effects + + + The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Chilly fog lightly obscures the land within 6 miles of the dragon's lair. + • Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest. + • Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. + • If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however. + If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 100, Storm King's Thunder, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + arctic + + + Androsphinx + L + monstrosity + Lawful Neutral + 17 (natural armor) + 199 (19d10+95) + walk 40 ft., fly 60 ft. + 22 + 10 + 20 + 16 + 18 + 23 + Dex +6, Con +11, Int +9, Wis +10 + Arcana +9, Perception +10, Religion +15 + 20 + Common, Sphinx + 17 + + psychic; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened + truesight 120 ft. + + Inscrutable + The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. + + + Magic Weapons + The sphinx's weapon attacks are magical. + + + Multiattack + The sphinx makes two claw attacks. + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 17 (2d10 + 6) slashing damage. + Claw|+12|2d10+6 + + + Roar (3/Day) + The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. + • First Roar: Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Second Roar: Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Third Roar: Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. + Roar (3/Day)||8d10 + + + The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn. + + + Claw Attack + The sphinx makes one claw attack. + + + Teleport (Costs 2 Actions) + The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Cast a Spell (Costs 3 Actions) + The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest: + • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll. + • The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature's age to normal. + • The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time. + • The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it. + + + Spellcasting + The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: + Cantrips (at will): sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): command, detect evil and good, detect magic + • 2nd level (3 slots): lesser restoration, zone of truth + • 3rd level (3 slots): dispel magic, tongues + • 4th level (3 slots): banishment, freedom of movement + • 5th level (2 slots): flame strike, greater restoration + • 6th level (1 slots): heroes' feast + + 4, 3, 3, 3, 2, 1 + sacred flame, spare the dying, thaumaturgy, command, detect evil and good, detect magic, lesser restoration, zone of truth, dispel magic, tongues, banishment, freedom of movement, flame strike, greater restoration, heroes' feast + An androsphinx bears the head of a humanoid male on its lion's body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn't give away information readily, choosing its words as wisely as it guards its secrets. +An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those who pass its tests may be rewarded with a heroes' feast. +Sphinxes. In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half. Divine Guardians. Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. +Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission. +Magical Tests. The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought-and will make an enemy of the god that placed the sphinx as a guardian. +Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws. +Extraplanar Beings. Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm. +Fallen Sphinxes. Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy. +A Sphinx's Lair. A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals. +Source: Monster Manual p. 281, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + desert + + + Animated Armor + M + construct + Unaligned + 18 (natural armor) + 33 (6d8+6) + walk 25 ft. + 14 + 11 + 13 + 1 + 3 + 1 + + + 6 + + 1 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the armor remains motionless, it is indistinguishable from a normal suit of armor. + + + Multiattack + The armor makes two melee attacks. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Slam|+4|1d6+2 + + Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons. +Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. +Animated Armor. This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor. +To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation. +Source: Monster Manual p. 19, Curse of Strahd, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + + + + Ankheg + L + monstrosity + Unaligned + 14 (natural armor, 11 while prone) + 39 (6d10+6) + walk 30 ft., burrow 10 ft. + 17 + 11 + 13 + 1 + 13 + 6 + + + 11 + + 2 + + + + + darkvision 60 ft., tremorsense 60 ft. + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. + Bite|+5|2d6+3 + + + Acid Spray (Recharge 6) + The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. + Acid Spray (Recharge 6)||3d6 + + An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half. +Lurkers in the Earth. The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes. +Bane of Field and Forest. Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg's prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere. +Earthen Tunnels. As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature's attack. +Source: Monster Manual p. 21, Princes of the Apocalypse, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus + grassland, forest + + + Ankylosaurus + H + beast + Unaligned + 15 (natural armor) + 68 (8d12+16) + walk 30 ft. + 19 + 11 + 15 + 2 + 12 + 5 + + + 11 + + 3 + + + + + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + Tail|+7|4d6+4 + + Thick armor plating covers the body of the plant-eating ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike. Some varieties of ankylosaurus have spiked tails that deal piercing damage instead of bludgeoning damage. +Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. +Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. +Source: Monster Manual p. 79, Tomb of Annihilation + grassland + + + Ape + M + beast + Unaligned + 12 + 19 (3d8+6) + walk 30 ft., climb 30 ft. + 16 + 14 + 14 + 6 + 12 + 7 + + Athletics +5, Perception +3 + 13 + + 1/2 + + + + + + + Multiattack + The ape makes two fist attacks. + + + Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Fist|+5|1d6+3 + + + Rock + Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Rock|+5|1d6+3 + + +Source: Monster Manual p. 317, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh + forest + + + Arcanaloth + M + fiend (yugoloth) + Neutral Evil + 17 (natural armor) + 104 (16d8+32) + walk 30 ft., fly 30 ft. + 17 + 12 + 14 + 20 + 16 + 17 + Dex +5, Int +9, Wis +7, Cha +7 + Arcana +13, Deception +11, Insight +11, Perception +7 + 17 + all, telepathy 120 ft. + 12 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + charmed, poisoned + truesight 120 ft. + + Magic Resistance + The arcanaloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The arcanaloth's weapon attacks are magical. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Claws|+7|2d4+3 + Claws||3d6 + + + Teleport + The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Variant: Yugoloth Summoning + Some yugoloths have an action option that allows them to summon other yugoloths. + Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning. + An arcanaloth has a 40 chance of summoning one arcanaloth. + A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. + + + Innate Spellcasting + The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: + At will: alter self, darkness, heat metal, invisibility (self only), magic missile + + + Spellcasting + The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: + Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation + • 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk + • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion + • 3rd level (3 slots): counterspell, fear, fireball + • 4th level (3 slots): banishment, dimension door + • 5th level (2 slots): contact other plane, hold monster + • 6th level (1 slots): chain lightning + • 7th level (1 slots): finger of death + • 8th level (1 slots): mind blank + + 4, 3, 3, 3, 2, 1, 1, 1 + alter self, darkness, heat metal, invisibility, magic missile, fire bolt, mage hand, minor illusion, prestidigitation, detect magic, identify, shield, Tenser's floating disk, detect thoughts, mirror image, phantasmal force, suggestion, counterspell, fear, fireball, banishment, dimension door, contact other plane, hold monster, chain lightning, finger of death, mind blank + Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: What's in it for me? +Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well. +Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder. +Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word. +Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so. +Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent. +When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books. +The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them. +The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities. +Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity. +Source: Monster Manual p. 313, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden + + + + Archmage + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + The archmage has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *The archmage casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. +An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers. +Source: Monster Manual p. 342, Curse of Strahd, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Assassin + M + humanoid (any race) + Any Non-Good Alignment + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + 13 + Thieves' cant plus any two languages + 8 + poison + + + + + + Assassinate + During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. + + + Evasion + If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. + + + Multiattack + The assassin makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+6|1d6+3 + Shortsword||7d6 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Light Crossbow|+6|1d8+3 + Light Crossbow||7d6 + + Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. +Source: Monster Manual p. 343, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Awakened Shrub + S + plant + Unaligned + 9 + 10 (3d6) + walk 20 ft. + 3 + 8 + 11 + 10 + 10 + 6 + + + 10 + one language known by its creator + 0 + piercing + + fire + + + + False Appearance + While the shrub remains motionless, it is indistinguishable from a normal shrub. + + + Rake + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) slashing damage. + Rake|+1|1d4-1 + + An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic. +Source: Monster Manual p. 317, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + forest + + + Awakened Tree + H + plant + Unaligned + 13 (natural armor) + 59 (7d12+14) + walk 20 ft. + 19 + 6 + 15 + 10 + 10 + 7 + + + 10 + one language known by its creator + 2 + bludgeoning, piercing + + fire + + + + False Appearance + While the tree remains motionless, it is indistinguishable from a normal tree. + + + Slam + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 14 (3d6 + 4) bludgeoning damage. + Slam|+6|3d6+4 + + An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic. +Source: Monster Manual p. 317, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + forest + + + Axe Beak + L + beast + Unaligned + 11 + 19 (3d10+3) + walk 50 ft. + 14 + 12 + 12 + 2 + 10 + 5 + + + 10 + + 1/4 + + + + + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage. + Beak|+4|1d8+2 + + An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. +Source: Monster Manual p. 317, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden + grassland, hill + + + Azer + M + elemental + Lawful Neutral + 17 (natural armor, shield) + 39 (6d8+12) + walk 30 ft. + 17 + 12 + 15 + 12 + 13 + 10 + Con +4 + + 11 + Ignan + 2 + + fire, poison + + poisoned + + + Heated Body + A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. + + + Heated Weapons + When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). + + + Illumination + The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + + + Warhammer + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. + Warhammer|+5|1d8+3 + + Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard. +Made, Not Born. Azers don't reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter's inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare. +Volcanic Dwellers. Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire-a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom. +Enemies of the Efreet. Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check. +Masters of Metal and Gems. Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones. +When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal. +Living Fire. An azer doesn't require food, drink, or sleep. +Source: Monster Manual p. 22, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage + + + + Baboon + S + beast + Unaligned + 12 + 3 (1d6) + walk 30 ft., climb 30 ft. + 8 + 14 + 11 + 4 + 12 + 6 + + + 11 + + 0 + + + + + + + Pack Tactics + The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) piercing damage. + Bite|+1|1d4-1 + + +Source: Monster Manual p. 318, Tales from the Yawning Portal, Tomb of Annihilation + forest, hill + + + Badger + T + beast + Unaligned + 10 + 3 (1d4+1) + walk 20 ft., burrow 5 ft. + 4 + 11 + 12 + 2 + 12 + 5 + + + 11 + + 0 + + + + + darkvision 30 ft. + + Keen Smell + The badger has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 1 piercing damage. + + +Source: Monster Manual p. 318 + forest + + + Balor + H + fiend (demon) + Chaotic Evil + 19 (natural armor) + 262 (21d12+126) + walk 40 ft., fly 80 ft. + 26 + 15 + 22 + 20 + 16 + 22 + Str +14, Con +12, Wis +9, Cha +12 + + 13 + Abyssal, telepathy 120 ft. + 19 + cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks + fire, poison + + poisoned + truesight 120 ft. + + Death Throes + When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. + + + Fire Aura + At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. + + + Magic Resistance + The balor has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The balor's weapon attacks are magical. + + + Multiattack + The balor makes two attacks: one with its longsword and one with its whip. + + + Longsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. + Longsword|+14|3d8+8 + + + Whip + Melee Weapon Attack: +14 to hit, reach 30 ft., one target. 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. + Whip|+14|2d6+8 + + + Teleport + The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A balor has a 50 chance of summoning 1d8 vrock, 1d6 hezrou, 1d4 glabrezu, 1d3 nalfeshnee, 1d2 marilith, or one goristro. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 55, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount + + + + Bandit + M + humanoid (any race) + Any Non-Lawful Alignment + 12 (leather armor) + 11 (2d8+2) + walk 30 ft. + 11 + 12 + 12 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 1/8 + + + + + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage. + Scimitar|+3|1d6+1 + + + Light Crossbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 5 (1d8 + 1) piercing damage. + Light Crossbow|+3|1d8+1 + + Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. +Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels. +Source: Monster Manual p. 343, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + + + + Bandit Captain + M + humanoid (any race) + Any Non-Lawful Alignment + 15 (studded leather armor) + 65 (10d8+20) + walk 30 ft. + 15 + 16 + 14 + 14 + 11 + 14 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + 10 + any two languages + 2 + + + + + + + Multiattack + The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|+5|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Parry + The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. + + It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. +In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. +More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation. +Source: Monster Manual p. 344, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Banshee + M + undead + Chaotic Evil + 12 + 58 (13d8) + walk 0 ft., fly 40 ft. + 1 + 14 + 10 + 12 + 11 + 17 + Wis +2, Cha +5 + + 10 + Common, Elvish + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Detect Life + The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations. + + + Incorporeal Movement + The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. + + + Corrupting Touch + Melee Spell Attack: +4 to hit, reach 5 ft., one target. 12 (3d6 + 2) necrotic damage. + Corrupting Touch|+4|3d6+2 + + + Horrifying Visage + Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours. + + + Wail (1/Day) + The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. + Wail (1/Day)||3d6 + + When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee's face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. +Divine Wrath. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters. +Sorrow Bound. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. +Beauty Hoarders. The vanity that inspired the banshee's cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelery, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can't bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage. +Undead Nature. A banshee doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 23, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + forest, coastal + + + Barbed Devil + M + fiend (devil) + Lawful Evil + 15 (natural armor) + 110 (13d8+52) + walk 30 ft. + 16 + 17 + 18 + 12 + 14 + 14 + Str +6, Con +7, Wis +5, Cha +5 + Deception +5, Insight +5, Perception +8 + 18 + Infernal, telepathy 120 ft. + 5 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Barbed Hide + At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. + + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Claw|+6|1d6+3 + + + Tail + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. + Tail|+6|2d6+3 + + + Hurl Flame + Ranged Spell Attack: +5 to hit, range 150 ft., one target. 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. + Hurl Flame|+5|3d6 + + Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. +Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. +Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. +Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. +At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. +Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. +To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. +The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. +A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. +If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. +Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. +Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. +Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. +Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. +Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. +Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. +Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. +No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. +Infernal Hierarchy +Rank | Devil(s) +1. | lemure +2. (Lesser devils) | imp +3. | spined devil +4. | bearded devil +5. | barbed devil +6. | chain devil +7. | bone devil +8. (Greater devils) | horned devil +9. | erinyes +10. | ice devil +11. | pit fiend +12. (Archdevils) | duke or duchess +13. | archduke or archduchess + +The Nine Hells +The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. +Layers and Lords of the Nine Hells Layer +Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants +1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils +2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils +3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils +4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils +5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps +6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps +7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps +8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends +9 | Nessus | Asmodeus | — | All devils + +Devil True Names and Talismans. +------ +Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. +A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. +However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. +------ +Summon Devil (1/Day) + The devil chooses what to summon and attempts a magical summoning. +Source: Monster Manual p. 70, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + + + + Barlgura + L + fiend (demon) + Chaotic Evil + 15 (natural armor) + 68 (8d10+24) + walk 40 ft., climb 40 ft. + 18 + 15 + 16 + 7 + 14 + 9 + Dex +5, Con +6 + Perception +5, Stealth +5 + 15 + Abyssal, telepathy 120 ft. + 5 + cold, fire, lightning + poison + + poisoned + blindsight 30 ft., darkvision 120 ft. + + Reckless + At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Running Leap + The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. + + + Multiattack + The barlgura makes three attacks: one with its bite and two with its fists. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Bite|+7|2d6+4 + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) bludgeoning damage. + Fist|+7|1d10+4 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A barlgura has a 30 chance of summoning one barlgura. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Innate Spellcasting + The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components: + 1/day each: entangle, phantasmal force + 2/day each: disguise self, invisibility (self only) + + entangle, phantasmal force, disguise self, invisibility + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 56, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild + + + + Basilisk + M + monstrosity + Unaligned + 15 (natural armor) + 52 (8d8+16) + walk 20 ft. + 16 + 8 + 15 + 2 + 8 + 7 + + + 9 + + 3 + + + + + darkvision 60 ft. + + Petrifying Gaze + If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. + If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. + Bite|+5|2d6+3 + + Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby. +Adaptable Predators. Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground. +A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized. +Gaze of Stone. Basilisks are ponderous for hunting creatures, but they needn't chase prey. Meeting a basilisk's supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk's gullet. +Some alchemists are said to know how to process the basilisk's gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the petrified creature, such as its head, is detached. +Source: Monster Manual p. 24, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + mountain + + + Bat + T + beast + Unaligned + 12 + 1 (1d4-1) + walk 5 ft., fly 30 ft. + 2 + 15 + 8 + 2 + 12 + 4 + + + 11 + + 0 + + + + + blindsight 60 ft. + + Echolocation + The bat can't use its blindsight while deafened. + + + Keen Hearing + The bat has advantage on Wisdom (Perception) checks that rely on hearing. + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. 1 piercing damage. + + +Source: Monster Manual p. 318, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden + + + + Bearded Devil + M + fiend (devil) + Lawful Evil + 13 (natural armor) + 52 (8d8+16) + walk 30 ft. + 16 + 15 + 15 + 9 + 11 + 11 + Str +5, Con +4, Wis +2 + + 10 + Infernal, telepathy 120 ft. + 3 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Steadfast + The devil can't be frightened while it can see an allied creature within 30 feet of it. + + + Multiattack + The devil makes two attacks: one with its beard and one with its glaive. + + + Beard + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Beard|+5|1d8+2 + + + Glaive + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. + Glaive|+5|1d10+3 + Glaive||1d10 + + Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. +Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. +Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. +Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. +At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. +Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. +To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. +The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. +A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. +If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. +Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. +Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. +Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. +Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. +Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. +Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. +Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. +No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. +Infernal Hierarchy +Rank | Devil(s) +1. | lemure +2. (Lesser devils) | imp +3. | spined devil +4. | bearded devil +5. | barbed devil +6. | chain devil +7. | bone devil +8. (Greater devils) | horned devil +9. | erinyes +10. | ice devil +11. | pit fiend +12. (Archdevils) | duke or duchess +13. | archduke or archduchess + +The Nine Hells +The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. +Layers and Lords of the Nine Hells Layer +Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants +1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils +2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils +3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils +4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils +5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps +6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps +7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps +8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends +9 | Nessus | Asmodeus | — | All devils + +Devil True Names and Talismans. +------ +Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. +A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. +However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. +------ +Summon Devil (1/Day) + The devil chooses what to summon and attempts a magical summoning. +Source: Monster Manual p. 70, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + + + + Behir + H + monstrosity + Neutral Evil + 17 (natural armor) + 168 (16d12+64) + walk 50 ft., climb 40 ft. + 23 + 16 + 18 + 7 + 14 + 12 + + Perception +6, Stealth +7 + 16 + Draconic + 11 + + lightning + + + darkvision 90 ft. + + Multiattack + The behir makes two attacks: one with its bite and one to constrict. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 22 (3d10 + 6) piercing damage. + Bite|+10|3d10+6 + + + Constrict + Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. + Constrict|+10|2d10+6 + + + Lightning Breath (Recharge 5-6) + The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||12d10 + + + Swallow + The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. + If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. + + The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive. +A behir's monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside. +Cavern Predators. Behirs lair in places inaccessible to other creatures, favoring locations where would-be intruders must make a harrowing climb to reach them. Deep pits, high caves in cliff walls, and caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir's dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by folding its legs beside its body and slithering like a snake. +Behirs swallow their prey whole, after which they enter a period of dormancy while they digest. While dormant, a behir chooses a hiding place where intruders in its lair might overlook it. +Foes of the Dragons. In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind. +A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir's lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away. +Source: Monster Manual p. 25, Tales from the Yawning Portal, Explorer's Guide to Wildemount + underdark + + + Beholder + L + aberration + Lawful Evil + 18 (natural armor) + 180 (19d10+76) + walk 0 ft., fly 20 ft. + 10 + 14 + 18 + 17 + 15 + 17 + Int +8, Wis +7, Cha +8 + Perception +12 + 22 + Deep Speech, Undercommon + 13 + + + + prone + darkvision 120 ft. + + Antimagic Cone + The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (4d6) piercing damage. + Bite|+5|4d6 + + + Eye Rays + The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: + 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. + 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + Eye Rays||8d8 + 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. + 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + Eye Rays||10d8 + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. + 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. + Eye Rays||10d10 + + + The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn. + + + Eye Ray + The beholder uses one random eye ray. + + + Lair Actions + + + When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects: + • A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round. + • Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. + • An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears. + The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row. + + + Regional Effects + + + A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects: + • Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't. + • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person. + If the beholder dies, these effects fade over the course of 1d10 days. + + One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose. +A beholder's spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert. +Xenophobic Isolationists. Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around. +The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw in the racial purity of its kind. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others' stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies. +Eye Tyrant. Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master's behalf. +Alien Lairs. Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder's lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor. +As alien as their creator, the rooms in a beholder's lair reflect the creature's arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures. +A Beholder's Lair. A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP). +Source: Monster Manual p. 28, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Explorer's Guide to Wildemount + underdark + + + Beholder Zombie + L + undead + Neutral Evil + 15 (natural armor) + 93 (11d10+33) + walk 0 ft., fly 20 ft. + 10 + 8 + 16 + 3 + 8 + 5 + Wis +2 + + 9 + understands Deep Speech and Undercommon but can't speak + 5 + + poison + + poisoned, prone + darkvision 60 ft. + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 14 (4d6) piercing damage. + Bite|+3|4d6 + + + Eye Ray + The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. + 1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + Eye Ray||8d8 + 4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + Eye Ray||10d8 + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it. + + From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp. +Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. +Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. +A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. +Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water. +Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. +A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so. +Undead Nature. A zombie doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 316, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage + underdark + + + Berserker + M + humanoid (any race) + Any Chaotic Alignment + 13 (hide armor) + 67 (9d8+27) + walk 30 ft. + 16 + 12 + 17 + 9 + 11 + 9 + + + 10 + any one language (usually Common) + 2 + + + + + + + Reckless + At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it. +Source: Monster Manual p. 344, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Black Bear + M + beast + Unaligned + 11 (natural armor) + 19 (3d8+6) + walk 40 ft., climb 30 ft. + 15 + 10 + 14 + 2 + 12 + 7 + + Perception +3 + 13 + + 1/2 + + + + + + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. + Claws|+4|2d4+2 + + +Source: Monster Manual p. 318, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Infernal Machine Rebuild + forest + + + Black Dragon Wyrmling + M + dragon + Chaotic Evil + 17 (natural armor) + 33 (6d8+6) + walk 30 ft., fly 60 ft., swim 30 ft. + 15 + 14 + 13 + 10 + 11 + 13 + Dex +4, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +4 + 14 + Draconic + 2 + + acid + + + blindsight 10 ft., darkvision 60 ft. + + Amphibious + The dragon can breathe air and water. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage. + Bite|+4|1d10+2 + + + Acid Breath (Recharge 5-6) + The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath (Recharge 5-6)||5d8 + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 88, Tales from the Yawning Portal + + + + Black Pudding + L + ooze + Unaligned + 7 + 85 (10d10+30) + walk 20 ft., climb 20 ft. + 16 + 5 + 16 + 1 + 6 + 1 + + + 8 + + 4 + + acid, cold, lightning, slashing + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The pudding can move through a space as narrow as 1 inch wide without squeezing. + + + Corrosive Form + A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. + + + Spider Climb + The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|+5|1d6+3 + + + Split + When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. + + A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow. +Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean. +Oozes. Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. +The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby. +Slow Death. An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late. +Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers. +Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. +Unwitting Servants. Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room. +Spawn of Juiblex. According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. +Ooze Nature. An ooze doesn't require sleep. +Source: Monster Manual p. 241, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden + underdark + + + Blink Dog + M + fey + Lawful Good + 13 + 22 (4d8+4) + walk 40 ft. + 12 + 17 + 12 + 10 + 13 + 11 + + Perception +3, Stealth +5 + 10 + Blink Dog, understands Sylvan but can't speak it + 1/4 + + + + + + + Keen Hearing and Smell + The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Bite|+3|1d6+1 + + + Teleport (Recharge 4-6) + The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. + + A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight. +Source: Monster Manual p. 318, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Mythic Odysseys of Theros + forest + + + Blood Hawk + S + beast + Unaligned + 12 + 7 (2d6) + walk 10 ft., fly 60 ft. + 6 + 14 + 10 + 3 + 14 + 5 + + Perception +4 + 14 + + 1/8 + + + + + + + Keen Sight + The hawk has advantage on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Beak|+4|1d4+2 + + Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. +Source: Monster Manual p. 319, Princes of the Apocalypse, Storm King's Thunder, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + mountain, grassland, forest, hill, coastal, arctic + + + Blue Dragon Wyrmling + M + dragon + Lawful Evil + 17 (natural armor) + 52 (8d8+16) + walk 30 ft., burrow 15 ft., fly 60 ft. + 17 + 10 + 15 + 12 + 11 + 15 + Dex +2, Con +4, Wis +2, Cha +4 + Perception +4, Stealth +2 + 14 + Draconic + 3 + + lightning + + + blindsight 10 ft., darkvision 60 ft. + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage. + Bite|+5|1d10+3 + + + Lightning Breath (Recharge 5-6) + The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||4d10 + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 91, Mythic Odysseys of Theros + + + + Blue Slaad + L + aberration + Chaotic Neutral + 15 (natural armor) + 123 (13d10+52) + walk 30 ft. + 20 + 15 + 18 + 7 + 7 + 9 + + Perception +1 + 11 + Slaad, telepathy 60 ft. + 7 + acid, cold, fire, lightning, thunder + + + + darkvision 60 ft. + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects. + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage. + Bite|+8|2d6+5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation. + Claw|+8|2d6+5 + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + The bone hooks that protrude from the back of a blue slaad's hands inflict a terrible transformative disease on humanoids wounded by them. This infection, called chaos phage, transforms its victim into a fully grown red slaad—or green slaad if the host was a spellcaster able to cast 3rd level spells or higher. +Slaadi. In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. +The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason. +The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them. +Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. +Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. +Source: Monster Manual p. 276, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden + + + + Boar + M + beast + Unaligned + 11 (natural armor) + 11 (2d8+2) + walk 40 ft. + 13 + 11 + 12 + 2 + 9 + 5 + + + 9 + + 1/4 + + + + + + + Charge + If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + + + Relentless (Recharges after a Short or Long Rest) + If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Tusk + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage. + Tusk|+3|1d6+1 + + +Source: Monster Manual p. 319, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Dragon of Icespire Peak, Mythic Odysseys of Theros + grassland, forest, hill + + + Bone Devil + L + fiend (devil) + Lawful Evil + 19 (natural armor) + 142 (15d10+60) + walk 40 ft., fly 40 ft. + 18 + 16 + 18 + 13 + 14 + 16 + Int +5, Wis +6, Cha +7 + Deception +7, Insight +6 + 12 + Infernal, telepathy 120 ft. + 9 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The devil makes three attacks: two with its claws and one with its sting. + + + Claw + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 8 (1d8 + 4) slashing damage. + Claw|+8|1d8+4 + + + Sting + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Sting|+8|2d8+4 + + + Variant: Bone Devil Polearm + Some bone devils have the following action options. + Multiattack. The devil makes two attacks: one with its hooked polearm and one with its sting. + Hooked Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 17 (2d12 + 4) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the devil can't use its polearm on another target. + + Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. +Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. +Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. +Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. +At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. +Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. +To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. +The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. +A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. +If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. +Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. +Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. +Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. +Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. +Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. +Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. +Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. +No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. +Infernal Hierarchy +Rank | Devil(s) +1. | lemure +2. (Lesser devils) | imp +3. | spined devil +4. | bearded devil +5. | barbed devil +6. | chain devil +7. | bone devil +8. (Greater devils) | horned devil +9. | erinyes +10. | ice devil +11. | pit fiend +12. (Archdevils) | duke or duchess +13. | archduke or archduchess + +The Nine Hells +The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. +Layers and Lords of the Nine Hells Layer +Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants +1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils +2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils +3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils +4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils +5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps +6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps +7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps +8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends +9 | Nessus | Asmodeus | — | All devils + +Devil True Names and Talismans. +------ +Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. +A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. +However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. +------ +Summon Devil (1/Day) + The devil chooses what to summon and attempts a magical summoning. +Source: Monster Manual p. 71, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Bone Naga (Guardian) + L + undead + Lawful Evil + 15 (natural armor) + 58 (9d10+9) + walk 30 ft. + 15 + 16 + 12 + 15 + 15 + 16 + + + 12 + Common plus one other language + 4 + + poison + + charmed, exhaustion, paralyzed, poisoned + darkvision 60 ft. + + Bite + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage. + Bite|+5|2d6+3 + + + Spellcasting + The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared: + Cantrips (at will): mending, sacred flame, thaumaturgy + • 1st level (4 slots): command, shield of faith + • 2nd level (3 slots): calm emotions, hold person + • 3rd level (2 slots): bestow curse + + 4, 3, 2 + mending, sacred flame, thaumaturgy, command, shield of faith, calm emotions, hold person, bestow curse + In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life. +Nagas. Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge. +The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks. +Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work. +Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain. +Rivalry. Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority. +Immortal Nature. A naga doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 233, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage + underdark + + + Bone Naga (Spirit) + L + undead + Lawful Evil + 15 (natural armor) + 58 (9d10+9) + walk 30 ft. + 15 + 16 + 12 + 15 + 15 + 16 + + + 12 + Common plus one other language + 4 + + poison + + charmed, exhaustion, paralyzed, poisoned + darkvision 60 ft. + + Bite + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage. + Bite|+5|2d6+3 + + + Spellcasting + The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared: + Cantrips (at will): mage hand, minor illusion, ray of frost + • 1st level (4 slots): charm person, sleep + • 2nd level (3 slots): detect thoughts, hold person + • 3rd level (2 slots): lightning bolt + + 4, 3, 2 + mage hand, minor illusion, ray of frost, charm person, sleep, detect thoughts, hold person, lightning bolt + In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life. +Nagas. Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge. +The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks. +Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work. +Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain. +Rivalry. Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority. +Immortal Nature. A naga doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 233 + underdark + + + Brass Dragon Wyrmling + M + dragon + Chaotic Good + 16 (natural armor) + 16 (3d8+3) + walk 30 ft., burrow 15 ft., fly 60 ft. + 15 + 10 + 13 + 10 + 11 + 13 + Dex +2, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +2 + 14 + Draconic + 1 + + fire + + + blindsight 10 ft., darkvision 60 ft. + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage. + Bite|+4|1d10+2 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Fire Breath. The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||4d6 + • Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 106 + + + + Bronze Dragon Wyrmling + M + dragon + Lawful Good + 17 (natural armor) + 32 (5d8+10) + walk 30 ft., fly 60 ft., swim 30 ft. + 17 + 10 + 15 + 12 + 11 + 15 + Dex +2, Con +4, Wis +2, Cha +4 + Perception +4, Stealth +2 + 14 + Draconic + 2 + + lightning + + + blindsight 10 ft., darkvision 60 ft. + + Amphibious + The dragon can breathe air and water. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. + Bite|+5|1d10+3 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||3d10 + • Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 109 + + + + Brown Bear + L + beast + Unaligned + 11 (natural armor) + 34 (4d10+12) + walk 40 ft., climb 30 ft. + 19 + 10 + 16 + 2 + 13 + 7 + + Perception +3 + 13 + + 1 + + + + + + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Bite|+6|1d8+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|+6|2d6+4 + + +Source: Monster Manual p. 319, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + forest, hill, arctic + + + Bugbear + M + humanoid (goblinoid) + Chaotic Evil + 16 (hide armor, shield) + 27 (5d8+5) + walk 30 ft. + 15 + 14 + 13 + 8 + 11 + 9 + + Stealth +6, Survival +2 + 10 + Common, Goblin + 1 + + + + + darkvision 60 ft. + + Brute + A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). + + + Surprise Attack + If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. + + + Morningstar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage. + Morningstar|+4|2d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. + Javelin|+4|2d6+2 + + Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured. +Goblinoids. Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force. +Followers of Hruggek. Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible. +Venal Ambushers. Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life. +Source: Monster Manual p. 33, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark, grassland, forest + + + Bugbear Chief + M + humanoid (goblinoid) + Chaotic Evil + 17 (chain shirt, shield) + 65 (10d8+20) + walk 30 ft. + 17 + 14 + 14 + 11 + 12 + 11 + + Intimidation +2, Stealth +6, Survival +3 + 11 + Common, Goblin + 3 + + + + + darkvision 60 ft. + + Brute + A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). + + + Surprise Attack + If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. + + + Heart of Hruggek + The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. + + + Multiattack + The bugbear makes two melee attacks + + + Morningstar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 11 (2d8 + 3) piercing damage. + Morningstar|+5|2d8+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 9 (2d6 + 3) piercing damage in melee or 5 (1d6 + 3) piercing damage at range. + Javelin|+5|2d6+3 + + Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured. +Goblinoids. Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force. +Followers of Hruggek. Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible. +Venal Ambushers. Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life. +Source: Monster Manual p. 33, Tales from the Yawning Portal + underdark, grassland, forest + + + Bulette + L + monstrosity + Unaligned + 17 (natural armor) + 94 (9d10+45) + walk 40 ft., burrow 40 ft. + 19 + 11 + 21 + 2 + 10 + 5 + + Perception +6 + 16 + + 5 + + + + + darkvision 60 ft., tremorsense 60 ft. + + Standing Leap + The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 30 (4d12 + 4) piercing damage. + Bite|+7|4d12+4 + + + Deadly Leap + If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. + Deadly Leap||3d6+4 + + Bulette +A bulette is a massive predator that terrorizes any lands it inhabits. Also called a "land shark," it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they attack with no regard for superior numbers or strength. +Underground Hunters. Bulettes use their powerful claws to tunnel through the earth when they hunt. Heedless of obstruction, they uproot trees, cause landslides in loose slopes, and leave sinkholes behind them. When vibrations in the soil and rock alert a bulette to movement, it shoots to the surface, its jaws spread wide as it attacks. +Wandering Monster. A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing what they are. A bulette loves halfling meat the most, and it is never happier than when chasing plump halflings across an open field. +A bulette has no lair, but roams a hunting territory up to thirty miles wide. Its sole criterion for territory is availability of food, and when it has eaten everything in an area, a bulette moves on. These creatures often home in on humanoid settlements, terrorizing them until their panicked residents have fled, or until the bulette is slain. +All creatures shun bulettes, which treat anything that moves as food-even other predators and bulettes. Bulettes come together only to mate, resulting in a bloody act of claws and teeth that usually ends with the male's death and consumption. +Arcane Creation. Some sages believe the bulette is the result of a mad wizard's experiments at crossbreeding snapping turtles and armadillos, within fusions of demon ichor. Bulettes have been thought to be extinct at different times, but after years without a sighting, the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world. +Source: Monster Manual p. 34, Princes of the Apocalypse, Storm King's Thunder, Icewind Dale: Rime of the Frostmaiden + mountain, grassland, hill + + + Bullywug + M + humanoid (bullywug) + Neutral Evil + 15 (hide armor, shield) + 11 (2d8+2) + walk 20 ft., swim 40 ft. + 12 + 12 + 13 + 7 + 10 + 7 + + Stealth +3 + 10 + Bullywug + 1/4 + + + + + + + Amphibious + The bullywug can breathe air and water. + + + Speak with Frogs and Toads + The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. + + + Swamp Camouflage + The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Standing Leap + The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Multiattack + The bullywug makes two melee attacks: one with its bite and one with its spear. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage. + Bite|+3|1d4+1 + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey. +Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close. +Foul Aristocracy. Bullywugs consider themselves the right and proper rulers of the swamps. They follow an etiquette of sorts when dealing with outsiders and each other, subject to the whims and fancies of their leader-a self-styled lord of the muck. Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors' favor. +A bullywug has two ways to advance among its kind. It can either murder its rivals, though it must take pains to keep its criminal deeds secret, or it can find a treasure or magic item and present it as tribute or a token of obeisance to its liege. A bullywug that murders its rivals without cunning is likely to be executed, so it's more common for bullywugs to stage raids against caravans and settlements, with the goal of securing precious baubles to impress their lords and win their good graces. Invariably, such fine goods are reduced to filthy tatters through abuse and neglect. Once a gift loses its sheen, a bullywug lord invariably demands that its subjects bring it more treasure as tribute. +Unruly Diplomacy. Bullywugs love nothing more than lording over those who trespass on their territories. Their warriors attempt to capture intruders rather than simply slaying them. +Captives are dragged before the king or queen-a bullywug of unusually large size-and forced to beg for mercy. Bribes, treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its "guests" with the majesty of its treasure and its realm. Struck with a deep inferiority complex, bullywug lords fancy themselves as kings and queens, but desperately crave the fear and respect of outsiders. +Amphibian Allies. Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system. +Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimens are sometimes used as mounts as well. The frogs' ability to swallow creatures whole provides a bullywug hunting band an easy means of carrying prey back to their villages. +Source: Monster Manual p. 35, Hoard of the Dragon Queen, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + swamp + + + Cambion + M + fiend + Any Evil Alignment + 19 (scale mail) + 82 (11d8+33) + walk 30 ft., fly 60 ft. + 18 + 18 + 16 + 14 + 12 + 16 + Str +7, Con +6, Int +5, Cha +6 + Deception +6, Intimidation +6, Perception +4, Stealth +7 + 14 + Abyssal, Common, Infernal + 5 + cold, fire, lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Fiendish Blessing + The AC of the cambion includes its Charisma bonus. + + + Multiattack + The cambion makes two melee attacks or uses its Fire Ray twice. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. + Spear|+7|1d6+4 + + + Fire Ray + Ranged Spell Attack: +7 to hit, range 120 ft., one target. 10 (3d6) fire damage. + Fire Ray|+7|3d6 + + + Fiendish Charm + One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours. + + + Variant: Demonic Cambions + Few demons consort with mortals, and those with the charm or desire to usually grant their cambion children the Fiendish Charm ability. Cultists of Baphomet and Orcus can also use foul rituals to infuse their master's strength into a young or unborn child, yielding a cult champion who can wield special abilities; a cambion linked to Orcus replaces Fiendish Charm with Spawn of the Grave, and one linked to Baphomet replaces it with Horned One's Call. + Horned One's Call. When the cambion targets only one creature with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice. + Spawn of the Grave. At the end of each of the cambion's turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points, provided the cambion isn't incapacitated. + In addition, this cambion can use its Innate Spellcasting ability to cast animate dead three times per day. + + + Innate Spellcasting + The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: + 1/day: plane shift (self only) + 3/day each: alter self, command, detect magic + + plane shift, alter self, command, detect magic + A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. +Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. +Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will. +Spawn of Graz'zt. The demon lord Graz'zt is fond of procreating with humanoids who have made pacts with fiends, and he has sired many cambions who help him sow chaos across the multiverse. These cambions are characterized by charcoal-black skin, cloven hooves, six-fingered hands, and unearthly beauty. +Source: Monster Manual p. 36, Storm King's Thunder, Baldur's Gate: Descent Into Avernus + urban + + + Camel + L + beast + Unaligned + 9 + 15 (2d10+4) + walk 50 ft. + 16 + 8 + 14 + 2 + 8 + 5 + + + 9 + + 1/8 + + + + + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Bite|+5|1d4 + + +Source: Monster Manual p. 320, Ghosts of Saltmarsh + desert + + + Carrion Crawler + L + monstrosity + Unaligned + 13 (natural armor) + 51 (6d10+18) + walk 30 ft., climb 30 ft. + 14 + 13 + 16 + 1 + 12 + 5 + + Perception +3 + 13 + + 2 + + + + + darkvision 60 ft. + + Keen Smell + The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. + + + Spider Climb + The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The carrion crawler makes two attacks: one with its tentacles and one with its bite. + + + Tentacles + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. + Tentacles|+8|1d4+2 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. + Bite|+4|2d4+2 + + Carrion crawlers scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature that trespasses on their territory or disturbs their feasting. +Carrion Eaters. A carrion crawler follows the scent of death to its food, but it prefers not to compete with other scavengers. These foul creatures thus hunker down in territories where death is plentiful and other carrion eaters have limited mobility. Caves, sewers, dungeons, and forested marshes are their favored lairs, but carrion crawlers are also drawn to battlefields and cemeteries. A carrion crawler roams on the hunt, its tentacles probing the air for the scent of blood or decay. In tunnels or ruins, carrion crawlers scurry across the ceiling as they move toward food. In this way, they avoid contact with oozes, otyughs, and other dangerous inhabitants of the darkness, even as they surprise potential meals that don't think to look up. +Patient Predators. Whether in subterranean darkness or while hunting at night, light signals a potential meal. A carrion crawler might follow a light source from a distance for hours, hoping to pick up the scent of blood. Despite their great size, carrion crawlers can also easily set up ambushes by waiting around blind corners for prey to come to them. When facing potential prey or intruders, a carrion crawler lets its poison do the work. Once a victim goes rigid with paralysis, the carrion crawler wraps it with its tentacles and drags it away to a high ledge or isolated passageway, where it can be killed safely. The monster then resumes patrolling its territory while waiting for its meal to ripen. +Source: Monster Manual p. 37, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden + underdark + + + Cat + T + beast + Unaligned + 12 + 2 (1d4) + walk 40 ft., climb 30 ft. + 3 + 15 + 10 + 3 + 12 + 7 + + Perception +3, Stealth +4 + 13 + + 0 + + + + + + + Keen Smell + The cat has advantage on Wisdom (Perception) checks that rely on smell. + + + Claws + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage. + + +Source: Monster Manual p. 320, Curse of Strahd, Hoard of the Dragon Queen, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden + grassland, forest, urban, desert + + + Cave Bear + L + beast + Unaligned + 12 (natural armor) + 42 (5d10+15) + walk 40 ft., swim 30 ft. + 20 + 10 + 16 + 2 + 13 + 7 + + Perception +3 + 13 + + 2 + + + + + darkvision 60 ft. + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. + Bite|+7|1d8+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claws|+7|2d6+5 + + +Source: Monster Manual p. 334, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage + forest + + + Centaur + L + monstrosity + Neutral Good + 12 + 45 (6d10+12) + walk 50 ft. + 18 + 14 + 14 + 9 + 13 + 11 + + Athletics +6, Perception +3, Survival +3 + 13 + Elvish, Sylvan + 2 + + + + + + + Charge + If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. + + + Multiattack + The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. + + + Pike + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 9 (1d10 + 4) piercing damage. + Pike|+6|1d10+4 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Hooves|+6|2d6+4 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +I hear centaurs make excellent mounts! + — Batley Summerfoot, a halfling adventurer who never read HOOVES OF FURY, by Iryil Grayborn of Sundown + +Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. +Wilderness Nomads. Centaur tribes range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use tents. +Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when centaurs encounter settlements of other creatures built along their traditional routes. +Reluctant Settlers. A centaur that can't keep pace with the rest of its tribe is left behind. Some such centaurs vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur residents. Many such communities owe their survival to the insight and acumen of a centaur. +Despite their reclusive nature, centaurs trade with elves and with the caravans of other benevolent humanoids they meet during their wanderings. A trader might save the life of a wounded or an elderly centaur unfit for long travel, escorting it to a settlement where it can peacefully live out the rest of its days. +Source: Monster Manual p. 38, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Mythic Odysseys of Theros + grassland, forest + + + Chain Devil + M + fiend (devil) + Lawful Evil + 16 (natural armor) + 85 (10d8+40) + walk 30 ft. + 18 + 15 + 18 + 11 + 12 + 14 + Con +7, Wis +4, Cha +5 + + 8 + Infernal, telepathy 120 ft. + 8 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The devil makes two attacks with its chains. + + + Chain + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. + Chain|+8|2d6+4 + + + Animate Chains (Recharges after a Short or Long Rest) + Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. + Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. + + + Unnerving Mask + When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. + + Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. +Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. +Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. +Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. +At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. +Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. +To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. +The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. +A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. +If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. +Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. +Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. +Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. +Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. +Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. +Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. +Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. +No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. +Infernal Hierarchy +Rank | Devil(s) +1. | lemure +2. (Lesser devils) | imp +3. | spined devil +4. | bearded devil +5. | barbed devil +6. | chain devil +7. | bone devil +8. (Greater devils) | horned devil +9. | erinyes +10. | ice devil +11. | pit fiend +12. (Archdevils) | duke or duchess +13. | archduke or archduchess + +The Nine Hells +The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. +Layers and Lords of the Nine Hells Layer +Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants +1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils +2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils +3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils +4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils +5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps +6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps +7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps +8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends +9 | Nessus | Asmodeus | — | All devils + +Devil True Names and Talismans. +------ +Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. +A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. +However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. +------ +Summon Devil (1/Day) + The devil chooses what to summon and attempts a magical summoning. +Source: Monster Manual p. 72, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus + + + + Chasme + L + fiend (demon) + Chaotic Evil + 15 (natural armor) + 84 (13d10+13) + walk 20 ft., fly 60 ft. + 15 + 15 + 12 + 11 + 14 + 10 + Dex +5, Wis +5 + Perception +5 + 15 + Abyssal, telepathy 120 ft. + 6 + cold, fire, lightning + poison + + poisoned + blindsight 10 ft., darkvision 120 ft. + + Drone + The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours. + + + Magic Resistance + The chasme has advantage on saving throws against spells and other magical effects. + + + Spider Climb + The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Proboscis + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration. + Proboscis|+5|4d6+2 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A chasme has a 30 chance of summoning one chasme. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 57, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus + + + + Chimera + L + monstrosity + Chaotic Evil + 14 (natural armor) + 114 (12d10+48) + walk 30 ft., fly 60 ft. + 19 + 11 + 19 + 3 + 14 + 10 + + Perception +8 + 18 + understands Draconic but can't speak + 6 + + + + + darkvision 60 ft. + + Multiattack + The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Bite|+7|2d6+4 + + + Horns + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) bludgeoning damage. + Horns|+7|1d12+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|+7|2d6+4 + + + Fire Breath (Recharge 5-6) + The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||7d8 + + Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras. +Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing. +Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death. These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off. +Servant of Evil. Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked. +Source: Monster Manual p. 39, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus + underdark, mountain, grassland, hill + + + Chuul + L + aberration + Chaotic Evil + 16 (natural armor) + 93 (11d10+33) + walk 30 ft., swim 30 ft. + 19 + 10 + 16 + 5 + 11 + 5 + + Perception +4 + 14 + understands Deep Speech but can't speak + 4 + + poison + + poisoned + darkvision 60 ft. + + Amphibious + The chuul can breathe air and water. + + + Sense Magic + The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. + + + Multiattack + The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. + + + Pincer + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. + Pincer|+6|2d6+4 + + + Tentacles + One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time. +Primeval Relics. In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls. +Perfectly obedient, the chuuls collected sentient creatures and magic at the aboleths' command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths' empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power. +Tireless Guardians. Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death. +Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago. +Waiting Servants. Although the aboleths' ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths' sinister purposes. +Source: Monster Manual p. 40, Princes of the Apocalypse, Rise of Tiamat, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh + underdark + + + Clay Golem + L + construct + Unaligned + 14 (natural armor) + 133 (14d10+56) + walk 20 ft. + 20 + 9 + 18 + 3 + 8 + 1 + + + 9 + understands the languages of its creator but can't speak + 9 + + acid, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Acid Absorption + Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. + + + Berserk + Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. + Slam|+8|2d10+5 + + + Haste (Recharge 5-6) + Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. + + Sculpted from clay, this bulky golem stands head and shoulders taller than most human-sized creatures. It is human shaped, but its proportions are off. +Clay golems are often divinely endowed with purpose by priests of great faith. However, clay is a weak vessel for life force. If the golem is damaged, the elemental spirit bound into it can break free. Such a golem runs amok, smashing everything around it until it is destroyed or completely repaired. +Golems. Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands. +To create a golem, one requires a manual of golems (see the Dungeon Master's Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. +Elemental Spirit in Material Form. The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work. +After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator. +A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master. +A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words. +Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells. +Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them. +Constructed Nature. A golem doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 168, Curse of Strahd, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage + + + + Cloaker + L + aberration + Chaotic Neutral + 14 (natural armor) + 78 (12d10+12) + walk 10 ft., fly 40 ft. + 17 + 15 + 12 + 13 + 12 + 14 + + Stealth +5 + 11 + Deep Speech, Undercommon + 8 + + + + + darkvision 60 ft. + + Damage Transfer + While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half. + + + False Appearance + While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. + + + Light Sensitivity + While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. + + + Multiattack + The cloaker makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. + Bite|+6|2d6+3 + + + Tail + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 7 (1d8 + 3) slashing damage. + Tail|+6|1d8+3 + + + Moan + Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. + + + Phantasms (Recharges after a Short or Long Rest) + The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. + Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. + A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. + + Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness. +Camouflaged Lurkers. Like a stingray, a cloaker's body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl resemble bone clasps. +When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail whips behind it. +Opportunistic Predators. When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling. +Cloakers strike quickly and consume their meals as swiftly as possible, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added defense, cloakers can create illusory duplicates of themselves. +Haunting Moan. Cloakers' thoughts are alien to other life-forms, and they communicate with one another through subsonic moans inaudible to most creatures. At higher intensities, a cloaker's haunting moan becomes audible, evoking sensations of doom and dread in creatures that hear it. +Cloaker Conclaves. Cloakers prefer isolation, but they sometimes convene with other cloakers for defense or to exchange information about new dangers, suitable hunting grounds, or developments that might affect their habitats. When this convergence is complete, the cloakers separate again. +Source: Monster Manual p. 41, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount + underdark + + + Cloud Giant + H + giant + Neutral Good (50%) Neutral Evil (50%) + 14 (natural armor) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 12 + 16 + 16 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7 + 17 + Common, Giant + 9 + + + + + + + Keen Smell + The giant has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The giant makes two morningstar attacks. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage. + Morningstar|+12|3d8+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+12|4d10+8 + + + Variant: New Giant Options + Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options. + Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown. + Wind Aura. A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + + Innate Spellcasting + The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form + Old as Legend +In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning +Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods +When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Monster Manual p. 154, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Mythic Odysseys of Theros + mountain + + + Cockatrice + S + monstrosity + Unaligned + 11 + 27 (6d6+6) + walk 20 ft., fly 40 ft. + 6 + 12 + 12 + 2 + 13 + 5 + + + 11 + + 1/2 + + + + + darkvision 60 ft. + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. + Bite|+3|1d4+1 + + The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts, flowers, and small animals such as insects, mice, and frogs-things they can swallow whole. They would be no threat to anything else if not for their fierce and frenzied response to even a hint of danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice's beak can spell doom as its victim slowly turns to stone from the injury. +Source: Monster Manual p. 42, Tales from the Yawning Portal, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Mythic Odysseys of Theros + grassland + + + Commoner + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. +Source: Monster Manual p. 345, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + arctic, desert, coastal, grassland, hill, urban, forest + + + Constrictor Snake + L + beast + Unaligned + 12 + 13 (2d10+2) + walk 30 ft., swim 30 ft. + 15 + 14 + 12 + 1 + 10 + 3 + + + 10 + + 1/4 + + + + + blindsight 10 ft. + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Constrict + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. + Constrict|+4|1d8+2 + + +Source: Monster Manual p. 320, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage + underwater, forest, swamp, desert + + + Copper Dragon Wyrmling + M + dragon + Chaotic Good + 16 (natural armor) + 22 (4d8+4) + walk 30 ft., climb 30 ft., fly 60 ft. + 15 + 12 + 13 + 14 + 11 + 13 + Dex +3, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +3 + 14 + Draconic + 1 + + acid + + + blindsight 10 ft., darkvision 60 ft. + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage. + Bite|+4|1d10+2 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Acid Breath. The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||4d8 + • Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 111 + + + + Couatl + M + celestial + Lawful Good + 19 (natural armor) + 97 (13d8+39) + walk 30 ft., fly 90 ft. + 16 + 20 + 17 + 18 + 20 + 18 + Con +5, Wis +7, Cha +6 + + 15 + all, telepathy 120 ft. + 4 + radiant + psychic; bludgeoning, piercing, slashing from nonmagical attacks + + + truesight 120 ft. + + Magic Weapons + The couatl's weapon attacks are magical. + + + Shielded Mind + The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. + Bite|+8|1d6+5 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. + Constrict|+6|2d6+3 + + + Change Shape + The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). + In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. + + + Innate Spellcasting + The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: + At will: detect evil and good, detect magic, detect thoughts + 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield + 1/day each: dream, greater restoration, scrying + + detect evil and good, detect magic, detect thoughts, bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield, dream, greater restoration, scrying + Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins. +Divine Caretakers. Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl's task, it prefers to remain hidden, revealing itself only as a last resort. Truth Tellers. A couatl can't lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence. +Ancient and Few. A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise. If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring. +The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished. +Source: Monster Manual p. 43, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + grassland, forest, urban, desert + + + Crab + T + beast + Unaligned + 11 (natural armor) + 2 (1d4) + walk 20 ft., swim 20 ft. + 2 + 11 + 10 + 1 + 8 + 2 + + Stealth +2 + 9 + + 0 + + + + + blindsight 30 ft. + + Amphibious + The crab can breathe air and water. + + + Claw + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 bludgeoning damage. + + +Source: Monster Manual p. 320, Tomb of Annihilation, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus + coastal + + + Crawling Claw + T + undead + Neutral Evil + 12 + 2 (1d4) + walk 20 ft., climb 20 ft. + 13 + 14 + 11 + 5 + 10 + 4 + + + 10 + understands Common but can't speak + 0 + + poison + + charmed, exhaustion, poisoned + blindsight 30 ft. (blind beyond this radius) + + Turn Immunity + The claw is immune to effects that turn undead. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice). + Claw|+3|1d4+1 + + Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. Wizards and warlocks of a dark bent use crawling claws as extra hands in their labors. +Magical Origins. Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails. +The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. +Creator's Control. A crawling claw can't be turned, nor can it be controlled by spells that control undead. These foul monsters are entirely bound to the will of their creator, which can concentrate on a claw in sight to mentally command its every action. If the crawling claw's creator doesn't command it, the claw follows its last command to the best of its ability. +Commands given to a crawling claw must be simple. A claw can't be tasked with finding and killing a particular person, because its limited senses and intelligence prevent it from tracking and picking out specific individuals. However, a command to kill all creatures in a particular locale works. A crawling claw can easily feel out the contours of keys and doorknobs, crawling from room to room on a blind killing spree. +Malign Intelligence. A crawling claw possesses little of the intellect and memories of the individual of which it was once a living part. The hate, jealousy, or greed that drove that person to murder lingers on, however, amplified by the claw's torturous fragmented state. Left to its own devices, a crawling claw imitates and recreates the same murderous acts it committed in life. +Living Claws. If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed. +Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw. +Undead Nature. A crawling claw doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 44, Curse of Strahd, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden + + + + Crocodile + L + beast + Unaligned + 12 (natural armor) + 19 (3d10+3) + walk 20 ft., swim 30 ft. + 15 + 10 + 13 + 2 + 10 + 5 + + Stealth +2 + 10 + + 1/2 + + + + + + + Hold Breath + The crocodile can hold its breath for 15 minutes. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target + Bite|+4|1d10+2 + + +Source: Monster Manual p. 320, Hoard of the Dragon Queen, Princes of the Apocalypse, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Infernal Machine Rebuild, Explorer's Guide to Wildemount + swamp, urban + + + Cult Fanatic + M + humanoid (any race) + Any Non-Good Alignment + 13 (leather armor) + 33 (6d8+6) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + Deception +4, Persuasion +4, Religion +2 + 11 + any one language (usually Common) + 2 + + + + + + + Dark Devotion + The fanatic has advantage on saving throws against being charmed or frightened. + + + Multiattack + The fanatic makes two melee attacks. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Spellcasting + The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): command, inflict wounds, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else +Source: Monster Manual p. 345, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Cultist + M + humanoid (any race) + Any Non-Good Alignment + 12 (leather armor) + 9 (2d8) + walk 30 ft. + 11 + 12 + 10 + 10 + 11 + 10 + + Deception +2, Religion +2 + 10 + any one language (usually Common) + 1/8 + + + + + + + Dark Devotion + The cultist has advantage on saving throws against being charmed or frightened. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage. + Scimitar|+3|1d6+1 + + Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. +Source: Monster Manual p. 345, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Cyclops + H + giant + Chaotic Neutral + 14 (natural armor) + 138 (12d12+60) + walk 30 ft. + 22 + 11 + 20 + 8 + 6 + 10 + + + 8 + Giant + 6 + + + + + + + Poor Depth Perception + The cyclops has disadvantage on any attack roll against a target more than 30 feet away. + + + Multiattack + The cyclops makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Greatclub|+9|3d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+9|4d10+6 + + Cyclopes are one-eyed giants that eke out a meager existence in wild lands. Isolationists by nature, they avoid contact with other races and try to drive away strangers in their territory. +Nonreligious. Legends claim that the cyclopes are the spawn of one of the gods of the giants, but these creatures pay little heed to any deities. They see little benefit in prayer and dislike ritual, which they perceive as complex and foreign. However, a cyclops that gains direct benefit from some site of divine power, or which is threatened by a supernatural force or creature, will pay homage as long as the benefit or threat remains. +Unsophisticated. Though they are reasonably intelligent, cyclopes live simple, reclusive lives, keeping herds of animals for food. They prefer to dwell alone or in small family groups, lairing in caves, ruins, or rough structures of dry stone construction they build themselves. A cyclops keeps its herd animals with it at night, sealing the entrance to its home with boulders to let it serve double duty as a barn. +A cyclops lairs within a day's journey of other cyclopes, so that they can meet to trade goods or seek mates. They craft weapons and tools of wood and stone, but will use metal when they can find it. Although cyclopes understand the Giant tongue, they write nothing and speak little, using grunts and gestures for their interactions with each other. Cyclopes don't use money for trade, but they value gold, shells, and other glittering and colorful objects as jewelry. A cyclops might wear a necklace strung with feathers and silver coins, but also with pewter goblets, cutlery, and other bits of ruined metal. +Unwise. Cyclopes aren't great thinkers or strategists. Slow to learn and bound to their traditional ways, they find innovation difficult. Although they are a terrifying threat in combat due to their size and strength, they can often be tricked by clever foes. Cyclopes can be cowed and awed by obvious displays of magic. Rustics with little exposure to magic, they can be deceived into mistaking a warlock, cleric, or other caster for a powerful divine figure. However, their sense of pride causes them to react with vengeful, bloodthirsty violence once they learn that the individual they assumed was a "god" is a mere mortal. +Source: Monster Manual p. 45, Rise of Tiamat, Tomb of Annihilation, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + underdark, mountain, grassland, hill, desert, coastal + + + Dao + L + elemental + Neutral Evil + 18 (natural armor) + 187 (15d10+105) + walk 30 ft., burrow 30 ft., fly 30 ft. + 23 + 12 + 24 + 12 + 13 + 14 + Int +5, Wis +5, Cha +6 + + 11 + Terran + 11 + + + + petrified + darkvision 120 ft. + + Earth Glide + The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through. + + + Elemental Demise + If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying. + + + Sure-Footed + The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Multiattack + The Dao makes two fist attacks or two maul attacks. + + + Fist + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Fist|+10|2d8+6 + + + Maul + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone. + Maul|+10|4d6+6 + + + Variant: Genie Powers + Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. + Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. + Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. + To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. + + + Innate Spellcasting + The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: detect evil and good, detect magic, stone shape + 3/day each: passwall, move earth, tongues + 1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone + + detect evil and good, detect magic, stone shape, passwall, move earth, tongues, conjure elemental, gaseous form, invisibility, phantasmal killer, plane shift, wall of stone + Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become columns of swirling sand. A dao isn't happy unless it is the envy of other dao. +All That Glitters. The dao dwell in complexes of twisting tunnels and glittering ore-veined caverns on the Elemental Plane of Earth. These maze works are continually expanding as the dao delve into and reshape the rock around them. Dao care nothing for the poverty or misfortune of others. A dao might grind powdered gems and gold dust over its food to heighten the experience of eating, devouring its wealth as mortals consume a precious spice. +Lords of the Earth. A dao never assists a mortal unless the genie has something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane of Earth avoid the dao, which are always seeking new slaves to mine the maze works of their floating earth islands. +Proud Slavers. The dao trade for the finest slaves that money can buy, forcing them to work in dangerous subterranean realms that rumble with earthquakes. As much as they enjoy enslaving others, the dao hate being enslaved. Powerful wizards have been known to lure dao to the Material Plane and trap them in the confines of magic gemstones or iron flasks. Unfortunately for the dao, their greed makes it relatively easy for mages to cozen them into service. +Genies. Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves. +Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power. +Creatures of the Elements. A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie. +A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare. +When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam. +In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service. +Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences. +Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them. +Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. +Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. +The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves. +Source: Monster Manual p. 143, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus + underdark + + + Darkmantle + S + monstrosity + Unaligned + 11 + 22 (5d6+5) + walk 10 ft., fly 30 ft. + 16 + 12 + 13 + 2 + 10 + 5 + + Stealth +3 + 10 + + 1/2 + + + + + blindsight 60 ft. + + Echolocation + The darkmantle can't use its blindsight while deafened. + + + False Appearance + While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. + + + Crush + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. + Crush|+5|1d6+3 + While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. + A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. + + + Darkness Aura (1/Day) + A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. + + A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical darkness as it engulfs and crushes its prey. +Darkmantles are found throughout the Underdark, but they are equally common on the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or companions. +Source: Monster Manual p. 46, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage + underdark + + + Death Dog + M + monstrosity + Neutral Evil + 12 + 39 (6d8+12) + walk 40 ft. + 15 + 14 + 14 + 3 + 13 + 6 + + Perception +5, Stealth +4 + 15 + + 1 + + + + + darkvision 120 ft. + + Two-Headed + The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Multiattack + The dog makes two bite attacks. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. + Bite|+4|1d6+2 + + A death dog is an ugly two-headed hound that roams plains, deserts, and the Underdark. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone. +Source: Monster Manual p. 321, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Mythic Odysseys of Theros + desert + + + Death Knight + M + undead + Chaotic Evil + 20 (plate armor, shield) + 180 (19d8+95) + walk 30 ft. + 20 + 11 + 20 + 12 + 16 + 18 + Dex +6, Wis +9, Cha +10 + + 13 + Abyssal, Common + 17 + + necrotic, poison + + exhaustion, frightened, poisoned + darkvision 120 ft. + + Magic Resistance + The death knight has advantage on saving throws against spells and other magical effects. + + + Marshal Undead + Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. + + + Multiattack + The death knight makes three longsword attacks. + + + Longsword + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. + Longsword|+11|1d8+5 + + + Hellfire Orb (1/Day) + The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. + Hellfire Orb (1/Day)||10d6 + + + Parry + The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon. + + + Spellcasting + The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: + • 1st level (4 slots): command, compelled duel, searing smite + • 2nd level (3 slots): hold person, magic weapon + • 3rd level (3 slots): dispel magic, elemental weapon + • 4th level (3 slots): banishment, staggering smite + • 5th level (2 slots): destructive wave (necrotic) + + 4, 3, 3, 3, 2 + command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, banishment, staggering smite, destructive wave + When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the knight's skull with malevolent pinpoints of light burning in its eye sockets. +Eldritch Power. The death knight retains the ability to cast divine spells. However, no death knight can use its magic to heal. A death knight also attracts and commands lesser undead, although death knights that serve powerful fiends might have fiendish followers instead. Death knights often use warhorse skeletons and nightmares as mounts. +Immortal Until Redeemed. A death knight can arise anew even after it has been destroyed. Only when it atones for a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish. +Undead Nature. A death knight doesn't require air, food, drink, or sleep. +Lord Soth. +------ +Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight. +------ +Source: Monster Manual p. 47, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Death Slaad + M + aberration (shapechanger) + Chaotic Evil + 18 (natural armor) + 170 (20d8+80) + walk 30 ft. + 20 + 15 + 19 + 15 + 10 + 16 + + Arcana +6, Perception +8 + 18 + Slaad, telepathy 60 ft. + 10 + acid, cold, fire, lightning, thunder + + + + blindsight 60 ft., darkvision 60 ft. + + Shapechanger + The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The slaad's weapon attacks are magical. + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws or greatsword. + + + Bite (Slaad Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. + Bite (Slaad Form Only)|+9|1d8+5 + + + Claws (Slaad Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage. + Claws (Slaad Form Only)|+9|1d10+5 + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage. + Greatsword|+9|2d6+5 + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + + Innate Spellcasting + The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: + At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image + 2/day each: fear, fireball, fly, tongues + 1/day each: cloudkill, plane shift + + detect magic, detect thoughts, invisibility, mage hand, major image, fear, fireball, fly, tongues, cloudkill, plane shift + Death slaadi are suffused with energy from the Negative Energy Plane and exemplify evil's corruption of chaos, and they take sadistic pleasure in bringing harm to others. They propagate their race by dragooning mobs of red and blue slaadi and invading other planes. Humanoids who survive the incursion become incubators for new slaadi. +Slaadi. In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. +The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason. +The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them. +Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. +Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. +Source: Monster Manual p. 278, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Death Tyrant + L + undead + Lawful Evil + 19 (natural armor) + 187 (25d10+50) + walk 0 ft., fly 20 ft. + 10 + 14 + 14 + 19 + 15 + 19 + Str +5, Con +7, Int +9, Wis +7, Cha +9 + Perception +12 + 22 + Deep Speech, Undercommon + 14 + + poison + + charmed, exhaustion, paralyzed, petrified, poisoned, prone + darkvision 120 ft. + + Negative Energy Cone + The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active. + Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (4d6) piercing damage. + Bite|+5|4d6 + + + Eye Rays + The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: + 1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature. + 2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + Eye Rays||8d8 + 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + 7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. + 8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + Eye Rays||10d8 + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. + 10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. + Eye Rays||10d10 + + + The undead can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary action at the start of its turn. + + + Eye Ray + The death tyrant uses one random eye ray. + + + Lair Actions + + + When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects: + • An area that is a 50-foot cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and difficult terrain until initiative count 20 on the next round. + • Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check. + • A spectral eye opens in the air at a point within 50 feet of the tyrant. One random eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant's choice. The eye then closes and disappears. + The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds. + + + Regional Effects + + + A region containing a death tyrant's lair is warped by the creature's unnatural presence, which creates one or more of the following effects: + • Creatures within 1 mile of the tyrant's lair sometimes feel as if they're being watched even when they aren't. + • When a creature hostile to the tyrant and aware of its existence finishes a long rest within 1 mile of the tyrant's lair, roll a d20 for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant. + If the death tyrant dies, these effects fade over the course of 1d10 days. + + On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. This monster possesses the cunning and much of the magic it had in life, but it is fueled by the power of undeath. A death tyrant appears as a massive, naked skull, with a pinpoint of red light gleaming in its hollow eye socket. With its eyestalks rotted away, ten spectral eyes hover above the creature and glare in all directions. +Deathly Despot. As they did when they were beholders, death tyrants lord their power over other creatures. Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants. +Zombies created by a death tyrant are used and discarded as needed. They stand guard at the entrances to the death tyrant's lair or guard its treasure vaults. +Acting as bait for traps or as combat fodder, zombies keep powerful enemies distracted while the death tyrant moves into position and prepares to destroy them. +Armies of the Dead. A death tyrant that embraces undeath becomes an engine of destruction. Driven by a hunger for power and security, it advances against humanoid settlements, using its eye rays to destroy every creature it encounters, then building an army of undead. If left unchecked, a death tyrant might wipe out the population of a city in weeks, then set its undead eye on wider conquest. As each settlement falls, the death tyrant's zombie forces build to overwhelming numbers. +Undead Nature. A death tyrant doesn't require air, food, drink, or sleep. +A Death Tyrant's Lair. A death tyrant's lair is usually the same site it held as a beholder, but it contains more trappings of death and decay. A death tyrant encountered in its lair has a challenge rating of 15 (13,000 XP). +The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds. +Source: Monster Manual p. 29, Waterdeep: Dungeon of the Mad Mage + underdark + + + Deep Gnome (Svirfneblin) + S + humanoid (gnome) + Neutral Good + 15 (chain shirt) + 16 (3d6+6) + walk 20 ft. + 15 + 14 + 14 + 12 + 10 + 9 + + Investigation +3, Perception +2, Stealth +4 + 12 + Gnomish, Terran, Undercommon + 1/2 + + + + + darkvision 120 ft. + + Stone Camouflage + The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Gnome Cunning + The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + War Pick|+4|1d8+2 + + + Poisoned Dart + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success + Poisoned Dart|+4|1d4+2 + + + Innate Spellcasting + The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: + At will: nondetection (self only) + 1/day each: blindness/deafness, blur, disguise self + + nondetection, blindness/deafness, blur, disguise self + Deep gnomes, or svirfneblin, live far below the world's surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall. +A typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the enclave comes under attack. +Established Gender Roles. Male svirfneblin are bald, while females have stringy gray hair. Traditionally, females run the enclaves while males scour the outskirts in search of enemies and deposits of precious gemstones. +Gemstone Harvesters. Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in the Underdark. The hunt for gems often brings them into conflict with beholders, drow, kuo-toa, duergar, and mind flayers. Of all their natural enemies, deep gnomes fear and despise the murderous, demon worshiping drow the most. +Earth Friends. Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially xorn enticed to service with the promise of gems to feed on. +Source: Monster Manual p. 164, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage + underdark + + + Deer + M + beast + Unaligned + 13 + 4 (1d8) + walk 50 ft. + 11 + 16 + 11 + 2 + 14 + 5 + + + 12 + + 0 + + + + + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage. + Bite|+2|1d4 + + +Source: Monster Manual p. 321, Hoard of the Dragon Queen, Essentials Kit: Dragon of Icespire Peak + grassland, forest + + + Demilich + T + undead + Neutral Evil + 20 (natural armor) + 80 (20d4) + walk 0 ft., fly 30 ft. + 1 + 20 + 10 + 20 + 17 + 20 + Con +6, Int +11, Wis +9, Cha +11 + + 13 + + 18 + bludgeoning, piercing, slashing from magic weapons + necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned + truesight 120 ft. + + Avoidance + If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Legendary Resistance (3/Day) + If the demilich fails a saving throw, it can choose to succeed instead. + + + Turn Immunity + The demilich is immune to effects that turn undead. + + + Howl (Recharge 5-6) + The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. + + + Life Drain + The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets. + Life Drain||6d6 + + + Variant: Acererak and His Disciples + The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak—a powerful wizard and demonologist and the infamous master of the Tomb of Horrors—anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. + Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. + Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs. + Acererak or another demilich like him has a challenge rating of 21 (33,000 XP), or 23 (50,000 XP) in its lair, and gains the following additional action option. + Trap Soul. The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a failed save, the target's soul is magically trapped inside one of the demilich's gems. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist. + If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped. + + + The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Flight + The demilich flies up to half its flying speed. + + + Cloud of Dust + The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn. + + + Energy Drain (Costs 2 Actions) + Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic. + + + Vile Curse (Costs 3 Actions) + The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the demilich rolls a d20. On a result of 11 or higher, the demilich takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row. + • The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 19 Dexterity saving throw or be knocked prone. + • The demilich targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round. + • The demilich targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round. + + + Regional Effects + + + A demilich's tomb might have any or all of the following effects in place: + • The first time a non-evil creature enters the tomb's area, the creature takes 16 (3d10) necrotic damage. + • Monsters in the tomb have advantage on saving throws against being charmed or frightened, and against features that turn undead. + • The tomb is warded against the magical travel of creatures the demilich hasn't authorized. Such creatures can't teleport into or out of the tomb's area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the tomb as long as they aren't used to leave or enter the tomb's area. + If the demilich is destroyed, these effects fade over the course of 10 days. + + The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraith-like form. The skull then emits a terrifying howl that can slay the weak-hearted and leave others trembling with fear. Left alone, it sinks back down and returns to the empty peace of its existence. +Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich's reason and memory, causing it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer channels the arcane energy it wielded as a lich. However, even as a mere skull it remains a deadly and vexing enemy. +Enduring Existence. Even after a lich is reduced to a demilich state, its phylactery survives. As long as its phylactery is intact, the demilich can't be permanently destroyed. Its skull reforms after 1d10 days, restoring the creature to its wretched state. If it has the presence of mind to do so, a demilich can reclaim its former power by feeding just one soul to its phylactery. Doing so restores the demilich to lich form, reconstituting its undead body. +Undead Nature. A demilich doesn't require air, food, drink, or sleep. So great is a demilich's will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average hit points. +A Demilich's Lair. A demilich hides its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. At the heart of this labyrinth rests the demilich's skull and the dust from its other bones. In its crypt, a demilich has access to lair actions and additional uses for its legendary actions. Its whole lair also has unique traits. A demilich in its lair has a challenge rating of 20 (24,500 XP). +Acererak and His Disciples. The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. +Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. +Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs. +Acererak or another demilich like him has a challenge rating of 21 (33,000 XP), or 23 (50,000 XP) in its lair, and gains the following additional action option. +Trap Soul. The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a failed save, the target's soul is magically trapped inside one of the demilich's gems. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist. +If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped. +Source: Monster Manual p. 48, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + + + + Deva + M + celestial + Lawful Good + 17 (natural armor) + 136 (16d8+64) + walk 30 ft., fly 90 ft. + 18 + 18 + 18 + 17 + 20 + 20 + Wis +9, Cha +9 + Insight +9, Perception +9 + 19 + all, telepathy 120 ft. + 10 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Angelic Weapons + The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + + + Magic Resistance + The deva has advantage on saving throws against spells and other magical effects. + + + Multiattack + The deva makes two melee attacks. + + + Mace + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. + Mace|+8|1d6+4 + + + Healing Touch (3/Day) + The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Change Shape + The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). + In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. + + + Innate Spellcasting + The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: + At will: detect evil and good + 1/day each: commune, raise dead + + detect evil and good, commune, raise dead + An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. +Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. +Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. +An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances. +Fallen Angels. An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service. +Immortal Nature. An angel doesn't require food, drink, or sleep. +Deva. Devas are angels that act as divine messengers or agents to the Material Plane, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to. +Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise, a deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades. +Source: Monster Manual p. 16, Waterdeep: Dungeon of the Mad Mage + + + + Dire Wolf + L + beast + Unaligned + 14 (natural armor) + 37 (5d10+10) + walk 50 ft. + 17 + 15 + 15 + 3 + 12 + 7 + + Perception +3, Stealth +4 + 13 + + 1 + + + + + + + Keen Hearing and Smell + The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + Bite|+5|2d6+3 + + +Source: Monster Manual p. 321, Curse of Strahd, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden + forest, hill + + + Displacer Beast + L + monstrosity + Lawful Evil + 13 (natural armor) + 85 (10d10+30) + walk 40 ft. + 18 + 15 + 16 + 6 + 12 + 8 + + + 11 + + 3 + + + + + darkvision 60 ft. + + Avoidance + If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Displacement + The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. + + + Multiattack + The displacer beast makes two attacks with its tentacles. + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage. + Tentacle|+6|1d6+4 + + This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur. +However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A displacer beast's eyes glow with an awful malevolence that persists even in death. +Unseelie Origins. Displacer beasts roamed the twilight lands of the Feywild for ages, until they were captured and trained by the Unseelie Court. The warriors of the court selectively bred the beasts to reinforce their ferocious and predatory nature, using them to hunt unicorns, pegasi, and other wondrous prey. However, it didn't take long for the displacer beasts to use their malevolent intelligence to escape their masters. +Running and breeding freely in the Feywild, the displacer beasts soon came to the attention of the Seelie Court. With blink dog companions at their side, fey hunters drove these predators to the fringes of the Feywild, where many crossed over to the Material Plane. To this day, displacer beasts and blink dogs attack each other on sight. +Love of the Kill. Displacer beasts kill not just for food but also for sport. They target prey even when not hungry, often toying with their victims to entertain themselves until they are ready to eat. After killing its prey using its tentacles, a displacer beast drags the corpse to a quiet place where it can feed without distraction. +Displacer beasts hunt alone or in small prides that demonstrate skill at setting ambushes. A single beast will strike and withdraw, luring prey into a densely wooded area where its pack mates wait. Packs of displacer beasts hunting near trade roads recall the frequency and schedule of regular caravans, laying down ambushes to pick off those caravans. +Source: Monster Manual p. 81, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War + forest + + + Djinni + L + elemental + Chaotic Good + 17 (natural armor) + 161 (14d10+84) + walk 30 ft., fly 90 ft. + 21 + 15 + 22 + 15 + 16 + 20 + Dex +6, Wis +7, Cha +9 + + 13 + Auran + 11 + + lightning, thunder + + + darkvision 120 ft. + + Elemental Demise + If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. + + + Multiattack + The djinni makes three scimitar attacks. + + + Scimitar + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). + Scimitar|+9|2d6+5 + + + Create Whirlwind + A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. + A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. + + + Variant: Genie Powers + Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. + Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. + Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. + To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. + + + Innate Spellcasting + The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: detect evil and good, detect magic, thunderwave + 3/day each: create food and water (can create wine instead of water), tongues, wind walk + 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift + + detect evil and good, detect magic, thunderwave, create food and water, tongues, wind walk, conjure elemental, creation, gaseous form, invisibility, major image, plane shift + Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature. +Airy Aesthetes. Djinn rule floating islands of cloud stuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. +Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation. +Masters of the Wind. Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air. +Accepting Servitors. The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn treat their slaves more like servants deserving of kindness and protection, and they part with them reluctantly. +A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and imprisonment is inexcusable. Djinn resent the cruel wizards that have imprisoned their kind in bottles, iron flasks, and wind instruments throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend. +Genies. Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves. +Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power. +Creatures of the Elements. A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie. +A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare. +When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam. +In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service. +Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences. +Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them. +Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. +Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. +The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves. +Source: Monster Manual p. 144, Princes of the Apocalypse, Ghosts of Saltmarsh + coastal + + + Doppelganger + M + monstrosity (shapechanger) + Neutral + 14 + 52 (8d8+16) + walk 30 ft. + 11 + 18 + 14 + 11 + 12 + 14 + + Deception +6, Insight +3 + 11 + Common + 3 + + + + charmed + darkvision 60 ft. + + Shapechanger + The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Ambusher + In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it surprised. + + + Surprise Attack + If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. + + + Multiattack + The doppelganger makes two melee attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage. + Slam|+6|1d6+4 + + + Read Thoughts + The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. + + Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. +Stealing Secrets. A doppelganger's adopted form allows it to blend into almost any group or community, but its transformation doesn't impart languages, mannerisms, memory, or personality. Doppelgangers often follow or capture creatures they intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature's surface thoughts, allowing it to glean that creature's name, desires, and fears, along with a few scattered memories. A doppelganger impersonating a specific creature as part of a long-term plot might keep its double alive and close at hand for weeks, probing the victim's mind daily to learn how to behave and speak authentically. +Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered merchant or noble, the others take on a number of identities as circumstances warrant, playing the parts of family or servants while they live off the victim's riches. +Changelings. Doppelgangers are too lazy or self-interested to raise their young. They assume attractive male forms and seduce women, leaving them to raise their progeny. A doppelganger child appears to be a normal member of its mother's species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them. +Source: Monster Manual p. 82, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark, urban + + + Draft Horse + L + beast + Unaligned + 10 + 19 (3d10+3) + walk 40 ft. + 18 + 10 + 12 + 2 + 11 + 7 + + + 10 + + 1/4 + + + + + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage. + Hooves|+6|2d4+4 + + +Source: Monster Manual p. 321, Curse of Strahd, Storm King's Thunder, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus + urban + + + Dragon Turtle + G + dragon + Neutral + 20 (natural armor) + 341 (22d20+110) + walk 20 ft., swim 40 ft. + 25 + 10 + 20 + 10 + 12 + 12 + Dex +6, Con +11, Wis +7 + + 11 + Aquan, Draconic + 17 + fire + + + + darkvision 120 ft. + + Amphibious + The dragon turtle can breathe air and water. + + + Multiattack + The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. + + + Bite + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 26 (3d12 + 7) piercing damage. + Bite|+13|3d12+7 + + + Claw + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 16 (2d8 + 7) slashing damage. + Claw|+13|2d8+7 + + + Tail + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. + Tail|+13|3d12+7 + + + Steam Breath (Recharge 5-6) + The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. + Steam Breath (Recharge 5-6)||15d6 + + Dragon turtles are among the most fearsome creatures of the oceans. As large and voracious as the oldest of its land-based dragon kin, a dragon turtle strikes with its deadly jaws, steaming breath, and crushing tail. +A dragon turtle's rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves. Dragons of the Deep. Like true dragons, dragon turtles collect treasure, first by sinking ships and then by sifting through the wreckage for coins and other precious items. A dragon turtle swallows treasure for transport, then regurgitates it when it reaches its lair. +Dragon turtles dwell in caves hidden in coral reefs or beneath the seafloor, or along rugged stretches of coastline. If a choice cave is already inhabited, a dragon turtle attacks its current residents in an attempt to take over. +Mercenary Monsters. A dragon turtle is smart enough to be bribed, and pirates sailing seas patrolled by these creatures quickly learn to offer them treasure in exchange for safe passage. Clever sahuagin sometimes ally with dragon turtles, enticing them with treasure to use their blistering breath weapons in sahuagin raids against ships and coastal settlements. +Elemental Might. Dragon turtles sometimes find their way through sunken planar rifts to the Elemental Plane of Water. Those monstrous specimens can often be found in the service of marids, which strap magnificent coral thrones to the backs of dragon turtles and ride them as mounts. +Source: Monster Manual p. 119, Princes of the Apocalypse, Tomb of Annihilation, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + underwater, coastal + + + Dretch + S + fiend (demon) + Chaotic Evil + 11 (natural armor) + 18 (4d6+4) + walk 20 ft. + 11 + 11 + 12 + 5 + 8 + 3 + + + 9 + Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) + 1/4 + cold, fire, lightning + poison + + poisoned + darkvision 60 ft. + + Multiattack + The dretch makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) piercing damage. + Bite|+2|1d6 + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 5 (2d4) slashing damage. + Claws|+2|2d4 + + + Fetid Cloud (1/Day) + A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. + + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 57, Curse of Strahd, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount + + + + Drider + L + monstrosity + Chaotic Evil + 19 (natural armor) + 123 (13d10+52) + walk 30 ft., climb 30 ft. + 16 + 16 + 18 + 13 + 14 + 12 + + Perception +5, Stealth +9 + 15 + Elvish, Undercommon + 6 + + + + + darkvision 120 ft. + + Fey Ancestry + The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. + + + Spider Climb + The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Walker + The drider ignores movement restrictions caused by webbing. + + + Multiattack + The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 2 (1d4) piercing damage plus 9 (2d8) poison damage. + Bite|+6|1d4 + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+6|1d8+3 + + + Longbow + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. + Longbow|+6|1d8+3 + + + Variant: Drider Spellcasting + Driders that were once drow spellcasters might retain their ability to cast spells. Such driders typically have a higher spellcasting ability (15 or 16) than other driders. Further, the drider gains the Spellcasting trait. A drider that was a drow divine spellcaster, therefore, could have a Wisdom of 16 (+3) and a Spellcasting trait as follows. + Spellcasting. The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: + Cantrips (at will): poison spray, thaumaturgy + 1st level (4 slots): bane, detect magic, sanctuary + 2nd level (3 slots): hold person, silence + 3rd level (3 slots): clairvoyance, dispel magic + 4th level (2 slots): divination, freedom of movement + + + Innate Spellcasting + The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those that pass the test rise higher in the Spider Queen's favor. Those that fail are transformed into driders-a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth's power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone. +Scarred for Life. Drow transformed into driders return to the Material Plane as twisted and debased creatures. Driven by madness, they disappear into the Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders. +On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drow fear and shun the driders, holding them in lower esteem than slaves. However, they tolerate the presence of these creatures as living representatives of Lolth's will, and a reminder of the fate that awaits all who fail the Spider Queen. +Source: Monster Manual p. 120, Waterdeep: Dungeon of the Mad Mage + underdark + + + Drow + M + humanoid (elf) + Neutral Evil + 15 (chain shirt) + 13 (3d8) + walk 30 ft. + 10 + 14 + 10 + 11 + 11 + 12 + + Perception +2, Stealth +4 + 12 + Elvish, Undercommon + 1/4 + + + + + darkvision 120 ft. + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. + Hand Crossbow|+4|1d6+2 + + + Variant: Drow Magic Armor and Weapons + Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. + A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld. +Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will. +Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control. +Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls. +Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways. +Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface. +Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril. +Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive. +Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command. +In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house. +Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat. +Variant: Drow Magic Armor and Weapons. +------ +Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. +• A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks. +• A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks. +• A drow priestess of Lolth wearing +3 scale mail has AC 19. +------ +Source: Monster Manual p. 128, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + underdark + + + Drow Elite Warrior + M + humanoid (elf) + Neutral Evil + 18 (studded leather armor, shield) + 71 (11d8+22) + walk 30 ft. + 13 + 18 + 14 + 11 + 13 + 12 + Dex +7, Con +5, Wis +4 + Perception +4, Stealth +10 + 14 + Elvish, Undercommon + 5 + + + + + darkvision 120 ft. + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage. + Shortsword|+7|1d6+4 + + + Hand Crossbow + Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. + Hand Crossbow|+7|1d6+4 + + + Parry + The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon. + + + Variant: Drow Magic Armor and Weapons + Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. + A drow elite warrior wearing +2 Studded Leather Armor and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + dancing lights, darkness, faerie fire, levitate + Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld. +Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will. +Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control. +Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls. +Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways. +Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface. +Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril. +Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive. +Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command. +In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house. +Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat. +Variant: Drow Magic Armor and Weapons. +------ +Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. +• A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks. +• A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks. +• A drow priestess of Lolth wearing +3 scale mail has AC 19. +------ +Source: Monster Manual p. 128, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Icewind Dale: Rime of the Frostmaiden + underdark + + + Drow Mage + M + humanoid (elf) + Neutral Evil + 12 (15 with mage armor) + 45 (10d8) + walk 30 ft. + 9 + 14 + 10 + 17 + 13 + 12 + + Arcana +6, Deception +4, Perception +4, Stealth +5 + 14 + Elvish, Undercommon + 7 + + + + + darkvision 120 ft. + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Staff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage. + Staff|+2|1d6-1 + + + Summon Demon (1/Day) + The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared: + Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost + • 1st level (4 slots): mage armor, magic missile, shield, witch bolt + • 2nd level (3 slots): alter self, misty step, web + • 3rd level (3 slots): fly, lightning bolt + • 4th level (3 slots): Evard's black tentacles, greater invisibility + • 5th level (2 slots): cloudkill + + 4, 3, 3, 3, 2 + dancing lights, darkness, faerie fire, levitate, mage hand, minor illusion, poison spray, ray of frost, mage armor, magic missile, shield, witch bolt, alter self, misty step, web, fly, lightning bolt, Evard's black tentacles, greater invisibility, cloudkill + Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld. +Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will. +Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control. +Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls. +Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways. +Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface. +Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril. +Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive. +Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command. +In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house. +Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat. +Variant: Drow Magic Armor and Weapons. +------ +Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. +• A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks. +• A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks. +• A drow priestess of Lolth wearing +3 scale mail has AC 19. +------ +Source: Monster Manual p. 129, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Icewind Dale: Rime of the Frostmaiden + underdark + + + Drow Priestess of Lolth + M + humanoid (elf) + Neutral Evil + 16 (scale mail) + 71 (13d8+13) + walk 30 ft. + 10 + 14 + 12 + 13 + 17 + 18 + Con +4, Wis +6, Cha +7 + Insight +6, Perception +6, Religion +4, Stealth +5 + 16 + Elvish, Undercommon + 8 + + + + + darkvision 120 ft. + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two scourge attacks. + + + Scourge + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage. + Scourge|+5|1d6+2 + + + Summon Demon (1/Day) + The drow attempts to magically summon a yochlol with a 30 chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Variant: Drow Magic Armor and Weapons + Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. + A drow priestess of lolth wearing +3 scale mail has AC 19. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared: + Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy + • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness + • 2nd level (3 slots): lesser restoration, protection from poison, web + • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic + • 4th level (3 slots): divination, freedom of movement + • 5th level (2 slots): insect plague, mass cure wounds + + 4, 3, 3, 3, 2 + dancing lights, darkness, faerie fire, levitate, guidance, poison spray, resistance, spare the dying, thaumaturgy, animal friendship, cure wounds, detect poison and disease, ray of sickness, lesser restoration, protection from poison, web, conjure animals, dispel magic, divination, freedom of movement, insect plague, mass cure wounds + Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld. +Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will. +Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control. +Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls. +Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways. +Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface. +Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril. +Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive. +Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command. +In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house. +Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat. +Variant: Drow Magic Armor and Weapons. +------ +Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. +• A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks. +• A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks. +• A drow priestess of Lolth wearing +3 scale mail has AC 19. +------ +Source: Monster Manual p. 129, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh + underdark + + + Druid + M + humanoid (any race) + Any alignment + 11 (16 with barkskin) + 27 (5d8+5) + walk 30 ft. + 10 + 12 + 13 + 12 + 15 + 11 + + Medicine +4, Nature +3, Perception +4 + 14 + Druidic plus any two languages + 2 + + + + + + + Quarterstaff + Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands. + Quarterstaff|+2|1d6 + + + Spellcasting + The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, shillelagh + • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + • 2nd level (3 slots): animal messenger, barkskin + + 4, 3 + druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin + Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance. +Source: Monster Manual p. 346, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Dryad + M + fey + Neutral + 11 (16 with barkskin) + 22 (5d8) + walk 30 ft. + 10 + 12 + 11 + 14 + 15 + 18 + + Perception +4, Stealth +5 + 14 + Elvish, Sylvan + 1 + + + + + darkvision 60 ft. + + Magic Resistance + The dryad has advantage on saving throws against spells and other magical effects. + + + Speak with Beasts and Plants + The dryad can communicate with beasts and plants as if they shared a language. + + + Tree Stride + Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger. + + + Club + Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh. + Club|+2|1d4 + + + Fey Charm + The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. + Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. + The dryad can have no more than one humanoid and up to three beasts charmed at a time. + + + Innate Spellcasting + The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: + At will: druidcraft + 3/day each: entangle, goodberry + 1/day each: barkskin, pass without trace, shillelagh + + druidcraft, entangle, goodberry, barkskin, pass without trace, shillelagh + Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Warm laughter hangs on the air, drawing those who hear it deeper into the emerald shadows. Treebound. Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden. +A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world. As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness. +Reclusive Fey. Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed. +Dryads work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryads' devotion to the woods they call home. +Woodland Magic. Dryads can speak with plants and animals. They can teleport from one tree to another, luring interlopers away from their groves. If pressed, a dryad can beguile humanoids with her enchantments, turning enemies into friends. They also know a handful of useful spells. +Source: Monster Manual p. 121, Storm King's Thunder, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + forest + + + Duergar + M + humanoid (dwarf) + Lawful Evil + 16 (scale mail, shield) + 26 (4d8+4) + walk 25 ft. + 14 + 11 + 14 + 11 + 10 + 9 + + + 10 + Dwarvish, Undercommon + 1 + poison + + + + darkvision 120 ft. + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. + War Pick|+4|1d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. + Javelin|+4|1d6+2 + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. +Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. +Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry. +Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. +Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells. +Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight. +Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. +Source: Monster Manual p. 122, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark + + + Duodrone + M + construct + Lawful Neutral + 15 (natural armor) + 11 (2d8+2) + walk 30 ft. + 11 + 13 + 12 + 6 + 10 + 7 + + + 10 + Modron + 1/4 + + + + + truesight 120 ft. + + Axiomatic Mind + The duodrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The duodrone makes two fist attacks or two javelin attacks. + + + Fist + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Fist|+2|1d4 + + + Javelin + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. 4 (1d6 + 1) piercing damage. + Javelin|+3|1d6+1 + + + Variant: Rogue Modrons + A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. + A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. + + The blocky duodrones supervise units of monodrones and can perform up to two tasks at a time. +Modrons. Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. +Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no "I," but only "we" or "us." +Variant: Rogue Modrons +A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. +A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. +Absolute Hierarchy. Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand. +Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. +The Great Modron March. When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. +Source: Monster Manual p. 225 + + + + Dust Mephit + S + elemental + Neutral Evil + 12 + 17 (5d6) + walk 30 ft., fly 30 ft. + 5 + 14 + 10 + 9 + 11 + 10 + + Perception +2, Stealth +4 + 12 + Auran, Terran + 1/2 + + poison + fire + poisoned + darkvision 60 ft. + + Death Burst + When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) slashing damage. + Claws|+4|1d4+2 + + + Blinding Breath (Recharge 6) + The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Variant: Summon Mephits (1/Day) + The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Innate Spellcasting (1/Day) + The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma. + At will: sleep + + sleep + Elemental Nature. A mephit doesn't require food, drink, or sleep. +Source: Monster Manual p. 215, Princes of the Apocalypse, Tomb of Annihilation + desert + + + Eagle + S + beast + Unaligned + 12 + 3 (1d6) + walk 10 ft., fly 60 ft. + 6 + 15 + 10 + 2 + 14 + 7 + + Perception +4 + 14 + + 0 + + + + + + + Keen Sight + The eagle has advantage on Wisdom (Perception) checks that rely on sight. + + + Talons + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Talons|+4|1d4+2 + + +Source: Monster Manual p. 322 + mountain, grassland, hill, coastal + + + Earth Elemental + L + elemental + Neutral + 17 (natural armor) + 126 (12d10+60) + walk 30 ft., burrow 30 ft. + 20 + 8 + 20 + 5 + 10 + 5 + + + 10 + Terran + 5 + bludgeoning, piercing, slashing from nonmagical attacks + poison + thunder + exhaustion, paralyzed, petrified, poisoned, unconscious + darkvision 60 ft., tremorsense 60 ft. + + Earth Glide + The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. + + + Siege Monster + The elemental deals double damage to objects and structures. + + + Multiattack + The elemental makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 14 (2d8 + 5) bludgeoning damage. + Slam|+8|2d8+5 + + Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks. +Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being. +Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. +Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. +Elemental Nature. An elemental doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 124, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Mythic Odysseys of Theros + underdark + + + Efreeti + L + elemental + Lawful Evil + 17 (natural armor) + 200 (16d10+112) + walk 40 ft., fly 60 ft. + 22 + 12 + 24 + 16 + 15 + 16 + Int +7, Wis +6, Cha +7 + + 12 + Ignan + 11 + + fire + + + darkvision 120 ft. + + Elemental Demise + If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying. + + + Multiattack + The efreeti makes two scimitar attacks or uses its Hurl Flame twice. + + + Scimitar + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage. + Scimitar|+10|2d6+6 + + + Hurl Flame + Ranged Spell Attack: +7 to hit, range 120 ft., one target. 17 (5d6) fire damage. + Hurl Flame|+7|5d6 + + + Variant: Genie Powers + Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. + Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. + Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. + To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. + + + Innate Spellcasting + The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: detect magic + 3/day each: enlarge/reduce, tongues + 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire + + detect magic, enlarge/reduce, tongues, conjure elemental, gaseous form, invisibility, major image, plane shift, wall of fire + Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an efreeti flies, its lower body transforms into a column of smoke and embers. +Haughty and Cruel. The efreet are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that have wronged them. Efreet don't see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest. +Spiteful Slavers. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes for slaves, which they capture and bring back to their homes on the Elemental Plane of Fire. The efreet rule as oppressive tyrants, promoting only the cruelest among their slaves. Those overseers are given whips to help keep the rank-and-file slaves in line. +Planar Raiders. Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions and slaves can be found scattered throughout the planes. +On the Material Plane, efreet dwell in fiery regions such as volcanoes and the burning expanses of the world's deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the earthbound dao. Efreet utterly despise marids, with whom they have maintained a passionate conflict throughout the history of both races. +Genies. Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves. +Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power. +Creatures of the Elements. A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie. +A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare. +When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam. +In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service. +Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences. +Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them. +Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. +Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. +The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves. +Source: Monster Manual p. 145, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount + desert + + + Elephant + H + beast + Unaligned + 12 (natural armor) + 76 (8d12+24) + walk 40 ft. + 22 + 9 + 17 + 3 + 11 + 6 + + + 10 + + 4 + + + + + + + Trampling Charge + If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. + + + Gore + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 19 (3d8 + 6) piercing damage. + Gore|+8|3d8+6 + + + Stomp + Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. 22 (3d10 + 6) bludgeoning damage. + Stomp|+8|3d10+6 + + +Source: Monster Manual p. 322, Tomb of Annihilation + grassland + + + Elk + L + beast + Unaligned + 10 + 13 (2d10+2) + walk 50 ft. + 16 + 10 + 12 + 2 + 10 + 6 + + + 10 + + 1/4 + + + + + + + Charge + If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Ram|+5|1d6+3 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. 8 (2d4 + 3) bludgeoning damage. + Hooves|+5|2d4+3 + + +Source: Monster Manual p. 322, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + grassland, forest, hill + + + Empyrean + H + celestial (titan) + Chaotic Good (75%) Neutral Evil (25%) + 22 (natural armor) + 313 (19d12+190) + walk 50 ft., fly 50 ft., swim 50 ft. + 30 + 21 + 30 + 21 + 22 + 27 + Str +17, Int +12, Wis +13, Cha +15 + Insight +13, Persuasion +15 + 16 + all + 23 + + bludgeoning, piercing, slashing from nonmagical attacks + + + truesight 120 ft. + + Legendary Resistance (3/Day) + If the empyrean fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The empyrean has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The empyrean's weapon attacks are magical. + + + Maul + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn. + Maul|+17|6d6+10 + + + Bolt + Ranged Spell Attack: +15 to hit, range 600 ft., one target. 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder. + + + The celestial (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial (titan) regains spent legendary actions at the start of its turn. + + + Attack + The empyrean makes one attack. + + + Bolster + The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn. + + + Trembling Strike (Costs 2 Actions) + The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone. + + + Innate Spellcasting + The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: greater restoration, pass without trace, water breathing, water walk + 1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only) + + greater restoration, pass without trace, water breathing, water walk, commune, dispel evil and good, earthquake, fire storm, plane shift + Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured. +Manifest Emotion. An empyrean can experience deity-like fits of serenity or rage. It can affect the environment around it by its mood. When an empyrean is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs. +Evil Empyreans. A few empyreans have turned to evil after venturing to the Lower Planes and becoming corrupted, or as the result of being cursed by evil gods. An evil empyrean can't survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant. +Immortal Titans. Empyreans don't age but can be slain. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death's door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean's parents resurrects the empyrean unless he or she has a good reason not to. +Source: Monster Manual p. 130, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Mythic Odysseys of Theros + + + + Erinyes + M + fiend (devil) + Lawful Evil + 18 (plate armor) + 153 (18d8+72) + walk 30 ft., fly 60 ft. + 18 + 16 + 18 + 14 + 14 + 18 + Dex +7, Con +8, Wis +6, Cha +8 + + 12 + Infernal, telepathy 120 ft. + 12 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + truesight 120 ft. + + Hellish Weapons + The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). + + + Magic Resistance + The erinyes has advantage on saving throws against spells and other magical effects. + + + Multiattack + The erinyes makes three attacks + + + Longsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. + Longsword|+8|1d8+4 + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. + Longbow|+7|1d8+3 + + + Parry + The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. + + + Variant: Rope of Entanglement + Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks. + + Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. +Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. +Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. +Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. +At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. +Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. +To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. +The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. +A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. +If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. +Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. +Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. +Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. +Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. +Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. +Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. +Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. +No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. +Infernal Hierarchy +Rank | Devil(s) +1. | lemure +2. (Lesser devils) | imp +3. | spined devil +4. | bearded devil +5. | barbed devil +6. | chain devil +7. | bone devil +8. (Greater devils) | horned devil +9. | erinyes +10. | ice devil +11. | pit fiend +12. (Archdevils) | duke or duchess +13. | archduke or archduchess + +The Nine Hells +The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. +Layers and Lords of the Nine Hells Layer +Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants +1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils +2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils +3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils +4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils +5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps +6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps +7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps +8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends +9 | Nessus | Asmodeus | — | All devils + +Devil True Names and Talismans. +------ +Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. +A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. +However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. +------ +Summon Devil (1/Day) + The devil chooses what to summon and attempts a magical summoning. +Source: Monster Manual p. 73, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Ettercap + M + monstrosity + Neutral Evil + 13 (natural armor) + 44 (8d8+8) + walk 30 ft., climb 30 ft. + 14 + 15 + 13 + 7 + 12 + 8 + + Perception +3, Stealth +4, Survival +3 + 13 + + 2 + + + + + darkvision 60 ft. + + Spider Climb + The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. + + + Web Walker + The ettercap ignores movement restrictions caused by webbing. + + + Multiattack + The ettercap makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|+4|1d8+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. + Claws|+4|2d4+2 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage. + + + Variant: Web Garrote + Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it. + + Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests. +Fine strands of silk stream from glands in an ettercap's abdomen, letting it shoot sticky strands of webbing to bind, entrap, or strangle its victims. It can also use its webbing to fashion elaborate snares and nets, which often festoon its lair. +Quiet Killers. When travelers and explorers venture into an ettercap's territory, the ettercap stalks them. Some meet their end wandering blindly into traps or sections of forest enclosed by webs. Others, the ettercap garrotes with strands of web or envenoms with its poisonous bite. +Sylvan Despoilers. Though they dwell in the wilds, ettercaps have no desire to live in harmony with nature. A forest infested with ettercaps transforms into a gloomy place, choked with webs and infested with giant spiders, giant insects, and other sinister predators. Creatures that wander too far into such a wood are soon lost in a maze of webs that dangle with the bones and lost treasures of the ettercaps' victims. +Enemies of the Fey. Ettercaps are natural enemies of fey creatures. The foul creatures set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad's tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach outsiders for help in dealing with an ettercap infestation, being ill-equipped to deal with the malevolent creatures themselves. +Source: Monster Manual p. 131, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + forest + + + Ettin + L + giant + Chaotic Evil + 12 (natural armor) + 85 (10d10+30) + walk 40 ft. + 21 + 8 + 17 + 6 + 10 + 8 + + Perception +4 + 14 + Giant, Orc + 4 + + + + + darkvision 60 ft. + + Two Heads + The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + When one of the ettin's heads is asleep, its other head is awake. + + + Multiattack + The ettin makes two attacks: one with its battleaxe and one with its morningstar. + + + Battleaxe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Battleaxe|+7|2d8+5 + + + Morningstar + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage. + Morningstar|+7|2d8+5 + + An ettin is a foul, two-headed giant with the crude characteristics of an orc. It never bathes if it can help it, and its thick skin is usually encrusted with a thick layer of dirt and grime beneath the stinking hides it wears. Its long stringy hair hangs in an unkempt mess about its faces, and its breath reeks from mouths filled with crooked teeth and tusks. +Dual Personality. The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks. Bound from birth, both minds only rarely experience privacy or solitude. This familiarity breeds contempt, and an ettin bullies and argues with itself constantly, its two heads each taking constant offense at the other's slights. +When other creatures refer to an ettin, they combine its double names to form a single compound name that applies to the creature as a whole. If an ettin has one head named Hargle and another named Vargle, other creatures call the ettin Harglevargle. +Solitary Lives. As much as an ettin argues with itself, it is even less tolerant of other ettins, since a conversation between two ettins almost always amounts to a shouting match between a crowd of four belligerent heads. Most ettins are solitary creatures as a result, tolerating one another only to reproduce. +An ettin's twin heads are always the same gender, with a body to match. +Females are the dominant gender among ettins, and they initiate the ettins' mating rituals. After finding a suitable den, a female ettin hunts and conquers a male, which cares for and feeds her during her six-month pregnancy. Once the child is born, the male ettin is released from servitude. When the child is old enough to hunt for itself, the mother sends it away and abandons the den. +Two Heads are Better than One. When focused on a mutually beneficial purpose or united by a common threat, an ettin can resolve its personality differences and dedicate itself fully to a task. An ettin fights with a weapon in each hand, making twin attacks directed by its respective heads. When an ettin sleeps, one of its heads remains ever alert, gaining its only moments of privacy and keeping two eyes open for any creature that disturbs its precious solitude. +Orcish Ties. In ancient dialects of Common, the word "ettin" translates as "ugly giant." Legends tell of orcs that once stumbled upon a temple to Demogorgon, the magic of which transformed them into giant mockeries of the twin-headed Prince of Demons. Driven to near madness, these creatures scattered into the wilderness to become the first ettins. +Whatever the truth of the ettins' origin, orcs treat them as distant cousins, and orc tribes often entice ettins to serve as guards, scouts, and marauders. An ettin isn't particularly loyal to its orc handlers, but the orcs can win it over with the promise of food and loot. +Source: Monster Manual p. 132, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage + underdark, mountain, hill + + + Faerie Dragon (Blue) + T + dragon + Chaotic Good + 15 + 14 (4d4+4) + walk 10 ft., fly 60 ft. + 3 + 20 + 13 + 14 + 12 + 16 + + Arcana +4, Perception +3, Stealth +7 + 13 + Draconic, Sylvan + 2 + + + + + darkvision 60 ft. + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + Red—5 years or less + Orange—6–10 years + Yellow—11–20 years + Green—21–30 years + Blue—31–40 years + Indigo—41–50 years + Violet—51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage. + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components: + 1/day each: color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion + + color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion + A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked. +Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey." +Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory. +The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. +Dragon Color | Age Range +Red | 5 years or less +Orange | 6–10 years +Yellow | 11–20 years +Green | 21–30 years +Blue | 31–40 years +Indigo | 41–50 years +Violet | 51 years or more + +CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon +Source: Monster Manual p. 133 + forest + + + Faerie Dragon (Green) + T + dragon + Chaotic Good + 15 + 14 (4d4+4) + walk 10 ft., fly 60 ft. + 3 + 20 + 13 + 14 + 12 + 16 + + Arcana +4, Perception +3, Stealth +7 + 13 + Draconic, Sylvan + 2 + + + + + darkvision 60 ft. + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + Red—5 years or less + Orange—6–10 years + Yellow—11–20 years + Green—21–30 years + Blue—31–40 years + Indigo—41–50 years + Violet—51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage. + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components: + 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion + + color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion + A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked. +Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey." +Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory. +The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. +Dragon Color | Age Range +Red | 5 years or less +Orange | 6–10 years +Yellow | 11–20 years +Green | 21–30 years +Blue | 31–40 years +Indigo | 41–50 years +Violet | 51 years or more + +CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon +Source: Monster Manual p. 133, Tomb of Annihilation + forest + + + Faerie Dragon (Indigo) + T + dragon + Chaotic Good + 15 + 14 (4d4+4) + walk 10 ft., fly 60 ft. + 3 + 20 + 13 + 14 + 12 + 16 + + Arcana +4, Perception +3, Stealth +7 + 13 + Draconic, Sylvan + 2 + + + + + darkvision 60 ft. + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + Red—5 years or less + Orange—6–10 years + Yellow—11–20 years + Green—21–30 years + Blue—31–40 years + Indigo—41–50 years + Violet—51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage. + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components: + 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion + + color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion + A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked. +Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey." +Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory. +The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. +Dragon Color | Age Range +Red | 5 years or less +Orange | 6–10 years +Yellow | 11–20 years +Green | 21–30 years +Blue | 31–40 years +Indigo | 41–50 years +Violet | 51 years or more + +CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon +Source: Monster Manual p. 133 + forest + + + Faerie Dragon (Orange) + T + dragon + Chaotic Good + 15 + 14 (4d4+4) + walk 10 ft., fly 60 ft. + 3 + 20 + 13 + 14 + 12 + 16 + + Arcana +4, Perception +3, Stealth +7 + 13 + Draconic, Sylvan + 1 + + + + + darkvision 60 ft. + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + Red—5 years or less + Orange—6–10 years + Yellow—11–20 years + Green—21–30 years + Blue—31–40 years + Indigo—41–50 years + Violet—51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage. + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components: + 1/day each: color spray, dancing lights, mage hand, minor illusion + + color spray, dancing lights, mage hand, minor illusion + A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked. +Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey." +Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory. +The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. +Dragon Color | Age Range +Red | 5 years or less +Orange | 6–10 years +Yellow | 11–20 years +Green | 21–30 years +Blue | 31–40 years +Indigo | 41–50 years +Violet | 51 years or more + +CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon +Source: Monster Manual p. 133 + forest + + + Faerie Dragon (Red) + T + dragon + Chaotic Good + 15 + 14 (4d4+4) + walk 10 ft., fly 60 ft. + 3 + 20 + 13 + 14 + 12 + 16 + + Arcana +4, Perception +3, Stealth +7 + 13 + Draconic, Sylvan + 1 + + + + + darkvision 60 ft. + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + Red—5 years or less + Orange—6–10 years + Yellow—11–20 years + Green—21–30 years + Blue—31–40 years + Indigo—41–50 years + Violet—51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage. + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components: + 1/day each: dancing lights, mage hand, minor illusion + + dancing lights, mage hand, minor illusion + A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked. +Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey." +Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory. +The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. +Dragon Color | Age Range +Red | 5 years or less +Orange | 6–10 years +Yellow | 11–20 years +Green | 21–30 years +Blue | 31–40 years +Indigo | 41–50 years +Violet | 51 years or more + +CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon +Source: Monster Manual p. 133 + forest + + + Faerie Dragon (Violet) + T + dragon + Chaotic Good + 15 + 14 (4d4+4) + walk 10 ft., fly 60 ft. + 3 + 20 + 13 + 14 + 12 + 16 + + Arcana +4, Perception +3, Stealth +7 + 13 + Draconic, Sylvan + 2 + + + + + darkvision 60 ft. + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + Red—5 years or less + Orange—6–10 years + Yellow—11–20 years + Green—21–30 years + Blue—31–40 years + Indigo—41–50 years + Violet—51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage. + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components: + 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion + + color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion + A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked. +Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey." +Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory. +The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. +Dragon Color | Age Range +Red | 5 years or less +Orange | 6–10 years +Yellow | 11–20 years +Green | 21–30 years +Blue | 31–40 years +Indigo | 41–50 years +Violet | 51 years or more + +CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon +Source: Monster Manual p. 133, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount + forest + + + Faerie Dragon (Yellow) + T + dragon + Chaotic Good + 15 + 14 (4d4+4) + walk 10 ft., fly 60 ft. + 3 + 20 + 13 + 14 + 12 + 16 + + Arcana +4, Perception +3, Stealth +7 + 13 + Draconic, Sylvan + 1 + + + + + darkvision 60 ft. + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + Red—5 years or less + Orange—6–10 years + Yellow—11–20 years + Green—21–30 years + Blue—31–40 years + Indigo—41–50 years + Violet—51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage. + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components: + 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image + + color spray, dancing lights, mage hand, minor illusion, mirror image + A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked. +Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey." +Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory. +The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. +Dragon Color | Age Range +Red | 5 years or less +Orange | 6–10 years +Yellow | 11–20 years +Green | 21–30 years +Blue | 31–40 years +Indigo | 41–50 years +Violet | 51 years or more + +CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon +Source: Monster Manual p. 133 + forest + + + Fire Elemental + L + elemental + Neutral + 13 + 102 (12d10+36) + walk 50 ft. + 10 + 17 + 16 + 6 + 10 + 7 + + + 10 + Ignan + 5 + bludgeoning, piercing, slashing from nonmagical attacks + fire, poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Fire Form + The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. + + + Illumination + The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. + + + Water Susceptibility + For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. + + + Multiattack + The elemental makes two touch attacks. + + + Touch + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. + Touch|+6|2d6+3 + + Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks. +Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being. +Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. +Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. +Elemental Nature. An elemental doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 125, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + desert + + + Fire Giant + H + giant + Lawful Evil + 18 (plate armor) + 162 (13d12+78) + walk 30 ft. + 25 + 9 + 23 + 10 + 14 + 13 + Dex +3, Con +10, Cha +5 + Athletics +11, Perception +6 + 16 + Giant + 9 + + fire + + + + + Multiattack + The giant makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (6d6 + 7) slashing damage. + Greatsword|+11|6d6+7 + + + Rock + Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 29 (4d10 + 7) bludgeoning damage. + Rock|+11|4d10+7 + + + Variant: New Giant Options + Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits. + Siege Monster. The giant deals double damage to objects and structures. + Tackle. When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone. + + Old as Legend +In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning +Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods +When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Monster Manual p. 154, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + underdark, mountain + + + Fire Snake + M + elemental + Neutral Evil + 14 (natural armor) + 22 (5d8) + walk 30 ft. + 12 + 14 + 11 + 7 + 10 + 8 + + + 10 + understands Ignan but can't speak + 1 + bludgeoning, piercing, slashing from nonmagical attacks + fire + cold + + darkvision 60 ft. + + Heated Body + A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. + + + Multiattack + The snake makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage. + Bite|+3|1d4+1 + + + Tail + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage. + Tail|+3|1d4+1 + + Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces. +Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes. +Fire Snakes. Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg's thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year. +Slaves of the Efreet. Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers' work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes. +Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders' hatred and pitting them against the efreets' former servants. +The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as slaves. +Domineering Nobles. Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin. +As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure. +Living Forges. Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity. +This inherent heat is an asset to salamanders' skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat. +Source: Monster Manual p. 265, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation + underdark + + + Flameskull + T + undead + Neutral Evil + 13 + 40 (9d4+18) + walk 0 ft., fly 40 ft. + 1 + 17 + 14 + 16 + 10 + 11 + + Arcana +5, Perception +2 + 12 + Common + 4 + lightning, necrotic, piercing + cold, fire, poison + + charmed, frightened, paralyzed, poisoned, prone + darkvision 60 ft. + + Illumination + The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. + + + Magic Resistance + The flameskull has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. + + + Multiattack + The flameskull uses Fire Ray twice. + + + Fire Ray + Ranged Spell Attack: +5 to hit, range 30 ft., one target. 10 (3d6) fire damage. + Fire Ray|+5|3d6 + + + Spellcasting + The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: + Cantrips (at will): mage hand + • 1st level (3 slots): magic missile, shield + • 2nd level (2 slots): blur, flaming sphere + • 3rd level (1 slots): fireball + + 3, 2, 1 + mage hand, magic missile, shield, blur, flaming sphere, fireball + Blazing green flames and mad, echoing laughter follow a disembodied skull as it patrols its demesne. When the undead flameskull discovers trespassers, it blasts the intruders with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory. +Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. +Legacy of Life. A flameskull only dimly recalls its former life. Though it might speak in its old voice and recount key events from its past, it is but an echo of its former self. However, its undead transformation grants it full access to the magic it wielded in life, letting it cast spells while ignoring the material and somatic components it can no longer employ. +Eternally Bound. Intelligent and vigilant, a flameskull serves its creator by protecting a hidden treasure hoard, a secret chamber, or a specific individual. A flameskull carries out the directives given to it when it was created, and it interprets those commands to the letter. A flameskull's master must craft its instructions with care to ensure that the creature carries out its tasks properly. +Wreathed in Flame. The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to loose them as fiery rays from its eye sockets. +Eldritch Rejuvenation. A flameskull's shattered fragments reform unless they are splashed with holy water or subjected to a dispel magic or remove curse spell. If it can no longer fulfill its intended purpose, the re-formed flameskull is beholden to no one and becomes autonomous. +Undead Nature. A flameskull doesn't require air, food, drink, or sleep +Source: Monster Manual p. 134, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Icewind Dale: Rime of the Frostmaiden + underdark + + + Flesh Golem + M + construct + Neutral + 9 + 93 (11d8+44) + walk 30 ft. + 19 + 9 + 18 + 6 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 5 + + lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Berserk + Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. + + + Aversion of Fire + If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Slam|+7|2d8+4 + + A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Its brain is capable of simple reason, though its thoughts are no more sophisticated than those of a young child. The golem's muscle tissue responds to the power of lightning, invigorating the creature with vitality and strength. Powerful enchantments protect the golem's skin, deflecting spells and all but the most potent weapons. +A flesh golem lurches with a stiff-jointed gait, as if not in complete control of its body. Its dead flesh isn't an ideal container for an elemental spirit, which sometimes howls incoherently to vent its outrage. If the spirit breaks free of its creator's will, the golem goes berserk until calmed, or until its shell of flesh is destroyed or completely healed. +Golems. Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands. +To create a golem, one requires a manual of golems (see the Dungeon Master's Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. +Elemental Spirit in Material Form. The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work. +After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator. +A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master. +A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words. +Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells. +Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them. +Constructed Nature. A golem doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 169, Curse of Strahd, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Flumph + S + aberration + Lawful Good + 12 + 7 (2d6) + walk 5 ft., fly 30 ft. + 6 + 15 + 10 + 14 + 14 + 11 + + Arcana +4, History +4, Religion +4 + 12 + understands Undercommon but can't speak, telepathy 60 ft. + 1/8 + + + psychic + + darkvision 60 ft. + + Advanced Telepathy + The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy. + + + Prone Deficiency + If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds. + + + Telepathic Shroud + The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells. + + + Tendrils + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage. + Tendrils|+4|1d4+2 + Tendrils||1d4 + + + Stench Spray (1/Day) + Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar. + + The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger. +Intelligent and Wise. Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects. +Flumphs are sensitive to the emotional states of nearby creatures. If a creature's thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees. +Psionic Siphons. Flumphs feed by siphoning mental energy from psionic creatures, and they can be found lurking near communities of mind flayers, aboleths, githyanki, and githzerai. As passive parasites, they take only the mental energy they need, and most creatures feel no loss or discomfort from such feeding. +Consuming psionic energy reveals the thoughts and emotions of the creatures on which the flumphs feed. Since so many of those creatures are evil, flumphs are often subjected to thoughts, emotions, and hungers that sicken their pure nature. When flumphs encounter good-hearted adventurers, they eagerly share the dark secrets they have learned in the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment. +Flumph Society. Flumphs live in complex and organized groups called cloisters, within which each flumph has a place and purpose. These harmonious groupings have no need for leaders, since all flumphs contribute in their own way +Source: Monster Manual p. 135, Waterdeep: Dungeon of the Mad Mage + underdark + + + Flying Snake + T + beast + Unaligned + 14 + 5 (2d4) + walk 30 ft., fly 60 ft., swim 30 ft. + 4 + 18 + 11 + 2 + 12 + 5 + + + 11 + + 1/8 + + + + + blindsight 10 ft. + + Flyby + The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 1 piercing damage plus 7 (3d4) poison damage. + Bite|+6|3d4 + + A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. +Source: Monster Manual p. 322, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Icewind Dale: Rime of the Frostmaiden + grassland, forest, urban, desert + + + Flying Sword + S + construct + Unaligned + 17 (natural armor) + 17 (5d6) + walk 0 ft., fly 50 ft. + 12 + 15 + 11 + 1 + 5 + 1 + Dex +4 + + 7 + + 1/4 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. + + + Longsword + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Longsword|+3|1d8+1 + + Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons. +Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. +Flying Sword. A flying sword dances through the air, fighting with the confidence of a warrior that can't be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form. +Source: Monster Manual p. 20, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + + + + Fomorian + H + giant + Chaotic Evil + 14 (natural armor) + 149 (13d12+65) + walk 30 ft. + 23 + 10 + 20 + 9 + 14 + 6 + + Perception +8, Stealth +3 + 18 + Giant, Undercommon + 8 + + + + + darkvision 120 ft. + + Multiattack + The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Greatclub|+9|3d8+6 + + + Evil Eye + The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. + Evil Eye||6d8 + + + Curse of the Evil Eye (Recharges after a Short or Long Rest) + With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. + The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. + + The most hideous and wicked of all giantkind are the godless fomorians, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their misshapen, warty heads. Others have limbs of grossly different sizes and shapes, or emit terrible howls each time they draw breath through misshapen mouths. Their wretched appearance rarely evokes sympathy, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds. +Fey Curse. The elves remember when the fomorians were among the most handsome of races, possessed of brilliant minds and unrivaled magical ability. That physical perfection did not extend to their hearts, however, as a lust for magic and power consumed them. The fomorians sought to conquer the Feywild and enslave its inhabitants, claiming those creatures' magic for themselves. When the fey united to defend their realm, the fomorians fought them and were subjected to a terrible curse. +One by one, the giants fell as their bodies were warped to reflect the evil in their hearts. Stripped of their grace and magical power, the wretched horrors fled from the light, delving deep beneath the world to nurse their hatred. Cursing their fate, they have ever after plotted vengeance against the fey that wronged them. +Giants of the Underdark. The fomorians dwell in eerily beautiful caverns in the Underdark, rarely venturing to the surface. Their lairs feature abundant access to water, fish, and mushroom forests, as well as to the creatures whose slave labor keeps the fomorians fed. When those slaves can no longer toil, they are slain and devoured. Wickedness and depravity are the cornerstones of fomorian society, in which the strongest and cruelest giants rule. Fomorians mark their territories with the corpses of their enemies, painting their cavern walls with blood or stitching together limbs and body parts to make mockeries of the creatures they have killed. +Ruined Flesh, Evil Minds. The deformities visited on the fomorians prevent them from hurling rocks like their giant kin, or wearing anything more than scraps of cloth. However, the grotesque positioning of their eyes, noses, and ears gives fomorians keen perceptive abilities, making it hard to surprise or ambush them. The greed and evil of the fomorians lies at the heart of their degeneration and fall, and continues to plague them. Fomorians make alliances with other creatures when it suits them, but they are disloyal by nature and betray their allies on a whim. +Curse of the Evil Eye. Fomorians can pass their curse onto others using a power called the evil eye-a last vestige of the giants' once-remarkable spellcasting ability. A creature cursed by a fomorian's evil eye is magically twisted and deformed, gaining a glimpse into the pain and malice that has consumed this evil race. +Source: Monster Manual p. 136, Waterdeep: Dungeon of the Mad Mage + underdark + + + Frog + T + beast + Unaligned + 11 + 1 (1d4-1) + walk 20 ft., swim 20 ft. + 1 + 13 + 8 + 1 + 8 + 3 + + Perception +1, Stealth +3 + 11 + + 0 + + + + + darkvision 30 ft. + + Amphibious + The frog can breathe air and water + + + Standing Leap + The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. + + A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad. +Source: Monster Manual p. 322, Tomb of Annihilation + + + + Frost Giant + H + giant + Neutral Evil + 15 (patchwork armor) + 138 (12d12+60) + walk 40 ft. + 23 + 9 + 21 + 9 + 10 + 12 + Con +8, Wis +3, Cha +4 + Athletics +9, Perception +3 + 13 + Giant + 8 + + cold + + + + + Multiattack + The giant makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. + Greataxe|+9|3d12+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+9|4d10+6 + + + Variant: New Giant Options + Some adult frost giants are skilled hunters who construct and hurl nets weighted down with fragments of metal or bone. This ability is represented by the following action option. + Weighted Net. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target. + + Old as Legend +In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning +Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods +When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Monster Manual p. 155, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + mountain, arctic + + + Galeb Duhr + M + elemental + Neutral + 16 (natural armor) + 85 (9d8+45) + walk 15 ft. + 20 + 14 + 20 + 11 + 12 + 11 + + + 11 + Terran + 6 + bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, paralyzed, petrified, poisoned + darkvision 60 ft., tremorsense 60 ft. + + False Appearance + While the galeb duhr remains motionless, it is indistinguishable from a normal boulder. + + + Rolling Charge + If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage. + Slam|+8|2d6+5 + + + Animate Boulders (1/Day) + The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell). + + The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered in rocky terrain. +Powerful magic allows a spellcaster to summon a galeb duhr from the Plane of Earth. Some galeb duhr also form naturally in places touched by that plane. The galeb duhr is imbued with greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area. +Stone Guardian. A galeb duhr doesn't age or require sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or a wizard's tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time. +A galeb duhr is permanently bound to the Material Plane, so that when it dies, it doesn't return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn't regard as threats. +Stone Connection. A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect. When it needs to move close to those intruders, it presses its limbs tight to its body and rolls forward at a furious pace. +Source: Monster Manual p. 139, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage + mountain, hill + + + Gargoyle + M + elemental + Chaotic Evil + 15 (natural armor) + 52 (7d8+21) + walk 30 ft., fly 60 ft. + 15 + 11 + 16 + 6 + 11 + 7 + + + 10 + Terran + 2 + bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + poison + + exhaustion, petrified, poisoned + darkvision 60 ft. + + False Appearance + While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. + + + Multiattack + The gargoyle makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claws|+4|1d6+2 + + The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims. +Animate Stone. Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and they can hold themselves so still that they appear inanimate. Able to maintain this state for years, a gargoyle makes an ideal sentry. +Deadly Reputation. Gargoyles have a reputation for cruelty. Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. A gargoyle might alleviate the tedium of its watch by catching and tormenting birds or rodents, but its long wait only increases its craving for harming sentient creatures. +Cruel Servants. Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a master's home, torturing and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage. +Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful spellcasters can also easily enlist gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint. Elemental Nature. A gargoyle doesn't require air, food, drink, or sleep. +Shards of Elemental Evil. As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles. +Ogrémoch doesn't create gargoyles deliberately, but they are a physical manifestation of his evil. Gargoyles are mockeries of the elemental air that Ogrémoch despises. They are heavy creatures of living stone, yet capable of flight. Like their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures. +On their home plane, gargoyles carve out earth motes that Ogrémoch hurtles into Aaqa, the domain of the aarakocra and the benevolent Wind Dukes the bird folk serve in the Elemental Plane of Air. +Source: Monster Manual p. 140, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden + underdark, urban + + + Gas Spore + L + plant + Unaligned + 5 + 1 (1d10-4) + walk 0 ft., fly 10 ft. + 5 + 1 + 3 + 1 + 1 + 1 + + + 5 + + 1/2 + + poison + + blinded, deafened, frightened, paralyzed, poisoned, prone + blindsight 30 ft. (blind beyond this radius) + + Death Burst + The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. + Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days. + + + Eerie Resemblance + The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check. + + + Touch + Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait. + + The first gas spores are thought to have been spawned from dead beholders, whose moldering corpses fed a parasitic fungus with aberrant magic. Having long since adapted into a unique plant creature, a gas spore grows quickly and purposefully out of any corpse, creating a malevolent-looking mockery of the most feared denizen of the Underdark. +Fungi. With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness. +Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi. +Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed. +Eye Tyrant's Form. A gas spore is a spherical, balloon-like fungus that resembles a beholder from a distance, though its true nature becomes increasingly obvious as one approaches it. The monster possesses a blind central "eye" and rhizome growths sprouting from its upper surface, superficially resembling a beholder's eyestalks. +Death Burst. A gas spore is a hollow shell filled with a lighter-than-air gas that enables it to float as a beholder does. Piercing the shell with even the weakest attack causes the creature to burst apart, releasing a cloud of deadly spores. A creature that inhales the spores becomes host to them, and is often dead within a day. Its corpse then becomes the spawning ground from which new gas spores arise. +Beholder Memories. A gas spore that sprouts from a beholder's corpse sometimes carries within it memories of its deceased parent. When the gas spore explodes, its deadly spores cast those memories adrift. Any creature that inhales the spores and survives inherits one or more of the beholder's fragmented memories, and might gain useful information about the beholder's former lair and other nearby places and creatures of interest. +Source: Monster Manual p. 138, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage + underdark + + + Gelatinous Cube + L + ooze + Unaligned + 6 + 84 (8d10+40) + walk 15 ft. + 14 + 3 + 20 + 1 + 6 + 1 + + + 8 + + 2 + + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Ooze Cube + The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. + Creatures inside the cube can be seen but have total cover. + A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. + The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. + + + Transparent + Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 10 (3d6) acid damage. + Pseudopod|+4|3d6 + + + Engulf + The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. + On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. + On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. + An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. + + Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved. +A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims' bones, coins, and other objects can be seen suspended inside the creature. +Oozes. Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. +The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby. +Slow Death. An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late. +Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers. +Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. +Unwitting Servants. Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room. +Spawn of Juiblex. According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. +Ooze Nature. An ooze doesn't require sleep. +Source: Monster Manual p. 242, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden + underdark + + + Ghast + M + undead + Chaotic Evil + 13 + 36 (8d8) + walk 30 ft. + 16 + 17 + 10 + 11 + 10 + 8 + + + 10 + Common + 2 + necrotic + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Stench + Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. + + + Turn Defiance + The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 12 (2d8 + 3) piercing damage. + Bite|+3|2d8+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|+5|2d6+3 + + Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. +Devourers of Flesh. Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding. +Abyssal Origins. Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. +Ghasts. Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands. +Source: Monster Manual p. 148, Curse of Strahd, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus + underdark, swamp, urban + + + Ghost + M + undead + Any alignment + 11 + 45 (10d8) + walk 0 ft., fly 40 ft. + 7 + 13 + 10 + 10 + 12 + 17 + + + 11 + any languages it knew in life + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Ethereal Sight + The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Withering Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage. + Withering Touch|+5|4d6+3 + + + Etherealness + The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Horrifying Visage + Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. + + + Possession (Recharge 6) + One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life. +Unfinished Business. A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. +The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance. +Ghostly Manifestations. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur. +Undead Nature. A ghost doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 147, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark, urban + + + Ghoul + M + undead + Chaotic Evil + 12 + 22 (5d8) + walk 30 ft. + 13 + 15 + 10 + 7 + 10 + 6 + + + 10 + Common + 1 + + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 9 (2d6 + 2) piercing damage. + Bite|+2|2d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|+4|2d4+2 + + Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. +Devourers of Flesh. Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding. +Abyssal Origins. Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. +Ghasts. Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands. +Source: Monster Manual p. 148, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Icewind Dale: Rime of the Frostmaiden + underdark, swamp, urban + + + Giant Ape + H + beast + Unaligned + 12 + 157 (15d12+60) + walk 40 ft., climb 40 ft. + 23 + 14 + 18 + 7 + 12 + 7 + + Athletics +9, Perception +4 + 14 + + 7 + + + + + + + Multiattack + The ape makes two fist attacks. + + + Fist + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 22 (3d10 + 6) bludgeoning damage. + Fist|+9|3d10+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. 30 (7d6 + 6) bludgeoning damage. + Rock|+9|7d6+6 + + +Source: Monster Manual p. 323, Ghosts of Saltmarsh + forest + + + Giant Badger + M + beast + Unaligned + 10 + 13 (2d8+4) + walk 30 ft., burrow 10 ft. + 13 + 10 + 15 + 2 + 12 + 5 + + + 11 + + 1/4 + + + + + darkvision 30 ft. + + Keen Smell + The badger has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The badger makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Bite|+3|1d6+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage. + Claws|+3|2d4+1 + + +Source: Monster Manual p. 323, Waterdeep: Dungeon of the Mad Mage + forest + + + Giant Bat + L + beast + Unaligned + 13 + 22 (4d10) + walk 10 ft., fly 60 ft. + 15 + 16 + 11 + 2 + 12 + 6 + + + 11 + + 1/4 + + + + + blindsight 60 ft. + + Echolocation + The bat can't use its blindsight while deafened. + + + Keen Hearing + The bat has advantage on Wisdom (Perception) checks that rely on hearing. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + +Source: Monster Manual p. 323, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage, Mythic Odysseys of Theros + underdark, forest + + + Giant Boar + L + beast + Unaligned + 12 (natural armor) + 42 (5d10+15) + walk 40 ft. + 17 + 10 + 16 + 2 + 7 + 5 + + + 8 + + 2 + + + + + + + Charge + If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Relentless (Recharges after a Short or Long Rest) + If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Tusk + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Tusk|+5|2d6+3 + + +Source: Monster Manual p. 323, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Mythic Odysseys of Theros + grassland, forest, hill + + + Giant Centipede + S + beast + Unaligned + 13 (natural armor) + 4 (1d6+1) + walk 30 ft., climb 30 ft. + 5 + 14 + 12 + 1 + 7 + 3 + + + 8 + + 1/4 + + + + + blindsight 30 ft. + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|+4|1d4+2 + Bite||3d6 + + +Source: Monster Manual p. 323, Hoard of the Dragon Queen, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus + underdark, urban + + + Giant Constrictor Snake + H + beast + Unaligned + 12 + 60 (8d12+8) + walk 30 ft., swim 30 ft. + 19 + 14 + 12 + 1 + 10 + 3 + + Perception +2 + 12 + + 2 + + + + + blindsight 10 ft. + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. + Bite|+6|2d6+4 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. + Constrict|+6|2d8+4 + + +Source: Monster Manual p. 324, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount + underwater, underdark, forest, swamp, desert + + + Giant Crab + M + beast + Unaligned + 15 (natural armor) + 13 (3d8) + walk 30 ft., swim 30 ft. + 13 + 15 + 11 + 1 + 9 + 3 + + Stealth +4 + 9 + + 1/8 + + + + + blindsight 30 ft. + + Amphibious + The crab can breathe air and water. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. + Claw|+3|1d6+1 + + +Source: Monster Manual p. 324, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + coastal + + + Giant Crocodile + H + beast + Unaligned + 14 (natural armor) + 85 (9d12+27) + walk 30 ft., swim 50 ft. + 21 + 9 + 17 + 2 + 10 + 7 + + Stealth +5 + 10 + + 5 + + + + + + + Hold Breath + The crocodile can hold its breath for 30 minutes. + + + Multiattack + The crocodile makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. + Bite|+8|3d10+5 + + + Tail + Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. + Tail|+8|2d8+5 + + +Source: Monster Manual p. 324, Princes of the Apocalypse, Tomb of Annihilation, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath + swamp + + + Giant Eagle + L + beast + Neutral Good + 13 + 26 (4d10+4) + walk 10 ft., fly 80 ft. + 16 + 17 + 13 + 8 + 14 + 10 + + Perception +4 + 14 + Giant Eagle, understands Common and Auran but can't speak them + 1 + + + + + + + Keen Sight + The eagle has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The eagle makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Beak|+5|1d6+3 + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Talons|+5|2d6+3 + + A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). +Source: Monster Manual p. 324, Ghosts of Saltmarsh + mountain, grassland, hill, coastal + + + Giant Elk + H + beast + Unaligned + 14 (natural armor) + 42 (5d12+10) + walk 60 ft. + 19 + 16 + 14 + 7 + 14 + 10 + + Perception +4 + 14 + Giant Elk, understands Common, Elvish, Sylvan but can't speak them + 2 + + + + + + + Charge + If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + + + Ram + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Ram|+6|2d6+4 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. 22 (4d8 + 4) bludgeoning damage. + Hooves|+6|4d8+4 + + The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. +Source: Monster Manual p. 325, Storm King's Thunder + mountain, grassland, forest, hill + + + Giant Fire Beetle + S + beast + Unaligned + 13 (natural armor) + 4 (1d6+1) + walk 30 ft. + 8 + 10 + 12 + 1 + 7 + 3 + + + 8 + + 0 + + + + + blindsight 30 ft. + + Illumination + The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) slashing damage. + Bite|+1|1d6-1 + + A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. +Source: Monster Manual p. 325, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage + underdark + + + Giant Frog + M + beast + Unaligned + 11 + 18 (4d8) + walk 30 ft., swim 30 ft. + 12 + 13 + 11 + 2 + 10 + 3 + + Perception +2, Stealth +3 + 12 + + 1/4 + + + + + darkvision 30 ft. + + Amphibious + The frog can breathe air and water + + + Standing Leap + The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. + Bite|+3|1d6+1 + + + Swallow + The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. + + +Source: Monster Manual p. 325, Hoard of the Dragon Queen, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + forest, swamp + + + Giant Goat + L + beast + Unaligned + 11 (natural armor) + 19 (3d10+3) + walk 40 ft. + 17 + 11 + 12 + 3 + 12 + 6 + + + 11 + + 1/2 + + + + + + + Charge + If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Sure-Footed + The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage. + Ram|+5|2d4+3 + + +Source: Monster Manual p. 326, Storm King's Thunder, Essentials Kit: Storm Lord's Wrath, Icewind Dale: Rime of the Frostmaiden + mountain, grassland, hill + + + Giant Hyena + L + beast + Unaligned + 12 + 45 (6d10+12) + walk 50 ft. + 16 + 14 + 14 + 2 + 12 + 7 + + Perception +3 + 13 + + 1 + + + + + + + Rampage + When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. + Bite|+5|2d6+3 + + +Source: Monster Manual p. 326, Tales from the Yawning Portal, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus + grassland, forest, hill, desert + + + Giant Lizard + L + beast + Unaligned + 12 (natural armor) + 19 (3d10+3) + walk 30 ft., climb 30 ft. + 15 + 12 + 13 + 2 + 10 + 5 + + + 10 + + 1/4 + + + + + darkvision 30 ft. + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Bite|+4|1d8+2 + + + Variant: Giant Lizard Traits + Some giant lizards have one or both of the following traits: + Hold Breath. The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.) + Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and other Underdark dwellers. +Variant: Giant Lizard Traits +Some giant lizards have one or both of the following traits. Hold Breath. The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.) +Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. +Source: Monster Manual p. 326, Hoard of the Dragon Queen, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden + underdark, forest, swamp, desert, coastal + + + Giant Octopus + L + beast + Unaligned + 11 + 52 (8d10+8) + walk 10 ft., swim 60 ft. + 17 + 13 + 13 + 4 + 10 + 4 + + Perception +4, Stealth +5 + 14 + + 1 + + + + + darkvision 60 ft. + + Hold Breath + While out of water, the octopus can hold its breath for 1 hour. + + + Underwater Camouflage + The octopus has advantage on Dexterity (Stealth) checks made while underwater. + + + Water Breathing + The octopus can breathe only underwater. + + + Tentacles + Melee Weapon Attack: +5 to hit, reach 15 ft., one target. 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. + Tentacles|+5|2d6+3 + + + Ink Cloud (Recharges after a Short or Long Rest) + A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. + + +Source: Monster Manual p. 326, Princes of the Apocalypse, Rise of Tiamat, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + underwater + + + Giant Owl + L + beast + Neutral + 12 + 19 (3d10+3) + walk 5 ft., fly 60 ft. + 13 + 15 + 12 + 8 + 13 + 10 + + Perception +5, Stealth +4 + 15 + Giant Owl, understands Common, Elvish, and Sylvan but can't speak them + 1/4 + + + + + darkvision 120 ft. + + Flyby + The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Keen Hearing and Sight + The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Talons + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (2d6 + 1) slashing damage. + Talons|+3|2d6+1 + + Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms. +Source: Monster Manual p. 327, Storm King's Thunder, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount + forest, hill, arctic + + + Giant Poisonous Snake + M + beast + Unaligned + 14 + 11 (2d8+2) + walk 30 ft., swim 30 ft. + 10 + 18 + 13 + 2 + 10 + 3 + + Perception +2 + 12 + + 1/4 + + + + + blindsight 10 ft. + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Bite|+6|1d4+4 + Bite||3d6 + + +Source: Monster Manual p. 327, Curse of Strahd, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Mythic Odysseys of Theros + underdark, grassland, forest, swamp, urban, desert + + + Giant Rat + S + beast + Unaligned + 12 + 7 (2d6) + walk 30 ft. + 7 + 15 + 11 + 2 + 10 + 4 + + + 10 + + 1/8 + + + + + darkvision 60 ft. + + Keen Smell + The rat has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Variant: Diseased Giant Rats + Some giant rats carry vile diseases that they spread with their bites. + Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. + + +Source: Monster Manual p. 327, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark, forest, swamp, urban + + + Giant Scorpion + L + beast + Unaligned + 15 (natural armor) + 52 (7d10+14) + walk 40 ft. + 15 + 13 + 15 + 1 + 9 + 3 + + + 9 + + 3 + + + + + blindsight 60 ft. + + Multiattack + The scorpion makes three attacks: two with its claws and one with its sting. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. + Claw|+4|1d8+2 + + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. + Sting|+4|1d10+2 + Sting||4d10 + + +Source: Monster Manual p. 327, Tales from the Yawning Portal, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + desert + + + Giant Sea Horse + L + beast + Unaligned + 13 (natural armor) + 16 (3d10) + walk 0 ft., swim 40 ft. + 12 + 15 + 11 + 2 + 12 + 5 + + + 11 + + 1/2 + + + + + + + Charge + If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + + + Water Breathing + The sea horse can breathe only underwater. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Ram|+3|1d6+1 + + Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. +Source: Monster Manual p. 328, Ghosts of Saltmarsh + underwater + + + Giant Shark + H + beast + Unaligned + 13 (natural armor) + 126 (11d12+55) + swim 50 ft. + 23 + 11 + 21 + 1 + 10 + 5 + + Perception +3 + 13 + + 5 + + + + + blindsight 60 ft. + + Blood Frenzy + The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The shark can breathe only underwater. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage. + Bite|+9|3d10+6 + + A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. +Source: Monster Manual p. 328, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Locathah Rising, Icewind Dale: Rime of the Frostmaiden + underwater + + + Giant Spider + L + beast + Unaligned + 14 (natural armor) + 26 (4d10+4) + walk 30 ft., climb 30 ft. + 14 + 16 + 12 + 2 + 11 + 4 + + Stealth +7 + 10 + + 1 + + + + + blindsight 10 ft., darkvision 60 ft. + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|+5|1d8+3 + Bite||2d8 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + + To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. +Source: Monster Manual p. 328, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + underdark, forest, swamp, urban, desert + + + Giant Toad + L + beast + Unaligned + 11 + 39 (6d10+6) + walk 20 ft., swim 40 ft. + 15 + 13 + 13 + 2 + 10 + 3 + + + 10 + + 1 + + + + + darkvision 30 ft. + + Amphibious + The toad can breathe air and water + + + Standing Leap + The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. + Bite|+4|1d10+2 + + + Swallow + The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. + If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. + + +Source: Monster Manual p. 329, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + underdark, forest, swamp, desert, coastal + + + Giant Vulture + L + beast + Neutral Evil + 10 + 22 (3d10+6) + walk 10 ft., fly 60 ft. + 15 + 10 + 15 + 6 + 12 + 7 + + Perception +3 + 13 + understands Common but can't speak + 1 + + + + + + + Keen Sight and Smell + The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Pack Tactics + The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The vulture makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. + Beak|+4|2d4+2 + + + Talons + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage. + Talons|+4|2d6+2 + + A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. +Source: Monster Manual p. 329, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + grassland, desert + + + Giant Wasp + M + beast + Unaligned + 12 + 13 (3d8) + walk 10 ft., fly 50 ft. + 10 + 14 + 10 + 1 + 10 + 3 + + + 10 + + 1/2 + + + + + + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Sting|+4|1d6+2 + Sting||3d6 + + +Source: Monster Manual p. 329, Tomb of Annihilation, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + grassland, forest, urban + + + Giant Weasel + M + beast + Unaligned + 13 + 9 (2d8) + walk 40 ft. + 11 + 16 + 10 + 4 + 12 + 5 + + Perception +3, Stealth +5 + 13 + + 1/8 + + + + + darkvision 60 ft. + + Keen Hearing and Smell + The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Bite|+5|1d4+3 + + +Source: Monster Manual p. 329, Tales from the Yawning Portal, Ghosts of Saltmarsh + grassland, forest, hill + + + Giant Wolf Spider + M + beast + Unaligned + 13 + 11 (2d8+2) + walk 40 ft., climb 40 ft. + 12 + 16 + 13 + 3 + 12 + 4 + + Perception +3, Stealth +7 + 13 + + 1/4 + + + + + blindsight 10 ft., darkvision 60 ft. + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|+3|1d6+1 + Bite||2d6 + + Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. +Source: Monster Manual p. 330, Curse of Strahd, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh + grassland, forest, hill, desert, coastal + + + Gibbering Mouther + M + aberration + Neutral + 9 + 67 (9d8+27) + walk 10 ft., swim 10 ft. + 10 + 8 + 16 + 3 + 10 + 6 + + + 10 + + 2 + + + + prone + darkvision 60 ft. + + Aberrant Ground + The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. + + + Gibbering + The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. + + + Multiattack + The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. + + + Bites + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. + Bites|+2|5d6 + + + Blinding Spittle (Recharge 5-6) + The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn. + + Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and liquefied matter of its former victims. Driven to insanity by the destruction of their bodies and absorption into the mouther, those victims gibber incoherent madness, forced to consume everything in reach. +Amoeboid Form. The gibbering mouther's body is an amorphous mass of mouths and eyes that propels itself by oozing forward, fastening several mouths to the ground and pulling its bulk behind. Though it moves slowly, it swims through water, mud, and quicksand with ease. +Mouths of Madness. When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with madness or stand paralyzed, fixated on the horrific creature as it oozes forward to consume them. +All-Consuming. Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its mad ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee. +A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim's body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster's next meal. +Source: Monster Manual p. 157, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden + underdark + + + Githyanki Knight + M + humanoid (gith) + Lawful Evil + 18 (plate armor) + 91 (14d8+28) + walk 30 ft. + 16 + 14 + 15 + 14 + 14 + 15 + Con +5, Int +5, Wis +5 + + 12 + Gith + 8 + + + + + + + Multiattack + The githyanki makes two silver greatsword attacks. + + + Silver Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage. + Silver Greatsword|+9|2d6+6 + + + Innate Spellcasting (Psionics) + The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: mage hand (the hand is invisible) + 3/day each: jump, misty step, nondetection (self only), tongues + 1/day each: plane shift, telekinesis + + mage hand, jump, misty step, nondetection, tongues, plane shift, telekinesis + The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons-the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith. +Astral Raiders. The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the far flung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again. +Followers of Gith. In their own language, githyanki means "followers of Gith." Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself. +Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races. +Silver Swords. In ancient times, gith knights created special weapons to combat their mind flayer masters. +These silver swords channel the force of the wielder's will, dealing psychic as well as physical damage. A githyanki can't become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a greatsword, and takes on the properties of a +3 greatsword in the hands of its creator. +In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people. +Red Dragon Riders. In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to Tiamat, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Vlaakith returned to the Astral Plane with the Dragon Queen's red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don't consider the githyanki their enemies. +Outposts in the Mortal Realm. Since creatures that dwell on the Astral Plane don't age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane. +Gith. The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. +After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. +Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day. +Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. +Source: Monster Manual p. 160, Waterdeep: Dungeon of the Mad Mage + + + + Githyanki Warrior + M + humanoid (gith) + Lawful Evil + 17 (half plate armor) + 49 (9d8+9) + walk 30 ft. + 15 + 14 + 12 + 13 + 13 + 10 + Con +3, Int +3, Wis +3 + + 11 + Gith + 3 + + + + + + + Multiattack + The githyanki makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage. + Greatsword|+4|2d6+2 + + + Innate Spellcasting (Psionics) + The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components: + At will: mage hand (the hand is invisible) + 3/day each: jump, misty step, nondetection (self only) + + mage hand, jump, misty step, nondetection + The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons-the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith. +Astral Raiders. The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the far flung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again. +Followers of Gith. In their own language, githyanki means "followers of Gith." Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself. +Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races. +Silver Swords. In ancient times, gith knights created special weapons to combat their mind flayer masters. +These silver swords channel the force of the wielder's will, dealing psychic as well as physical damage. A githyanki can't become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a greatsword, and takes on the properties of a +3 greatsword in the hands of its creator. +In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people. +Red Dragon Riders. In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to Tiamat, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Vlaakith returned to the Astral Plane with the Dragon Queen's red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don't consider the githyanki their enemies. +Outposts in the Mortal Realm. Since creatures that dwell on the Astral Plane don't age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane. +Gith. The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. +After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. +Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day. +Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. +Source: Monster Manual p. 160, Waterdeep: Dungeon of the Mad Mage + + + + Githzerai Monk + M + humanoid (gith) + Lawful Neutral + 14 + 38 (7d8+7) + walk 30 ft. + 12 + 15 + 12 + 13 + 14 + 10 + Str +3, Dex +4, Int +3, Wis +4 + Insight +4, Perception +4 + 14 + Gith + 2 + + + + + + + Psychic Defense + While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The githzerai makes two unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack. + Unarmed Strike|+4|1d8+2 + + + Innate Spellcasting (Psionics) + The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: + At will: mage hand (the hand is invisible) + 3/day each: feather fall, jump, see invisibility, shield + + mage hand, feather fall, jump, see invisibility, shield + Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. +Psionic Adepts. The progenitors of the githzerai adapted to-and were transformed by-the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. +Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo-a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. +The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane's chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. +Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. +The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures' virtues in their everyday lives. +Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people's freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. +Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths. +These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. +Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. +As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. +As a special devotion, they organize a rrakkma-an illithid hunting party-to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. +Gith. The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. +After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. +Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day. +Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. +Source: Monster Manual p. 161 + + + + Githzerai Zerth + M + humanoid (gith) + Lawful Neutral + 17 + 84 (13d8+26) + walk 30 ft. + 13 + 18 + 15 + 16 + 17 + 12 + Str +4, Dex +7, Int +6, Wis +6 + Arcana +6, Insight +6, Perception +6 + 16 + Gith + 6 + + + + + + + Psychic Defense + While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The githzerai makes two unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack. + Unarmed Strike|+7|2d6+4 + + + Innate Spellcasting (Psionics) + The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: + At will: mage hand (the hand is invisible) + 3/day each: feather fall, jump, see invisibility, shield + 1/day each: phantasmal killer, plane shift + + mage hand, feather fall, jump, see invisibility, shield, phantasmal killer, plane shift + Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. +Psionic Adepts. The progenitors of the githzerai adapted to-and were transformed by-the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. +Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo-a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. +The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane's chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. +Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. +The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures' virtues in their everyday lives. +Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people's freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. +Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths. +These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. +Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. +As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. +As a special devotion, they organize a rrakkma-an illithid hunting party-to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. +Gith. The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. +After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. +Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day. +Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. +Source: Monster Manual p. 161, Waterdeep: Dungeon of the Mad Mage + + + + Glabrezu + L + fiend (demon) + Chaotic Evil + 17 (natural armor) + 157 (15d10+75) + walk 40 ft. + 20 + 15 + 21 + 19 + 17 + 16 + Str +9, Con +9, Wis +7, Cha +7 + + 13 + Abyssal, telepathy 120 ft. + 9 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + truesight 120 ft. + + Magic Resistance + The glabrezu has advantage on saving throws against spells and other magical effects. + + + Multiattack + The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. + + + Pincer + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. + Pincer|+9|2d10+5 + + + Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 7 (2d4 + 2) bludgeoning damage. + Fist|+9|2d4+2 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A glabrezu has a 30 chance of summoning 1d3 vrock, 1d2 hezrou, or one glabrezu. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Innate Spellcasting + The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: + At will: darkness, detect magic, dispel magic + 1/day each: confusion, fly, power word stun + + darkness, detect magic, dispel magic, confusion, fly, power word stun + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 58, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Gladiator + M + humanoid (any race) + Any alignment + 16 (studded leather armor, shield) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + 11 + any one language (usually Common) + 5 + + + + + + + Brave + The gladiator has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). + + + Multiattack + The gladiator makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Parry + The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. + + Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. +Source: Monster Manual p. 346, Curse of Strahd, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Gnoll + M + humanoid (gnoll) + Chaotic Evil + 15 (hide armor, shield) + 22 (5d8) + walk 30 ft. + 14 + 12 + 11 + 6 + 10 + 7 + + + 10 + Gnoll + 1/2 + + + + + darkvision 60 ft. + + Rampage + When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|+3|1d8+1 + + Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh. +Demonic Origin. The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power. +Nomadic Destroyers. Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured. +Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor. +Thirst for Blood. No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls. +Source: Monster Manual p. 163, Princes of the Apocalypse, Tales from the Yawning Portal, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + grassland, forest, hill, desert + + + Gnoll Fang of Yeenoghu + M + fiend (gnoll) + Chaotic Evil + 14 (hide armor) + 65 (10d8+20) + walk 30 ft. + 17 + 15 + 15 + 10 + 11 + 13 + Con +4, Wis +2, Cha +3 + + 10 + Abyssal, Gnoll + 4 + + + + + darkvision 60 ft. + + Rampage + When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + The gnoll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage. + Bite|+5|1d6+3 + Bite||2d6 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claw|+5|1d8+3 + + Gnolls celebrate their victories by performing demonic rituals and making blood offerings to Yeenoghu. +Sometimes the demon lord rewards his worshipers by allowing one of them to be possessed by a demonic spirit. Marked as Yeenoghu's favorite, the lucky recipient becomes a fang of Yeenoghu, the chosen of the Gnoll Lord. In much the same way Yeenoghu created the first gnolls, a hyena that feasts on a fang's slain foe undergoes a horrible transformation, becoming a full-grown adult gnoll. Depending on the number of hyenas in a region, a fang of Yeenoghu can lead to a startling increase in the gnoll population. Finding and killing the fang is the only way to keep that population in check. +Gnolls. Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh. +Demonic Origin. The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power. +Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor. +Nomadic Destroyers. Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured. +Thirst for Blood. No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls. +Source: Monster Manual p. 163, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden + grassland, forest, hill, desert + + + Gnoll Pack Lord + M + humanoid (gnoll) + Chaotic Evil + 15 (chain shirt) + 49 (9d8+9) + walk 30 ft. + 16 + 14 + 13 + 8 + 11 + 9 + + + 10 + Gnoll + 2 + + + + + darkvision 60 ft. + + Rampage + When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage. + Bite|+5|1d4+3 + + + Glaive + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 8 (1d10 + 3) slashing damage. + Glaive|+5|1d10+3 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + + Incite Rampage (Recharge 5-6) + One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait. + + The alpha of a gnoll pack is the pack lord, ruling by might and cunning. A pack lord earns the best of a gnoll pack's spoils, food, valuable trinkets, and magic items. It ornaments its body with brutal piercings and grotesque trophies, dyeing its fur with demonic sigils, hoping Yeenoghu will make it invulnerable. +Gnolls. Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh. +Demonic Origin. The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power. +Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor. +Nomadic Destroyers. Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured. +Thirst for Blood. No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls. +Source: Monster Manual p. 163, Princes of the Apocalypse, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus + grassland, forest, hill, desert + + + Goat + M + beast + Unaligned + 10 + 4 (1d8) + walk 40 ft. + 12 + 10 + 11 + 2 + 10 + 5 + + + 10 + + 0 + + + + + + + Charge + If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. + + + Sure-Footed + The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage. + Ram|+3|1d4+1 + + +Source: Monster Manual p. 330, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden + mountain, grassland, hill, urban + + + Goblin + S + humanoid (goblinoid) + Neutral Evil + 15 (leather armor, shield) + 7 (2d6) + walk 30 ft. + 8 + 14 + 10 + 10 + 8 + 8 + + Stealth +6 + 9 + Common, Goblin + 1/4 + + + + + darkvision 60 ft. + + Nimble Escape + The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain. +Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards. +Malicious Glee. Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness. +Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs. +Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. +Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death. +Source: Monster Manual p. 166, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark, grassland, forest, hill + + + Goblin Boss + S + humanoid (goblinoid) + Neutral Evil + 17 (chain shirt, shield) + 21 (6d6) + walk 30 ft. + 10 + 14 + 10 + 10 + 8 + 10 + + Stealth +6 + 9 + Common, Goblin + 1 + + + + + darkvision 60 ft. + + Nimble Escape + The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Multiattack + The goblin makes two attacks with its scimitar. The second attack has disadvantage. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+4|1d6+2 + + + Javelin + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. 3 (1d6) piercing damage. + Javelin|+2|1d6 + + + Redirect Attack + When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead. + + Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain. +Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards. +Malicious Glee. Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness. +Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs. +Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. +Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death. +Source: Monster Manual p. 166, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden + underdark, grassland, forest, hill + + + Gold Dragon Wyrmling + M + dragon + Lawful Good + 17 (natural armor) + 60 (8d8+24) + walk 30 ft., fly 60 ft., swim 30 ft. + 19 + 14 + 17 + 14 + 11 + 16 + Dex +4, Con +5, Wis +2, Cha +5 + Perception +4, Stealth +4 + 14 + Draconic + 3 + + fire + + + blindsight 10 ft., darkvision 60 ft. + + Amphibious + The dragon can breathe air and water. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage. + Bite|+6|1d10+4 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||4d10 + • Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 115 + + + + Gorgon + L + monstrosity + Unaligned + 19 (natural armor) + 114 (12d10+48) + walk 40 ft. + 20 + 11 + 18 + 2 + 12 + 7 + + Perception +4 + 14 + + 5 + + + + petrified + darkvision 60 ft. + + Trampling Charge + If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. + + + Gore + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (2d12 + 5) piercing damage. + Gore|+8|2d12+5 + + + Hooves + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d10 + 5) bludgeoning damage. + Hooves|+8|2d10+5 + + + Petrifying Breath (Recharge 5-6) + The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. + + Few creatures that encounter a gorgon live to tell about it. Its body is covered in iron plates, and its nostrils fume with green vapor. +Horrific Structure. A gorgon's iron plates range from steely black to gleaming silver, but this natural armor in no way hinders its movement or mobility. The oils of its body lubricate the armor. A sick or inactive gorgon gathers rust like fungus or mange. When a rusty gorgon moves, its plates squeal as they rub together. +Monstrous Predator. When a gorgon spots potential prey, it charges with a hideous clamor of metal on metal. When the gorgon hits, it pulverizes the foe and sends its sprawling, then tramples it to death with its cruel hooves. Faced with multiple foes, the gorgon exhales its deadly vapor to overcome the creatures it touches by turning them to stone. When it grows hungry, it smashes its petrified prey to rubble and uses its strong teeth to grind the stone into a powder that provides nourishment. The crisscrossing network of trampled trails and splintered trees that surrounds a gorgon lair is strewn with the uneaten fragments of its shattered foes. +Source: Monster Manual p. 171, Rise of Tiamat, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus + grassland, forest, hill + + + Goristro + H + fiend (demon) + Chaotic Evil + 19 (natural armor) + 310 (23d12+161) + walk 40 ft. + 25 + 11 + 25 + 6 + 13 + 14 + Str +13, Dex +6, Con +13, Wis +7 + Perception +7 + 17 + Abyssal + 17 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + + Charge + If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone. + + + Labyrinthine Recall + The goristro can perfectly recall any path it has traveled. + + + Magic Resistance + The goristro has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The goristro deals double damage to objects and structures. + + + Multiattack + The goristro makes three attacks: two with its fists and one with its hoof. + + + Fist + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 20 (3d8 + 7) bludgeoning damage. + Fist|+13|3d8+7 + + + Hoof + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. + Hoof|+13|3d10+7 + + + Gore + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 45 (7d10 + 7) piercing damage. + Gore|+13|7d10+7 + + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 59 + + + + Gray Ooze + M + ooze + Unaligned + 8 + 22 (3d8+9) + walk 10 ft., climb 10 ft. + 12 + 6 + 16 + 1 + 6 + 2 + + Stealth +2 + 8 + + 1/2 + acid, cold, fire + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Corrode Metal + Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. + The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. + + + False Appearance + While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. + + + Pseudopod + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|+3|1d6+1 + + + Variant: Psychic Gray Ooze + A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psioncic creatures such as mind flayer, suggesting that the ooze can sense and mimic psionic ability. + A psionic gray ooze has an intelligence score of 6 (-2), as well as the following additional action. + Psychic Crush (Recharge 5-6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. + + A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike. +Oozes. Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. +The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby. +Slow Death. An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late. +Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers. +Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. +Unwitting Servants. Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room. +Spawn of Juiblex. According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. +Ooze Nature. An ooze doesn't require sleep. +Source: Monster Manual p. 243, Curse of Strahd, Hoard of the Dragon Queen, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Ghosts of Saltmarsh + underdark + + + Gray Slaad + M + aberration (shapechanger) + Chaotic Neutral + 18 (natural armor) + 127 (17d8+51) + walk 30 ft. + 17 + 17 + 16 + 13 + 8 + 14 + + Arcana +5, Perception +7 + 17 + Slaad, telepathy 60 ft. + 9 + acid, cold, fire, lightning, thunder + + + + blindsight 60 ft., darkvision 60 ft. + + Shapechanger + The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The slaad's weapon attacks are magical. + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws or greatsword. + + + Bite (Slaad Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite (Slaad Form Only)|+7|1d6+3 + + + Claws (Slaad Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d10 + 3) slashing damage. + Claws (Slaad Form Only)|+7|1d10+3 + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Greatsword|+7|2d6+3 + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + + Innate Spellcasting + The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: + At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image + 1/day: plane shift (self only) + 2/day each: fear, fly, fireball, tongues + + detect magic, detect thoughts, invisibility, mage hand, major image, plane shift, fear, fly, fireball, tongues + Outside of Limbo, gray slaadi act as living extensions of the will of their masters, the death slaadi. A gray slaad journeys to the Material Plane on errands of doom, often taking humanoid form. A gray slaad learns how to master the use of a greatsword and imbue it with its own innate magic. +A gray slaad that eats the entire corpse of a dead death slaad instantly transforms into a death slaad. +Slaadi. In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. +The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason. +The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them. +Variant: Slaad Control Gems +As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way. +A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait. +A greater restoration spell cast on the slaad destroys the gem without harming the slaad. +Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. +Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. +Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. +Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. +Source: Monster Manual p. 277, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage + urban + + + Green Dragon Wyrmling + M + dragon + Lawful Evil + 17 (natural armor) + 38 (7d8+7) + walk 30 ft., fly 60 ft., swim 30 ft. + 15 + 12 + 13 + 14 + 11 + 13 + Dex +3, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +3 + 14 + Draconic + 2 + + poison + + poisoned + blindsight 10 ft., darkvision 60 ft. + + Amphibious + The dragon can breathe air and water. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage. + Bite|+4|1d10+2 + + + Poison Breath (Recharge 5-6) + The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath (Recharge 5-6)||6d6 + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 95 + + + + Green Hag + M + fey + Neutral Evil + 17 (natural armor) + 82 (11d8+33) + walk 30 ft. + 18 + 12 + 16 + 13 + 14 + 14 + + Arcana +3, Deception +4, Perception +4, Stealth +3 + 14 + Common, Draconic, Sylvan + 3 + + + + + darkvision 60 ft. + + Amphibious + The hag can breathe air and water. + + + Mimicry + The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws|+6|2d8+4 + + + Illusory Appearance + The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. + The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. + + + Invisible Passage + The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. + + + Innate Spellcasting + The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: + At will: dancing lights, minor illusion, vicious mockery + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + • 1st level (4 slots): identify, ray of sickness + • 2nd level (3 slots): hold person, locate object + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + • 4th level (3 slots): phantasmal killer, polymorph + • 5th level (2 slots): contact other plane, scrying + • 6th level (1 slots): eyebite + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. + + 4, 3, 3, 3, 2, 1 + dancing lights, minor illusion, vicious mockery, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + Faces of Evil +Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. +All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity. +Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. +Monstrous Motherhood +Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. +Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. +Dark Bargains +Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. +Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain. +A Foul Nature +Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might "help" such creatures by disfiguring or transforming them. +This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke. +Dark Sorority +Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed. +Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. +Dark Lairs +Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers. +Hag Covens +When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. +A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. +Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: +• 1st level (4 slots): identify, ray of sickness +• 2nd level (3 slots): hold person, locate object +• 3rd level (3 slots): bestow curse, counterspell, lightning bolt +• 4th level (3 slots): phantasmal killer, polymorph +• 5th level (2 slots): contact other plane, scrying +• 6th level (1 slot): eyebite +For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. +Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. +A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. +Source: Monster Manual p. 177, Tomb of Annihilation, Ghosts of Saltmarsh, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + forest, swamp, hill + + + Green Slaad + L + aberration (shapechanger) + Chaotic Neutral + 16 (natural armor) + 127 (15d10+45) + walk 30 ft. + 18 + 15 + 16 + 11 + 8 + 12 + + Arcana +3, Perception +2 + 12 + Slaad, telepathy 60 ft. + 8 + acid, cold, fire, lightning, thunder + + + + blindsight 30 ft., darkvision 60 ft. + + Shapechanger + The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects. + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice. + + + Bite (Slaad Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Bite (Slaad Form Only)|+7|2d6+4 + + + Claw (Slaad Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Claw (Slaad Form Only)|+7|1d6+4 + + + Staff + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Staff|+7|2d6+4 + + + Hurl Flame + Ranged Spell Attack: +4 to hit, range 60 ft., one target. 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried. + Hurl Flame|+4|3d6 + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + + Innate Spellcasting + The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: + At will: detect magic, detect thoughts, mage hand + 1/day: fireball + 2/day each: fear, invisibility (self only) + + detect magic, detect thoughts, mage hand, fireball, fear, invisibility + Green slaadi are surprisingly intelligent and possess innate spellcasting ability. A green slaad can change its shape to appear as a humanoid. If it was born of a humanoid host, the slaad usually adopts its host's form. +At some unpredictable point in its existence, a green slaad unlocks the means to magically, instantly, and permanently transform itself into a gray slaad. Unlocking this knowledge can take years, even decades. +Slaadi. In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. +The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason. +The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them. +Variant: Slaad Control Gems +As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way. +A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait. +A greater restoration spell cast on the slaad destroys the gem without harming the slaad. +Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. +Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. +Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. +Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. +Source: Monster Manual p. 277, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden + + + + Grell + M + aberration + Neutral Evil + 12 + 55 (10d8+10) + walk 10 ft., fly 30 ft. + 15 + 14 + 13 + 12 + 11 + 9 + + Perception +4, Stealth +6 + 14 + Grell + 3 + + lightning + + blinded, prone + blindsight 60 ft. (blind beyond this radius) + + Multiattack + The grell makes two attacks: one with its tentacles and one with its beak. + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. + Tentacles|+4|1d10+2 + The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. + Beak|+4|2d4+2 + + A grell resembles a bulbous floating brain with a wide, sharp beak. Its ten long tentacles are made of hundreds of ring-shaped muscles sheathed in tough fibrous hide. Sharp barbs line the tip each tentacle and inject paralytic venom. The grell can partially retract its barbs into its tentacles to handle or manipulate objects it doesn't want to pierce or tear. +Grells have no eyes and floats by means of a sort of levitation. They have keen hearing, however, and their skin is sensitive to vibrations and electrical fields, allowing them to detect the presence of creatures and objects in their immediate vicinity. The creature's ability to manipulate electricity to sense and move also allow it to absorb lightning without harm. +Although solitary by nature, grells sometimes gather in small groups called covens. +Floating Ambushers. A grell prefers to ambush lone creatures or stragglers, hovering silently near the ceiling of a passage or cavern until a suitable target passes below, whereupon it descends quickly and wraps its tentacles around its prey. It then floats away to its lair with the paralyzed creature in its clutches. +Alien Devourers. Grell are alien predators that group other creatures into three categories: edibles, inedibles, and Great Eaters (those rare creatures that might prey on a grell). Grells have no compunction about attacking creatures they classify as edible, including humanoids. They tend to avoid bigger creatures that they have little hope of carrying away. +A grell will sometimes allow adventurers to wage war on the other monstrous inhabitants of the dungeon complex it calls home, staying out of the adventurers' way as they dispose of larger threats while waiting for the right time to strike. +Source: Monster Manual p. 172, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden + underdark + + + Grick + M + monstrosity + Neutral + 14 (natural armor) + 27 (6d8) + walk 30 ft., climb 30 ft. + 14 + 14 + 11 + 3 + 14 + 5 + + + 12 + + 2 + bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Stone Camouflage + The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage. + Tentacles|+4|2d6+2 + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Beak|+4|1d6+2 + + The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak. +Passive Predators. Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. +Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate. +Spoils of Slaughter. Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these tell-tale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures' victims. +Source: Monster Manual p. 173, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage + underdark, forest + + + Grick Alpha + L + monstrosity + Neutral + 18 (natural armor) + 75 (10d10+20) + walk 30 ft., climb 30 ft. + 18 + 16 + 15 + 4 + 14 + 9 + + + 12 + + 7 + bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Stone Camouflage + The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target. + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Tail|+7|2d6+4 + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 22 (4d8 + 4) slashing damage. + Tentacles|+7|4d8+4 + + + Beak + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 13 (2d8 + 4) piercing damage. + Beak|+7|2d8+4 + + The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak. +Passive Predators. Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. +Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate. +Spoils of Slaughter. Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these tell-tale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures' victims. +Source: Monster Manual p. 173, Waterdeep: Dungeon of the Mad Mage + underdark, forest + + + Griffon + L + monstrosity + Unaligned + 12 + 59 (7d10+21) + walk 30 ft., fly 80 ft. + 18 + 15 + 16 + 2 + 13 + 8 + + Perception +5 + 15 + + 2 + + + + + darkvision 60 ft. + + Keen Sight + The griffon has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The griffon makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Beak|+6|1d8+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|+6|2d6+4 + + Griffons are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lion's savage might and grace. +Horse Eaters. Griffons hunt in small prides, flying high over plains and forests near their rocky cliff-side aeries. Herd animals and horses are the prey they crave above all others, though they also hunt and kill hippogriffs. When it spots horses, a griffon screeches to alert its pride mates, which descend quickly toward their prey. +Those riding or herding horses dread the griffon's piercing cry, preparing themselves for the bloody fight that inevitably follows. A griffon ignores a horse's rider when possible, and a rider that abandons its mount, or a herder that releases one or two horses, can escape unharmed while the griffon targets its chosen prey. Riders who attempt to protect their horses attract the full fury of an attacking griffon. +Sky Dwellers. Griffons lair in high rocky clifftop aeries, building their nests from sticks, leaves, and the bones of their prey. Once griffons establish a territory, they remain in that area until the food supply has been exhausted. +Aggressive and territorial, griffons engage in brutal aerial combat to defend their aeries, tearing and shredding the wings of flying intruders to send them spiraling to the ground. Creatures that climb to a griffon's lair are plucked from the cliffs and eaten, or are knocked from the heights to go tumbling to their deaths. +Trained Mounts. A griffon raised from an egg can be trained to serve as a mount. However, such training is time consuming, expensive (mostly for the ample food the creature requires), and dangerous. Expert trainers well versed in the griffon's legendary ferocity are typically the only ones able to raise these creatures safely. +Once trained, a griffon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect that rider. A griffon mount retains its ravenous appetite for horseflesh, and a wise master ensures that a griffon remains satiated with other prey when passing through civilized lands. +Source: Monster Manual p. 174, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + mountain, grassland, hill, coastal, arctic + + + Grimlock + M + humanoid (grimlock) + Neutral Evil + 11 + 11 (2d8+2) + walk 30 ft. + 16 + 12 + 12 + 9 + 8 + 6 + + Athletics +5, Perception +3, Stealth +3 + 13 + Undercommon + 1/4 + + + + blinded + blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius) + + Blind Senses + The grimlock can't use its blindsight while deafened and unable to smell. + + + Keen Hearing and Smell + The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Stone Camouflage + The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Spiked Bone Club + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage. + Spiked Bone Club|+5|1d4+3 + + The degenerate subterranean grimlocks were once human, but their worship of the mind flayers over generations of prowling the Underdark transformed them into blind, monstrous cannibals long ago. Debased Cultists. The empire of the mind flayers once spread across many worlds, enslaving countless races. Among those were human cultures whose high priests the mind flayers subverted using their insidious powers of thought control. Those leaders gradually turned the faiths of their followers toward the illithids, which they worshiped as blasphemous deities. +Over time, the rituals of these enslaved humans created fervent cannibal cults that regarded the brain eating of the mind flayers as a holy sacrament. The illithids commanded their worshipers to abduct other sentient creatures to be sacrificed. After the victims' brains had been consumed, the mind flayers gave the lifeless bodies to the cultists. +Blind Hunters. When the rule of the mind flayers crumbled, their cults faced constant warfare from their enemies, the same creatures that had once been their victims. The cults fled into the Underdark domains of their illithid gods. Over generations in that lightless realm, the cultists learned to rely on their other senses for survival. In time, their eyes withered away and eyelids sealed, leaving only covered eye sockets behind. +A grimlock's ears prick up at the faintest footfall or whisper echoing down stone passageways. It can speak in tones too low for most other humanoids to hear. The odors of sweat, flesh, and blood awaken its hunger, and it can track by such scents like a bloodhound. To enhance their senses, grimlocks leave trails of blood, piles of dung, or the viscera of slain prey in places far from their lairs. When intruders pass through those areas, they carry the foul scents with them, warning the grimlocks of their approach. +For most creatures, blindness is an enormous hindrance. For a grimlock with its other heightened senses, sightlessness is a boon. A grimlock isn't fooled by visual illusions or misperceptions. It is fearless as it stalks prey. +Endless War. Grimlocks still venerate the mind flayers, serving them whenever possible. Grimlocks also recall the war in which they were driven underground. To them, it has never ended. They continue to return to the surface world to abduct captives for their illithid masters. +Source: Monster Manual p. 175, Waterdeep: Dungeon of the Mad Mage + underdark + + + Guard + M + humanoid (any race) + Any alignment + 16 (chain shirt, shield) + 11 (2d8+2) + walk 30 ft. + 13 + 12 + 12 + 10 + 11 + 10 + + Perception +2 + 12 + any one language (usually Common) + 1/8 + + + + + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. +Source: Monster Manual p. 347, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + + + + Guardian Naga + L + monstrosity + Lawful Good + 18 (natural armor) + 127 (15d10+45) + walk 40 ft. + 19 + 18 + 16 + 16 + 19 + 18 + Dex +8, Con +7, Int +7, Wis +8, Cha +8 + + 14 + Celestial, Common + 10 + + poison + + charmed, poisoned + darkvision 60 ft. + + Rejuvenation + If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. + Bite|+8|1d8+4 + Bite||10d8 + + + Spit Poison + Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. + Spit Poison|+8|10d8 + + + Spellcasting + The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: + Cantrips (at will): mending, sacred flame, thaumaturgy + • 1st level (4 slots): command, cure wounds, shield of faith + • 2nd level (3 slots): calm emotions, hold person + • 3rd level (3 slots): bestow curse, clairvoyance + • 4th level (3 slots): banishment, freedom of movement + • 5th level (2 slots): flame strike, geas + • 6th level (1 slots): true seeing + + 4, 3, 3, 3, 2, 1 + mending, sacred flame, thaumaturgy, command, cure wounds, shield of faith, calm emotions, hold person, bestow curse, clairvoyance, banishment, freedom of movement, flame strike, geas, true seeing + Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch convoluted plots to thwart the evil designs of their enemies. +A guardian naga doesn't seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack, accosting enemies with its spells and poisonous spittle. +Nagas. Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge. +The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks. +Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work. +Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain. +Rivalry. Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority. +Immortal Nature. A naga doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 234, Tomb of Annihilation, Ghosts of Saltmarsh + forest, desert + + + Gynosphinx + L + monstrosity + Lawful Neutral + 17 (natural armor) + 136 (16d10+48) + walk 40 ft., fly 60 ft. + 18 + 15 + 16 + 18 + 18 + 18 + + Arcana +12, History +12, Perception +8, Religion +8 + 18 + Common, Sphinx + 11 + bludgeoning, piercing, slashing from nonmagical attacks + psychic + + charmed, frightened + truesight 120 ft. + + Inscrutable + The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. + + + Magic Weapons + The sphinx's weapon attacks are magical. + + + Multiattack + The sphinx makes two claw attacks. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claw|+8|2d8+4 + + + The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn. + + + Claw Attack + The sphinx makes one claw attack. + + + Teleport (Costs 2 Actions) + The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Cast a Spell (Costs 3 Actions) + The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest: + • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll. + • The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature's age to normal. + • The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time. + • The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it. + + + Spellcasting + The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: + Cantrips (at will): mage hand, minor illusion, prestidigitation + • 1st level (4 slots): detect magic, identify, shield + • 2nd level (3 slots): darkness, locate object, suggestion + • 3rd level (3 slots): dispel magic, remove curse, tongues + • 4th level (3 slots): banishment, greater invisibility + • 5th level (1 slots): legend lore + + 4, 3, 3, 3, 1 + mage hand, minor illusion, prestidigitation, detect magic, identify, shield, darkness, locate object, suggestion, dispel magic, remove curse, tongues, banishment, greater invisibility, legend lore + A gynosphinx bears the head of a humanoid female. Many have the regal countenances of worldly queens, but some are marked with wild, leonine features. A gynosphinx's eyes see beyond the present time and place, and penetrate veils of invisibility and magic. +Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far flung plane where a difficult trial awaits them. +Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing to bargain with such supplicants for treasure or service. +Sphinxes. In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half. Divine Guardians. Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. +Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission. +Magical Tests. The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought-and will make an enemy of the god that placed the sphinx as a guardian. +Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws. +Extraplanar Beings. Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm. +Fallen Sphinxes. Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy. +A Sphinx's Lair. A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals. +Source: Monster Manual p. 282, Tales from the Yawning Portal, Infernal Machine Rebuild, Mythic Odysseys of Theros + desert + + + Half-Ogre (Ogrillon) + L + giant + Any Chaotic Alignment + 12 (hide armor) + 30 (4d10+8) + walk 30 ft. + 17 + 10 + 14 + 7 + 9 + 10 + + + 9 + Common, Giant + 1 + + + + + darkvision 60 ft. + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands. + Battleaxe|+5|2d8+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 10 (2d6 + 3) piercing damage. + Javelin|+5|2d6+3 + + When an ogre mates with a human, hobgoblin, bugbear, or orc, the result is always a half-ogre. (Ogres don't mate with dwarves, halflings, or elves. They eat them.) Human mothers rarely survive the birth of a half-ogre offspring. +The half-ogre offspring of an ogre and an orc is also called an ogrillon. An adult half-ogre or ogrillon stands 8 feet tall and weighs 450 pounds on average. +Ogres. Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds. +Furious Tempers. Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre's wrath in an instant-as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash. +An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on. +Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants' complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks. +Gruesome Gluttons. Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre has gorged itself, it might make a loincloth from its quarry's skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture. +Greedy Collectors. An ogre's eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous "treasure" taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre's trust by offering it gold or a weapon forged for a creature of its size. +Legendary Stupidity. Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don't understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words-and then being eaten in turn. +Primitive Wanderers. Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers. +Ogre Gangs. Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons. +Source: Monster Manual p. 238, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden + underdark, mountain, forest, hill, urban, desert, arctic + + + Half-Red Dragon Veteran + M + humanoid (human) + Any alignment + 18 (plate armor) + 65 (10d8+20) + walk 30 ft. + 16 + 13 + 14 + 10 + 11 + 10 + + Athletics +6, Perception +3 + 12 + Common, Draconic + 5 + fire + + + + blindsight 10 ft., darkvision 60 ft. + + Multiattack + The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+5|1d8+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+3|1d10+1 + + + Fire Breath (Recharge 5-6) + The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||7d6 + + When a dragon in polymorphed form mates with another creature, the union sometimes produces half dragon offspring. A creature might also transform into a half-dragon as a result of a mad wizard's spell or a ritual bath in dragon's blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of their origins, all half-dragons have similar features and appearance, gaining special senses, resistance to destructive energy, and a breath weapon. +Draconic Nature. Half-dragons are incapable of having natural born offspring. Those that wish to propagate must find other ways to do so, almost always involving magic. By way of compensation, half dragons are blessed with long life. Barring unforeseen misfortune, a typical half-dragon's life expectancy is twice that of its no draconic line, so that a half-dragon human might live more than a century and a half. +Half-dragons inherit personality traits common to their draconic heritage, so that half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a half-dragon's other lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess. +Challenge. To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, use the guidelines in the Dungeon Master's Guide to recalculate the rating after you apply the template. +Senses. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. +Resistances. The half-dragon gains resistance to a type of damage based on its color. +Color | Damage Resistance +Black or copper | Acid +Blue or bronze | Lightning +Brass, gold, or red | Fire +Green | Poison +Silver or white | Cold + +Languages. The half-dragon speaks Draconic in addition to any other languages it knows. +New Action: Breath Weapon. The half-dragon has the breath weapon of its dragon half. The half-dragon's size determines how this action functions. +Size | Breath Weapon | Optional Prerequisite +Large or smaller | As a wyrmling | Challenge 2 or higher +Huge | As a young dragon | Challenge 7 or higher +Gargantuan | As an adult dragon | Challenge 8 or higher + +Sample Half-Dragon +Here the half-dragon template has been applied to a human veteran to create a half-red dragon veteran. Splint armor has been replaced with plate armor. +Source: Monster Manual p. 180, Rise of Tiamat, Ghosts of Saltmarsh, Essentials Kit: Storm Lord's Wrath, Infernal Machine Rebuild + + + + Harpy + M + monstrosity + Chaotic Evil + 11 + 38 (7d8+7) + walk 20 ft., fly 40 ft. + 12 + 13 + 12 + 7 + 10 + 13 + + + 10 + Common + 1 + + + + + + + Multiattack + The harpy makes two attacks: one with its claws and one with its club. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage. + Claws|+3|2d4+1 + + + Club + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage. + Club|+3|1d4+1 + + + Luring Song + The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. + While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. + A target that successfully saves is immune to this harpy's song for the next 24 hours. + + Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume. +A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul. +Divine Curse. Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird's song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there. +Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf's cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf. +When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf's spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace. +Harpy Song. To hear a harpy's song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy's wrath. +Sadistic Cowards. Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat. +When they attack, harpies play with their food, delighting in the "music" their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end. +Gruesome Collectors. Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy's lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal. +Source: Monster Manual p. 181, Princes of the Apocalypse, Storm King's Thunder, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + mountain, forest, hill, coastal + + + Hawk + T + beast + Unaligned + 13 + 1 (1d4-1) + walk 10 ft., fly 60 ft. + 5 + 16 + 8 + 2 + 14 + 6 + + Perception +4 + 14 + + 0 + + + + + + + Keen Sight + The hawk has advantage on Wisdom (Perception) checks that rely on sight. + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 slashing damage. + + +Source: Monster Manual p. 330, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden + + + + Hell Hound + M + fiend + Lawful Evil + 15 (natural armor) + 45 (7d8+14) + walk 50 ft. + 17 + 12 + 14 + 6 + 13 + 6 + + Perception +5 + 15 + understands Infernal but can't speak it + 3 + + fire + + + darkvision 60 ft. + + Keen Hearing and Smell + The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. + Bite|+5|1d8+3 + + + Fire Breath (Recharge 5-6) + The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||6d6 + + Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions. +Burning Hunger. Hell hounds hunt in packs, feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that prey to the bitter end. +When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature's remains in a billowing eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. +Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at following orders. However, a hell hound's evil disposition means that the creature can't be trained to be anything other than a ruthless killer. If a hell hound isn't allowed to indulge its malevolent hunger, it quickly abandons or turns against its master. +Source: Monster Manual p. 182, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + underdark, mountain + + + Helmed Horror + M + construct + Unaligned + 20 (plate armor, shield) + 60 (8d8+24) + walk 30 ft., fly 30 ft. + 18 + 13 + 16 + 10 + 10 + 10 + + Perception +4 + 14 + understands the languages of its creator but can't speak + 4 + bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + force, necrotic, poison + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned + blindsight 60 ft. (blind beyond this radius) + + Magic Resistance + The helmed horror has advantage on saving throws against spells and other magical effects. + + + Spell Immunity + The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt. + + + Multiattack + The helmed horror makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|+6|1d8+4 + + This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker's demise. Resembling an animated suit of empty plate armor, a helmed horror serves without ambition or emotion. +Magical Purpose. Though it takes more magical resources to create a helmed horror than a lesser suit of animated armor, the helmed horror requires less direction and maintenance as it carries out its appointed tasks. A helmed horror follows its orders with complete loyalty, and is intelligent enough to understand the difference between an order's intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter. +Tactical Cunning. A helmed horror fights with the cunning of a skilled warrior, taking to the air as it attacks weaker characters and spellcasters first. However, a helmed horror lacks the insight to change its environment, fortify it, or otherwise take active measures to improve its defensive position. +Constructed Nature. A helmed horror doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 183, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden + + + + Hezrou + L + fiend (demon) + Chaotic Evil + 16 (natural armor) + 136 (13d10+65) + walk 30 ft. + 19 + 17 + 20 + 5 + 12 + 13 + Str +7, Con +8, Wis +4 + + 11 + Abyssal, telepathy 120 ft. + 8 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + + Magic Resistance + The hezrou has advantage on saving throws against spells and other magical effects. + + + Stench + Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. + + + Multiattack + The hezrou makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage. + Bite|+7|2d10+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|+7|2d6+4 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A hezrou has a 30 chance of summoning 2d6 dretch or one hezrou. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 60, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Hill Giant + H + giant + Chaotic Evil + 13 (natural armor) + 105 (10d12+40) + walk 40 ft. + 21 + 8 + 19 + 5 + 9 + 6 + + Perception +2 + 12 + Giant + 5 + + + + + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Greatclub|+8|3d8+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage. + Rock|+8|3d10+5 + + + Variant: New Giant Options + Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option. + Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up. + + Old as Legend +In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning +Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods +When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Monster Manual p. 155, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Explorer's Guide to Wildemount + hill + + + Hippogriff + L + monstrosity + Unaligned + 11 + 19 (3d10+3) + walk 40 ft., fly 60 ft. + 17 + 13 + 13 + 2 + 12 + 8 + + Perception +5 + 15 + + 1 + + + + + + + Keen Sight + The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The hippogriff makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. + Beak|+5|1d10+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Claws|+5|2d6+3 + + A beast whose magical origins are lost to history, a hippogriff possesses the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals. +Reclusive and omnivorous, hippogriffs mate for life and seldom venture more than a few miles from their nest. When defending its mate or its young, a hippogriff fights to the death. Hippogriffs don't lay eggs but give birth to live young. +Dragons, griffons, and wyverns have a taste for +hippogriff meat and frequently prey on these creatures. +Flying Mounts. A hippogriff raised in captivity can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly. +Source: Monster Manual p. 184, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Eberron: Rising from the Last War, Explorer's Guide to Wildemount + mountain, grassland, hill + + + Hobgoblin + M + humanoid (goblinoid) + Lawful Evil + 18 (chain mail, shield) + 11 (2d8+2) + walk 30 ft. + 13 + 12 + 12 + 10 + 10 + 9 + + + 10 + Common, Goblin + 1/2 + + + + + darkvision 60 ft. + + Martial Advantage + Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. + + + Longsword + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. + Longsword|+3|1d8+1 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|+3|1d8+1 + + War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied. +Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do. +Goblinoids. Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears. +Martial Might. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures. +Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black. +Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. +As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield. +Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error. +Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants. +Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts. +Conquer and Control. Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory. +Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out. +Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas. +Legion of Maglubiyet. Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron. +Source: Monster Manual p. 186, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount + underdark, grassland, forest, hill, desert + + + Hobgoblin Captain + M + humanoid (goblinoid) + Lawful Evil + 17 (half plate armor) + 39 (6d8+12) + walk 30 ft. + 15 + 14 + 14 + 12 + 10 + 13 + + + 10 + Common, Goblin + 3 + + + + + darkvision 60 ft. + + Martial Advantage + Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. + + + Multiattack + The hobgoblin makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage. + Greatsword|+4|2d6+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Javelin|+4|1d6+2 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. + + War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied. +Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do. +Goblinoids. Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears. +Martial Might. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures. +Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black. +Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. +As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield. +Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error. +Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants. +Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts. +Conquer and Control. Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory. +Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out. +Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas. +Legion of Maglubiyet. Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron. +Source: Monster Manual p. 186, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus + underdark, grassland, forest, hill, desert + + + Hobgoblin Warlord + M + humanoid (goblinoid) + Lawful Evil + 20 (plate armor, shield) + 97 (13d8+39) + walk 30 ft. + 16 + 14 + 16 + 14 + 11 + 15 + Int +5, Wis +3, Cha +5 + + 10 + Common, Goblin + 6 + + + + + darkvision 60 ft. + + Martial Advantage + Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. + + + Multiattack + The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. + + + Longsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+9|1d8+3 + + + Shield Bash + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. + Shield Bash|+9|1d4+3 + + + Javelin + Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|+9|1d6+3 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. + + + Parry + The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon. + + War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied. +Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do. +Goblinoids. Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears. +Martial Might. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures. +Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black. +Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. +As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield. +Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error. +Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants. +Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts. +Conquer and Control. Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory. +Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out. +Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas. +Legion of Maglubiyet. Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron. +Source: Monster Manual p. 187, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus + underdark, grassland, forest, hill, desert + + + Homunculus + T + construct + Neutral + 13 (natural armor) + 5 (2d4) + walk 20 ft., fly 40 ft. + 4 + 15 + 11 + 10 + 10 + 7 + + + 10 + understands the languages of its creator but can't speak + 0 + + poison + + charmed, poisoned + darkvision 60 ft. + + Telepathic Bond + While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. + + Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion. +A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies. +Shared Mind. A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring. +Source: Monster Manual p. 188, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Mythic Odysseys of Theros + + + + Hook Horror + L + monstrosity + Neutral + 15 (natural armor) + 75 (10d10+20) + walk 30 ft., climb 30 ft. + 18 + 10 + 15 + 6 + 12 + 7 + + Perception +3 + 13 + Hook Horror + 3 + + + + + blindsight 60 ft., darkvision 120 ft. + + Echolocation + The hook horror can't use its blindsight while deafened. + + + Keen Hearing + The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. + + + Multiattack + The hook horror makes two hook attacks. + + + Hook + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage. + Hook|+6|2d6+4 + + A fierce predator of the Underdark, the hook horror aggressively defends its hunting grounds. The subterranean caverns where these creatures dwell echo with the constant clacking and scraping of their hooks as they wend their way up cliffs and along cavern walls. The monstrous hook horror has a head resembling a vulture's and the torso of an enormous beetle, with an exoskeleton studded by sharp, bony protuberances. It gains its name from its long, powerfully built arms and legs, which end in wickedly curved hooked claws. +Echoes in the Dark. Hook horrors communicate by striking their hooks against their exoskeletons or the stone surfaces around them. What sounds to others like random clacking noise is actually a complex language that only hook horrors understand, and which carries for miles through the echoing Underdark. +Pack Predators. The omnivorous hook horrors eat lichens, fungi, plants, and any creature they can catch. A hook horror's hooked limbs give it excellent purchase on rock surfaces, and these creatures use their climbing skills to ambush prey from above. They hunt in packs, working together against the largest and most dangerous opponents. If a battle goes poorly, a hook horror quickly climbs a cavern wall to flee. +Dedicated Clans. Hook horrors live in extended family groups or clans. Each clan is ruled by the eldest female, who typically places her mate in charge of the clan's hunters. Hook horrors lay eggs, which are clustered in a central, well-defended area of a clan's home caverns. +Source: Monster Manual p. 189, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage + underdark + + + Horned Devil + L + fiend (devil) + Lawful Evil + 18 (natural armor) + 178 (17d10+85) + walk 20 ft., fly 60 ft. + 22 + 17 + 21 + 12 + 16 + 17 + Str +10, Dex +7, Wis +7, Cha +7 + + 13 + Infernal, telepathy 120 ft. + 11 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. + + + Fork + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (2d8 + 6) piercing damage. + Fork|+10|2d8+6 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. + Tail|+10|1d8+6 + Tail||3d6 + + + Hurl Flame + Ranged Spell Attack: +7 to hit, range 150 ft., one target. 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. + Hurl Flame|+7|4d6 + + Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. +Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. +Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. +Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. +At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. +Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. +To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. +The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. +A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. +If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. +Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. +Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. +Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. +Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. +Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. +Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. +Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. +No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. +Infernal Hierarchy +Rank | Devil(s) +1. | lemure +2. (Lesser devils) | imp +3. | spined devil +4. | bearded devil +5. | barbed devil +6. | chain devil +7. | bone devil +8. (Greater devils) | horned devil +9. | erinyes +10. | ice devil +11. | pit fiend +12. (Archdevils) | duke or duchess +13. | archduke or archduchess + +The Nine Hells +The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. +Layers and Lords of the Nine Hells Layer +Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants +1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils +2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils +3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils +4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils +5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps +6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps +7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps +8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends +9 | Nessus | Asmodeus | — | All devils + +Devil True Names and Talismans. +------ +Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. +A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. +However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. +------ +Summon Devil (1/Day) + The devil chooses what to summon and attempts a magical summoning. +Source: Monster Manual p. 74, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus + + + + Hunter Shark + L + beast + Unaligned + 12 (natural armor) + 45 (6d10+12) + swim 40 ft. + 18 + 13 + 15 + 1 + 10 + 4 + + Perception +2 + 12 + + 2 + + + + + blindsight 30 ft. + + Blood Frenzy + The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The shark can breathe only underwater. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Bite|+6|2d8+4 + + Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. +Source: Monster Manual p. 330, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Explorer's Guide to Wildemount + underwater + + + Hydra + H + monstrosity + Unaligned + 15 (natural armor) + 172 (15d12+75) + walk 30 ft., swim 30 ft. + 20 + 12 + 20 + 2 + 10 + 7 + + Perception +6 + 16 + + 8 + + + + + darkvision 60 ft. + + Hold Breath + The hydra can hold its breath for 1 hour. + + + Multiple Heads + The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. + At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. + + + Reactive Heads + For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. + + + Wakeful + While the hydra sleeps, at least one of its heads is awake. + + + Multiattack + The hydra makes as many bite attacks as it has heads. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 10 (1d10 + 5) piercing damage. + Bite|+8|1d10+5 + + The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order. A typical specimen has five heads. At the dawn of time, Tiamat, the Queen of Evil Dragons, slew a rival dragon god named Lernaea and cast her blood across the multiverse. Each drop that fell upon a world spawned a multi-headed hydra consumed by a hunger as great as the fallen god's hatred. Great champions are known to test their mettle against these fearsome creatures. +Everlasting Hunger. A rapacious and gluttonous monster, a hydra snatches and tears apart its prey in a frenzy of feeding. When a hydra has cleared a territory of food and driven off any creatures smart enough to avoid it, it moves on to seek its meals elsewhere. A hydra's hunger is so great that if it can't feed, it might turn against itself, its heads attacking each other as the creature eats itself alive. +Hardy Water Dwellers. Hydras are natural swimmers, dwelling in rivers, along lakeshores, in ocean shallows, and in wetland bogs. A hydra rarely requires shelter from the elements, so it doesn't normally have a lair. Only in colder climes are hydras drawn to the protection of sheltered caverns and ruins. When a hydra sleeps, at least one of its heads remains awake and alert, making the creature difficult to catch by surprise. +Source: Monster Manual p. 190, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + swamp + + + Hyena + M + beast + Unaligned + 11 + 5 (1d8+1) + walk 50 ft. + 11 + 13 + 12 + 2 + 12 + 5 + + Perception +3 + 13 + + 0 + + + + + + + Pack Tactics + The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) piercing damage. + Bite|+2|1d6 + + +Source: Monster Manual p. 331, Princes of the Apocalypse + grassland, forest, hill, desert + + + Ice Devil + L + fiend (devil) + Lawful Evil + 18 (natural armor) + 180 (19d10+76) + walk 40 ft. + 21 + 14 + 18 + 18 + 15 + 18 + Dex +7, Con +9, Wis +7, Cha +9 + + 12 + Infernal, telepathy 120 ft. + 14 + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison, cold + + poisoned + blindsight 60 ft., darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The devil makes three attacks: one with its bite, one with its claws, and one with its tail. + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. + Bite|+10|2d6+5 + + + Claws + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. + Claws|+10|2d4+5 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. + Tail|+10|2d6+5 + + + Wall of Ice (Recharge 6) + The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. + When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. + Wall of Ice (Recharge 6)||10d6 + The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. + Wall of Ice (Recharge 6)||5d6 + + + Variant: Ice Devil Spear + Some ice devils have the following action options. + Multiattack. The devil makes two attacks: one with its spear and one with its tail. + Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. +Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. +Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. +Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. +At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. +Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. +To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. +The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. +A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. +If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. +Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. +Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. +Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. +Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. +Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. +Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. +Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. +No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. +Infernal Hierarchy +Rank | Devil(s) +1. | lemure +2. (Lesser devils) | imp +3. | spined devil +4. | bearded devil +5. | barbed devil +6. | chain devil +7. | bone devil +8. (Greater devils) | horned devil +9. | erinyes +10. | ice devil +11. | pit fiend +12. (Archdevils) | duke or duchess +13. | archduke or archduchess + +The Nine Hells +The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. +Layers and Lords of the Nine Hells Layer +Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants +1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils +2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils +3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils +4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils +5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps +6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps +7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps +8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends +9 | Nessus | Asmodeus | — | All devils + +Devil True Names and Talismans. +------ +Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. +A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. +However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. +------ +Summon Devil (1/Day) + The devil chooses what to summon and attempts a magical summoning. +Source: Monster Manual p. 75, Baldur's Gate: Descent Into Avernus + + + + Ice Mephit + S + elemental + Neutral Evil + 11 + 21 (6d6) + walk 30 ft., fly 30 ft. + 7 + 13 + 10 + 9 + 11 + 12 + + Perception +2, Stealth +3 + 12 + Aquan, Auran + 1/2 + + cold, poison + bludgeoning, fire + poisoned + darkvision 60 ft. + + Death Burst + When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. + + + False Appearance + While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. + Claws|+3|1d4+1 + + + Frost Breath (Recharge 6) + The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. + Frost Breath (Recharge 6)||2d4 + + + Variant: Summon Mephits (1/Day) + The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Innate Spellcasting (1/Day) + The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma. + At will: fog cloud + + fog cloud + Elemental Nature. A mephit doesn't require food, drink, or sleep. +Source: Monster Manual p. 215, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + arctic + + + Imp + T + fiend (devil) + Lawful Evil + 13 + 10 (3d4+3) + walk 20 ft., fly 40 ft. + 6 + 17 + 13 + 11 + 12 + 14 + + Deception +4, Insight +3, Persuasion +4, Stealth +5 + 11 + Infernal, Common + 1 + cold; bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons + fire, poison + + poisoned + darkvision 120 ft. + + Shapechanger + The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Devil's Sight + Magical darkness doesn't impede the imp's darkvision. + + + Magic Resistance + The imp has advantage on saving throws against spells and other magical effects. + + + Sting (Bite in Beast Form) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Sting (Bite in Beast Form)|+5|1d4+3 + Sting (Bite in Beast Form)||3d6 + + + Invisibility + The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. + + + Variant: Imp Familiar + Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait. + Familiar. The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond. + + Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. +Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. +Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. +Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. +At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. +Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. +To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. +The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. +A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. +If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. +Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. +Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. +Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. +Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. +Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. +Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. +Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. +No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. +Infernal Hierarchy +Rank | Devil(s) +1. | lemure +2. (Lesser devils) | imp +3. | spined devil +4. | bearded devil +5. | barbed devil +6. | chain devil +7. | bone devil +8. (Greater devils) | horned devil +9. | erinyes +10. | ice devil +11. | pit fiend +12. (Archdevils) | duke or duchess +13. | archduke or archduchess + +The Nine Hells +The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. +Layers and Lords of the Nine Hells Layer +Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants +1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils +2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils +3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils +4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils +5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps +6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps +7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps +8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends +9 | Nessus | Asmodeus | — | All devils + +Devil True Names and Talismans. +------ +Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. +A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. +However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. +------ +Summon Devil (1/Day) + The devil chooses what to summon and attempts a magical summoning. +Source: Monster Manual p. 76, Curse of Strahd, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Incubus + M + fiend (shapechanger) + Neutral Evil + 15 (natural armor) + 66 (12d8+12) + walk 30 ft., fly 60 ft. + 8 + 17 + 13 + 15 + 12 + 20 + + Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 + 15 + Abyssal, Common, Infernal, telepathy 60 ft. + 4 + cold, fire, lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Telepathic Bond + The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. + + + Shapechanger + The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Claw (Fiend Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw (Fiend Form Only)|+5|1d6+3 + + + Charm + One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. + The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. + + + Draining Kiss + The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Draining Kiss||5d10+5 + + + Etherealness + The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. + + Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts. +Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways. +Beautiful Corrupters. A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life. +Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will. +A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes. +The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul. +Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes. +Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent. +Source: Monster Manual p. 285, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount + urban + + + Intellect Devourer + T + aberration + Lawful Evil + 12 + 21 (6d4+6) + walk 40 ft. + 6 + 14 + 13 + 12 + 11 + 10 + + Perception +2, Stealth +4 + 12 + understands Deep Speech but can't speak, telepathy 60 ft. + 2 + bludgeoning, piercing, slashing from nonmagical attacks + + + blinded + blindsight 60 ft. (blind beyond this radius) + + Detect Sentience + The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. + + + Multiattack + The intellect devourer makes one attack with its claws and uses Devour Intellect. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. + Claws|+4|2d4+2 + + + Devour Intellect + The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. + Devour Intellect||2d10 + + + Body Thief + The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. + If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round. + + An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures, taking over a victim's body on behalf of its mind flayer masters. +Illithid Creations. Mind flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters. +Deadly Puppet Masters. An intellect devourer consumes a creature's mind and memories, then turns the host body into a puppet under its control. An intellect devourer typically uses its puppet host to lure others into the domain of the mind flayers to be enthralled or consumed. +Source: Monster Manual p. 191, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War + underdark + + + Invisible Stalker + M + elemental + Neutral + 14 + 104 (16d8+32) + walk 50 ft., fly 50 ft. + 16 + 19 + 14 + 10 + 15 + 11 + + Perception +8, Stealth +10 + 18 + Auran, understands Common but doesn't speak it + 6 + bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Invisibility + The stalker is invisible. + + + Faultless Tracker + The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. + + + Multiattack + The stalker makes two slam attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Slam|+6|2d6+3 + + An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind. +Directed Hunter. When an invisible stalker is created, it stays at its summoner's side until it is given a task to perform. If an assignment doesn't involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task. +An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully. +Unseen Threat. Invisible stalkers are composed of air and are naturally invisible. A creature might hear and feel an invisible stalker in passing, but the elemental remains invisible even when it attacks. A spell that allows someone to see the invisible reveals only the invisible stalker's vague outline. +Elemental Nature. An invisible stalker requires no air, food, drink, or sleep. +Source: Monster Manual p. 192, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + urban + + + Iron Golem + L + construct + Unaligned + 20 (natural armor) + 210 (20d10+100) + walk 30 ft. + 24 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 16 + + fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Fire Absorption + Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two melee attacks. + + + Slam + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 20 (3d8 + 7) bludgeoning damage. + Slam|+13|3d8+7 + + + Sword + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 23 (3d10 + 7) slashing damage. + Sword|+13|3d10+7 + + + Poison Breath (Recharge 5-6) + The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath (Recharge 5-6)||10d8 + + The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison. +An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine. +Golems. Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands. +To create a golem, one requires a manual of golems (see the Dungeon Master's Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. +Elemental Spirit in Material Form. The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work. +After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator. +A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master. +A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words. +Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells. +Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them. +Constructed Nature. A golem doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 170, Curse of Strahd, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Jackal + S + beast + Unaligned + 12 + 3 (1d6) + walk 40 ft. + 8 + 15 + 11 + 3 + 12 + 6 + + Perception +3 + 13 + + 0 + + + + + + + Keen Hearing and Smell + The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) piercing damage. + Bite|+1|1d4-1 + + +Source: Monster Manual p. 331, Ghosts of Saltmarsh + grassland, desert + + + Jackalwere + M + humanoid (shapechanger) + Chaotic Evil + 12 + 18 (4d8) + walk 40 ft. + 11 + 15 + 11 + 13 + 11 + 10 + + Deception +4, Perception +2, Stealth +4 + 12 + Common (can't speak in jackal form) + 1/2 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + + + Shapechanger + The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The jackalwere has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite (Jackal or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite (Jackal or Hybrid Form Only)|+4|1d4+2 + + + Scimitar (Human or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar (Human or Hybrid Form Only)|+4|1d6+2 + + + Sleep Gaze + The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it. + + Ordinary jackals tainted by demonic power, jackalweres haunt roads and trails, waylaying and murdering those they meet. +A jackalwere has three physical forms that it shifts between. In its true form, it is indistinguishable from a normal jackal. It can take human form, often appearing gaunt and affecting a wretched demeanor to beg goodwill from strangers. When travelers welcome a jackalwere into their midst, the monster adopts its human-sized hybrid form, with the fur and head of a jackal but standing on two legs as it attacks. +Beguilers and Cowards. The demon lord Graz'zt created jackalweres to serve his devoted servants, the lamias. Reaching out from the Abyss, he bestowed jackals with the gift of speech and the ability to assume humanoid forms. A jackalwere is born to lie, and perceptive creatures might notice it wincing in pain when it speaks the truth. +A jackalwere prefers to fight alongside jackals and others of its kind. Under the direction of jackalweres, jackals are fierce and loyal companions. +Supernatural Servants. Jackalweres kidnap humanoids for their lamia masters, condemning victims to a lifetime of slavery or an agonizing death. A jackalwere's magical gaze renders a foe unconscious, allowing the monster to bind a creature or drag it away. +A jackalwere might also use its gaze to incapacitate a deadly enemy long enough to make good its escape. +Source: Monster Manual p. 193, Princes of the Apocalypse, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus + grassland, desert + + + Kenku + M + humanoid (kenku) + Chaotic Neutral + 13 + 13 (3d8) + walk 30 ft. + 10 + 16 + 10 + 11 + 10 + 10 + + Deception +4, Perception +2, Stealth +5 + 12 + understands Auran and Common but speaks only through the use of its Mimicry trait + 1/4 + + + + + + + Ambusher + In the first round of a combat, the kenku has advantage on attack rolls against any creature it surprised. + + + Mimicry + The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|+5|1d6+3 + + Kenku are feathered humanoids that wander the world as vagabonds, driven by greed. They can perfectly imitate any sound they hear. +Fallen Flocks. Kenku wear ill-fitting cloaks, robes, and rags. These garments cover the soft, sleek feathers of their bodies, shrouding their bare arms and legs. They tread lightly when they walk, on talons made for grasping the branches of trees and seizing prey from the lofty skies. Soft as the wind they move, so as not to draw attention to their shameful forms. +Once, the kenku held the wind in their wings, embracing the gusty sky and singing the sweet language of birdsong. Serving a master whose identity is now lost to their memory, the kenku coveted the glittering baubles of his household, and longed to speak so that they could cajole and swindle others out of such treasures. Stealing the secret of speech from a volume in their master's library, they disguised themselves in rags to beg for pretty things. When their master learned of their greed, he stripped away their wings as punishment, forcing them to beg forever. +Speech in Pantomime. Kenku can mimic the sound of anything they hear. A kenku asking for money might make the sound of coins clinking together, and a kenku referring to a busy marketplace can reproduce the cacophony of hawking vendors, barking dogs, bleating sheep, and the cries of street urchins. When mimicking voices, they can only repeat words and phrases they have heard, not create new sentences. To converse with a kenku is to witness a performance of imitated sounds and almost nonsensical verse. +Kenku speak to one another in much the same way. Because they are adept at interpreting one another's glances and gestures, the sounds they make to communicate complex ideas or emotions can be succinct. Groups of kenku also develop secret codes. For example, a cat's meow might be the secret code for "Prepare to attack!" or "Flee for your lives!" Their talent for mimicry extends to handwriting, and criminal organizations often employ kenku to forge documents. When a kenku commits a crime, it might forge evidence to implicate another creature. +The Wistful Wingless. All kenku pine for the ability to fly, and thus the punishments they mete out to one another often involve false wings, such as heavy wings of wood borne as a mark of shame. As a final, tragic reminder of the wings they once had, kenku carry out executions by hurling their condemned from tall buildings or cliffs. +Source: Monster Manual p. 194, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War + forest, urban + + + Killer Whale + H + beast + Unaligned + 12 (natural armor) + 90 (12d12+12) + swim 60 ft. + 19 + 10 + 13 + 3 + 12 + 7 + + Perception +3 + 13 + + 3 + + + + + blindsight 120 ft. + + Echolocation + The whale can't use its blindsight while deafened. + + + Hold Breath + The whale can hold its breath for 30 minutes + + + Keen Hearing + The whale has advantage on Wisdom (Perception) checks that rely on hearing. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 21 (5d6 + 4) piercing damage. + Bite|+6|5d6+4 + + +Source: Monster Manual p. 331, Storm King's Thunder, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + underwater + + + Knight + M + humanoid (any race) + Any alignment + 18 (plate armor) + 52 (8d8+16) + walk 30 ft. + 16 + 11 + 14 + 11 + 11 + 15 + Con +4, Wis +2 + + 10 + any one language (usually Common) + 3 + + + + + + + Brave + The knight has advantage on saving throws against being frightened. + + + Multiattack + The knight makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Greatsword|+5|2d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. + + + Parry + The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. + + Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. +Source: Monster Manual p. 347, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + + + + Kobold + S + humanoid (kobold) + Lawful Evil + 12 + 5 (2d6-2) + walk 30 ft. + 7 + 15 + 9 + 8 + 7 + 8 + + + 8 + Common, Draconic + 1/8 + + + + + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|+4|1d4+2 + + Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards. +Strength in Numbers. Kobolds are egg-laying creatures. They mature quickly and can live to be "great wyrms" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side. +Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders. +The Lost God. In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze. +Source: Monster Manual p. 195, Hoard of the Dragon Queen, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount + forest, swamp, hill, urban, desert, coastal, arctic, mountain, underdark + + + Kraken + G + monstrosity (titan) + Chaotic Evil + 18 (natural armor) + 472 (27d20+189) + walk 20 ft., swim 60 ft. + 30 + 11 + 25 + 22 + 18 + 20 + Str +17, Dex +7, Con +14, Int +13, Wis +11 + + 14 + Abyssal, Celestial, Infernal, Primordial, telepathy 120 ft. but can't speak + 23 + + lightning; bludgeoning, piercing, slashing from nonmagical attacks + + frightened, paralyzed + truesight 120 ft. + + Amphibious + The kraken can breathe air and water. + + + Freedom of Movement + The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. + + + Siege Monster + The kraken deals double damage to objects and structures. + + + Multiattack + The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. + + + Bite + Melee Weapon Attack: +17 to hit, reach 5 ft., one target. 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. + Bite|+17|3d8+10 + + + Tentacle + Melee Weapon Attack: +17 to hit, reach 30 ft., one target. 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. + Tentacle|+17|3d6+10 + + + Fling + One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. + + + Lightning Storm + The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Storm||4d10 + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Tentacle Attack or Fling + The kraken makes one tentacle attack or uses its Fling. + + + Lightning Storm (Costs 2 Actions) + The kraken uses Lightning Storm. + + + Ink Cloud (Costs 3 Actions) + While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects: + • A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken. + • Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round. + • The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one. + + + Regional Effects + + + The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects: + • The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell. + • Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5). + • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area. + When the kraken dies, all of these regional effects fade immediately. + + Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror. +Leviathans of Legend. At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities. +An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone. +Mortal Foes. Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things. +A Kraken's Lair. A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships. +Source: Monster Manual p. 197, Ghosts of Saltmarsh, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + underwater + + + Kuo-toa + M + humanoid (kuo-toa) + Neutral Evil + 13 (natural armor, shield) + 18 (4d8) + walk 30 ft., swim 30 ft. + 13 + 10 + 11 + 11 + 10 + 8 + + Perception +4 + 14 + Undercommon + 1/4 + + + + + darkvision 120 ft. + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + + Net + Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. + + + Sticky Shield + When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding. + + Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight. +Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad. +Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met. +God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical. +One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god. +Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends. +Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life. +The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them. +Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. +In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments. +Variant: Kuo-toa Monitor. A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options. +Multiattack. The kuo-toa makes one bite attack and two unarmed strikes. +Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. +Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage + 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn. +Source: Monster Manual p. 199, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + underdark + + + Kuo-toa Archpriest + M + humanoid (kuo-toa) + Neutral Evil + 13 (natural armor) + 97 (13d8+39) + walk 30 ft., swim 30 ft. + 16 + 14 + 16 + 13 + 16 + 14 + + Perception +9, Religion +7 + 19 + Undercommon + 6 + + + + + darkvision 120 ft. + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The kuo-toa makes two melee attacks. + + + Scepter + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage. + Scepter|+6|1d6+3 + + + Unarmed Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage. + Unarmed Strike|+6|1d4+3 + + + Spellcasting + The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: + Cantrips (at will): guidance, sacred flame, thaumaturgy + • 1st level (4 slots): detect magic, sanctuary, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + • 3rd level (3 slots): spirit guardians, tongues + • 4th level (3 slots): control water, divination + • 5th level (2 slots): mass cure wounds, scrying + + 4, 3, 3, 3, 2 + guidance, sacred flame, thaumaturgy, detect magic, sanctuary, shield of faith, hold person, spiritual weapon, spirit guardians, tongues, control water, divination, mass cure wounds, scrying + Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight. +Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad. +Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met. +God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical. +One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god. +Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends. +Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life. +The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them. +Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. +In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments. +Variant: Kuo-toa Monitor. A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options. +Multiattack. The kuo-toa makes one bite attack and two unarmed strikes. +Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. +Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage + 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn. +Source: Monster Manual p. 200, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage + underdark + + + Kuo-toa Monitor + M + humanoid (kuo-toa) + Neutral Evil + 13 (natural armor, Unarmored Defense) + 65 (10d8+20) + walk 30 ft., swim 30 ft. + 14 + 10 + 14 + 12 + 14 + 11 + + Perception +6, Religion +5 + 16 + Undercommon + 3 + + + + + darkvision 120 ft. + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Unarmored Defense + The kuo-toa adds its Wisdom modifier to its armor class. + + + Multiattack + The kuo-toa makes one bite attack and two unarmed strikes. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+6|1d4+2 + + + Unarmed Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn. + Unarmed Strike|+6|1d6+2 + + Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight. +Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad. +Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met. +God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical. +One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god. +Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends. +Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life. +The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them. +Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. +In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments. +Variant: Kuo-toa Monitor. A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options. +Multiattack. The kuo-toa makes one bite attack and two unarmed strikes. +Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. +Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage + 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn. +Source: Monster Manual p. 198, Princes of the Apocalypse, Ghosts of Saltmarsh + + + + Kuo-toa Whip + M + humanoid (kuo-toa) + Neutral Evil + 11 (natural armor) + 65 (10d8+20) + walk 30 ft., swim 30 ft. + 14 + 10 + 14 + 12 + 14 + 11 + + Perception +6, Religion +5 + 16 + Undercommon + 1 + + + + + darkvision 120 ft. + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The kuo-toa makes two attacks: one with its bite and one with its pincer staff. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Pincer Staff + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target. + Pincer Staff|+4|1d6+2 + + + Spellcasting + The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: + Cantrips (at will): sacred flame, thaumaturgy + • 1st level (3 slots): bane, shield of faith + + 3 + sacred flame, thaumaturgy, bane, shield of faith + Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight. +Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad. +Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met. +God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical. +One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god. +Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends. +Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life. +The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them. +Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. +In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments. +Variant: Kuo-toa Monitor. A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options. +Multiattack. The kuo-toa makes one bite attack and two unarmed strikes. +Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. +Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage + 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn. +Source: Monster Manual p. 200, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh + underdark + + + Lamia + L + monstrosity + Chaotic Evil + 13 (natural armor) + 97 (13d10+26) + walk 30 ft. + 16 + 13 + 15 + 14 + 15 + 16 + + Deception +7, Insight +4, Stealth +3 + 12 + Abyssal, Common + 4 + + + + + darkvision 60 ft. + + Multiattack + The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (2d10 + 3) slashing damage. + Claws|+5|2d10+3 + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Intoxicating Touch + Melee Spell Attack: +5 to hit, reach 5 ft., one creature. The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. + + + Innate Spellcasting + The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. + At will: disguise self (any humanoid form), major image + 1/day: geas + 3/day each: charm person, mirror image, scrying, suggestion + + disguise self, major image, geas, charm person, mirror image, scrying, suggestion + Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on jackalweres to perform various tasks, sending them across the wastes to capture slaves or steal treasures from caravans, encampments, or villages, concealed by the lamia's magic as they attack. +A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its predatory nature, as does its hunger for torture and humanoid flesh. +Tyrants of Pleasure. Lamias adorn their crumbling havens with finery stolen from passing caravans, then use magic to further accentuate their lairs, masking decay with illusion. A lair's breathtaking gardens, finely decorated apartments, and numerous slaves seem at odds with its remoteness and state of ruin. +Using its intoxicating touch, a lamia weakens the minds of its enemies, making them more susceptible to its enchantment spells and turning them into its slaves. Those it beguiles with geas spells are pitted against each other in elaborate contests for the lamia's amusement. +Vain Predators. Always anxious to gain more wealth and slaves, a lamia uses a pool of water or a mirror in conjunction with a scrying spell to view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies. +Lamias are particularly fond of seeking out adventurers with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture hapless foes. Lamias prize beauty and strength above all else, however. Any prisoner that falls short of their esteem becomes the main course in a horrible feast, or is set free to die while wandering the wastes. +As long as they have slaves to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding flesh with claw and dagger before springing away to safety. +Minions of Graz'zt. The demon lord Graz'zt creates lamias from his mortal servants, granting them immortality in return for monstrous power and an oath of fealty. Graz'zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit. +Source: Monster Manual p. 201, Ghosts of Saltmarsh, Mythic Odysseys of Theros + desert + + + Lemure + M + fiend (devil) + Lawful Evil + 7 + 13 (3d8) + walk 15 ft. + 10 + 5 + 11 + 1 + 11 + 3 + + + 10 + understands Infernal but can't speak + 0 + cold + fire, poison + + charmed, frightened, poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the lemure's darkvision. + + + Hellish Rejuvenation + A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage + Fist|+3|1d4 + + Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. +Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. +Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. +Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. +At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. +Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. +To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. +The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. +A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. +If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. +Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. +Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. +Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. +Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. +Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. +Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. +Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. +No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. +Infernal Hierarchy +Rank | Devil(s) +1. | lemure +2. (Lesser devils) | imp +3. | spined devil +4. | bearded devil +5. | barbed devil +6. | chain devil +7. | bone devil +8. (Greater devils) | horned devil +9. | erinyes +10. | ice devil +11. | pit fiend +12. (Archdevils) | duke or duchess +13. | archduke or archduchess + +The Nine Hells +The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. +Layers and Lords of the Nine Hells Layer +Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants +1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils +2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils +3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils +4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils +5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps +6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps +7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps +8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends +9 | Nessus | Asmodeus | — | All devils + +Devil True Names and Talismans. +------ +Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. +A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. +However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. +------ +Summon Devil (1/Day) + The devil chooses what to summon and attempts a magical summoning. +Source: Monster Manual p. 76, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus + + + + Lich + M + undead + Any Evil Alignment + 17 (natural armor) + 135 (18d8+54) + walk 30 ft. + 11 + 16 + 16 + 20 + 14 + 16 + Con +10, Int +12, Wis +9 + Arcana +19, History +12, Insight +9, Perception +9 + 19 + Common plus up to five other languages + 21 + cold, lightning, necrotic + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If the lich fails a saving throw, it can choose to succeed instead. + + + Rejuvenation + If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. + + + Turn Resistance + The lich has advantage on saving throws against any effect that turns undead. + + + Paralyzing Touch + Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Paralyzing Touch|+12|3d6 + + + The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Cantrip + The lich casts a cantrip. + + + Paralyzing Touch (Costs 2 Actions) + The lich uses its Paralyzing Touch. + + + Frightening Gaze (Costs 2 Actions) + The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. + + + Disrupt Life (Costs 3 Actions) + Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row: + • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. + • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair. + • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. + + + Spellcasting + The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave + • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + • 4th level (3 slots): blight, dimension door + • 5th level (3 slots): cloudkill, scrying + • 6th level (1 slots): disintegrate, globe of invulnerability + • 7th level (1 slots): finger of death, plane shift + • 8th level (1 slots): dominate monster, power word stun + • 9th level (1 slots): power word kill + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill + Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition. +A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time. +Secrets of Undeath. No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. +A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. +With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. +Soul Sacrifices. A lich must periodically feed souls to its phylactery to sustain the magic preserving its body and consciousness. It does this using the imprisonment spell. Instead of choosing one of the normal options of the spell, the lich uses the spell to magically trap the target's body and soul inside its phylactery. The phylactery must be on the same plane as the lich for the spell to work. A lich's phylactery can hold only one creature at a time, and a dispel magic cast as a 9th-level spell upon the phylactery releases any creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life. +A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich. +Death and Restoration. When a lich's body is broken by accident or assault, the will and mind of the lich drains from it, leaving only a lifeless corpse behind. Within days, a new body reforms next to the lich's phylactery, coalescing out of glowing smoke that issues from the device. Because the destruction of its phylactery means the possibility of eternal death, a lich usually keeps its phylactery in a hidden, well-guarded location. +Destroying a lich's phylactery is no easy task and often requires a special ritual, item, or weapon. Every phylactery is unique, and discovering the key to its destruction can be a quest in and of itself. +Lonely Existence. From time to time, a lich might be stirred from its single-minded pursuit of power to take an interest in the world around it, most often when some great event reminds it of the life it once led. It otherwise lives in isolation, engaging only with those creatures whose service helps secure its lair. +Few liches call themselves by their former names, instead adopting monikers such as the Black Hand or the Forgotten King. +Magic Collectors. Liches collect spells and magic items. In addition to its spell repertoire, a lich has ready access to potions, scrolls, libraries of spellbooks, one or more wands, and perhaps a staff or two. It has no qualms about putting these treasures to use whenever its lair comes under attack. +Undead Nature. A lich doesn't require air, food, drink, or sleep. +A Lich's Lair. A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich's lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich's work. +A lich encountered in its lair has a challenge rating of 22 (41,000 XP). +Source: Monster Manual p. 202, Curse of Strahd, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden + + + + Lion + L + beast + Unaligned + 12 + 26 (4d10+4) + walk 50 ft. + 17 + 15 + 13 + 3 + 12 + 8 + + Perception +3, Stealth +6 + 13 + + 1 + + + + + + + Keen Smell + The lion has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Pounce + If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. + + + Running Leap + With a 10-foot running start, the lion can long jump up to 25 feet. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|+5|1d8+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+5|1d6+3 + + +Source: Monster Manual p. 331, Tales from the Yawning Portal, Tomb of Annihilation + mountain, grassland, hill, desert + + + Lizard + T + beast + Unaligned + 10 + 2 (1d4) + walk 20 ft., climb 20 ft. + 2 + 11 + 10 + 1 + 8 + 3 + + + 9 + + 0 + + + + + darkvision 30 ft. + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 piercing damage. + + +Source: Monster Manual p. 332, Tomb of Annihilation + + + + Lizard King + M + humanoid (lizardfolk) + Chaotic Evil + 15 (natural armor) + 78 (12d8+24) + walk 30 ft., swim 30 ft. + 17 + 12 + 15 + 11 + 11 + 15 + Con +4, Wis +2 + Perception +4, Stealth +5, Survival +4 + 14 + Abyssal, Draconic + 4 + + + + frightened + darkvision 60 ft. + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Skewer + Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt. + + + Multiattack + The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite|+5|1d6+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. + Claws|+5|1d4+3 + + + Trident + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. + Trident|+5|1d6+3 + + Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns. +Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures. +Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive. +Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters. +Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies. +Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. +Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god. +Canny Crafters. Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields. +Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk. +Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects. +Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers. +Source: Monster Manual p. 205, Princes of the Apocalypse, Ghosts of Saltmarsh + forest, swamp + + + Lizard Queen + M + humanoid (lizardfolk) + Chaotic Evil + 15 (natural armor) + 78 (12d8+24) + walk 30 ft., swim 30 ft. + 17 + 12 + 15 + 11 + 11 + 15 + Con +4, Wis +2 + Perception +4, Stealth +5, Survival +4 + 14 + Abyssal, Draconic + 4 + + + + frightened + darkvision 60 ft. + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Skewer + Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt. + + + Multiattack + The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite|+5|1d6+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage. + Claws|+5|1d4+3 + + + Trident + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. + Trident|+5|1d6+3 + + Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns. +Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures. +Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive. +Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters. +Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies. +Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. +Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god. +Canny Crafters. Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields. +Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk. +Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects. +Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers. +Source: Monster Manual p. 205 + forest, swamp + + + Lizardfolk + M + humanoid (lizardfolk) + Neutral + 15 (natural armor, shield) + 22 (4d8+4) + walk 30 ft., swim 30 ft. + 15 + 10 + 13 + 7 + 12 + 7 + + Perception +3, Stealth +4, Survival +5 + 13 + Draconic + 1/2 + + + + + + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Multiattack + The lizardfolk makes two melee attacks, each one with a different weapon. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Heavy Club + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Heavy Club|+4|1d6+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Javelin|+4|1d6+2 + + + Spiked Shield + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Spiked Shield|+4|1d6+2 + + Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns. +Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures. +Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive. +Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters. +Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies. +Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. +Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god. +Canny Crafters. Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields. +Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk. +Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects. +Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers. +Source: Monster Manual p. 204, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Infernal Machine Rebuild, Explorer's Guide to Wildemount + forest, swamp + + + Lizardfolk Shaman + M + humanoid (lizardfolk) + Neutral + 13 (natural armor) + 27 (5d8+5) + walk 30 ft., swim 30 ft. + 15 + 10 + 13 + 10 + 15 + 8 + + Perception +4, Stealth +4, Survival +6 + 14 + Draconic + 2 + + + + + + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Multiattack (Lizardfolk Form Only) + The lizardfolk makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends. + Bite|+4|1d6+2 + + + Claws (Lizardfolk Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claws (Lizardfolk Form Only)|+4|1d4+2 + + + Change Shape (Recharges after a Short or Long Rest) + The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Spellcasting (Lizardfolk Form Only) + The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, thorn whip + • 1st level (4 slots): entangle, fog cloud + • 2nd level (3 slots): heat metal, spike growth + • 3rd level (2 slots): conjure animals (reptiles only), plant growth + + 4, 3, 2 + druidcraft, produce flame, thorn whip, entangle, fog cloud, heat metal, spike growth, conjure animals, plant growth + Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns. +Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures. +Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive. +Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters. +Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies. +Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. +Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god. +Canny Crafters. Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields. +Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk. +Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects. +Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers. +Source: Monster Manual p. 205, Princes of the Apocalypse, Tomb of Annihilation, Ghosts of Saltmarsh, Infernal Machine Rebuild, Explorer's Guide to Wildemount + forest, swamp + + + Mage + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. +Source: Monster Manual p. 347, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Magma Mephit + S + elemental + Neutral Evil + 11 + 22 (5d6+5) + walk 30 ft., fly 30 ft. + 8 + 12 + 12 + 7 + 10 + 10 + + Stealth +3 + 10 + Ignan, Terran + 1/2 + + fire, poison + cold + poisoned + darkvision 60 ft. + + Death Burst + When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. + + + False Appearance + While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. + Claws|+3|1d4+1 + + + Fire Breath (Recharge 6) + The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 6)||2d6 + + + Variant: Summon Mephits (1/Day) + The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Innate Spellcasting (1/Day) + The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. + At will: heat metal + + heat metal + Elemental Nature. A mephit doesn't require food, drink, or sleep. +Source: Monster Manual p. 216, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + underdark + + + Magmin + S + elemental + Chaotic Neutral + 14 (natural armor) + 9 (2d6+2) + walk 30 ft. + 7 + 15 + 12 + 8 + 11 + 10 + + + 10 + Ignan + 1/2 + bludgeoning, piercing, slashing from nonmagical attacks + fire + + + darkvision 60 ft. + + Death Burst + When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. + + + Ignited Illumination + As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + + + Touch + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. + Touch|+4|2d6 + + A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn't ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin. +Summoned Pyromaniacs. Magmins are fire elemental spirits bound into physical forms by magic, and they appear in the Material Plane only when summoned. They view flammable objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes. +Fiery Destruction. Although its flame is potent, the magmin's hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Plane. +If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting objects ablaze. +Source: Monster Manual p. 212, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus + + + + Mammoth + H + beast + Unaligned + 13 (natural armor) + 126 (11d12+55) + walk 40 ft. + 24 + 9 + 21 + 3 + 11 + 6 + + + 10 + + 6 + + + + + + + Trampling Charge + If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. + + + Gore + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 25 (4d8 + 7) piercing damage. + Gore|+10|4d8+7 + + + Stomp + Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. 29 (4d10 + 7) bludgeoning damage. + Stomp|+10|4d10+7 + + A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. +Source: Monster Manual p. 332, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + arctic + + + Manes + S + fiend (demon) + Chaotic Evil + 9 (natural armor) + 9 (2d6+2) + walk 20 ft. + 10 + 9 + 13 + 3 + 8 + 4 + + + 9 + understands Abyssal but can't speak + 1/8 + cold, fire, lightning + poison + + charmed, frightened, poisoned + darkvision 60 ft. + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 5 (2d4) slashing damage. + Claws|+2|2d4 + + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 60, Tales from the Yawning Portal, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild + + + + Manticore + L + monstrosity + Lawful Evil + 14 (natural armor) + 68 (8d10+24) + walk 30 ft., fly 50 ft. + 17 + 16 + 17 + 7 + 12 + 8 + + + 11 + Common + 3 + + + + + darkvision 60 ft. + + Tail Spike Regrowth + The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. + + + Multiattack + The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|+5|1d8+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+5|1d6+3 + + + Tail Spike + Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. 7 (1d8 + 3) piercing damage. + Tail Spike|+5|1d8+3 + + A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature's back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range. +Evil Predators. Manticores are fierce killers that hunt far and wide for prey. They work together to take down particularly large or dangerous creatures, sharing the meal once a kill is made. A manticore begins its attack with a volley of tail spikes, then lands and uses its claws and bite. When outdoors and outnumbered, it uses its wings to stay aloft, attacking from a distance until its spikes are depleted. +A manticore isn't particularly bright, but it possesses a malevolent nature and the ability to converse. In the course of attacking, it denigrates its foes and offers to kill them swiftly if they beg for their lives. If a manticore sees an advantage to be gained by sparing a creature's life, it does so, asking for a tribute or sacrifice equal to its loss of food. +Monstrous Relationships. Manticores serve wicked masters that treat them well and provide regular prey. A manticore might provide aerial support for an orc horde or a hobgoblin army. Another could serve as a hunting companion for a hill giant chief, or guard the entrance to a lamia's lair. +The manticores' greatest territorial rivals include chimeras, griffons, perytons, and wyverns. Manticores hunting as a pack often have the advantage of greater numbers. In addition to these creatures, manticores fear dragons and avoid them. +Source: Monster Manual p. 213, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Mythic Odysseys of Theros + mountain, grassland, hill, coastal, arctic + + + Marid + L + elemental + Chaotic Neutral + 17 (natural armor) + 229 (17d10+136) + walk 30 ft., fly 60 ft., swim 90 ft. + 22 + 12 + 26 + 18 + 17 + 18 + Dex +5, Wis +7, Cha +8 + + 13 + Aquan + 11 + acid, cold, lightning + + + + blindsight 30 ft., darkvision 120 ft. + + Amphibious + The marid can breathe air and water. + + + Elemental Demise + If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying. + + + Multiattack + The marid makes two trident attacks. + + + Trident + Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack. + Trident|+10|2d6+6 + + + Water Jet + The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone. + Water Jet||6d6 + + + Variant: Genie Powers + Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. + Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. + Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. + To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. + + + Innate Spellcasting + The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink + 3/day each: tongues, water breathing, water walk + 1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift + + create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink, tongues, water breathing, water walk, conjure elemental, control water, gaseous form, invisibility, plane shift + Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the flighty djinn, the ground-hugging dao, and the fuming efreet. Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. +Water Lords. Water is a marid's native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a weapon to bludgeon its foes. +Marid Homes. Marids are rare on the Material Plane. They inhabit mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where slaves and guests reside. +A marid doesn't expect much from its slaves, simply wanting to have them for the status of ownership. Marids go out of their way to obtain skilled slaves, and aren't above kidnapping mortal artists, entertainers, or storytellers for use in their courts. +Egotistical Hierarchs. All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are mere pretense on the part of the self-important marids. +Marids treat all others-including other genies-as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate djinn, dislike dao, and despise efreet. +Humanoids are among the lowest of the creatures that marids must tolerate, although they sometimes deal with powerful wizards and exceptional leaders on an almost-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best means of dealing with marids, to which an obsequious mortal is a creature that knows its place. +Whimsical Storytellers. Marids are champion tale. Tellers, whose favorite legends emphasize the prowess of marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren't always malicious in their deception, but embellishments suit their fancy. Marids consider it a crime for a lesser being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath. +Genies. Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves. +Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power. +Creatures of the Elements. A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie. +A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare. +When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam. +In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service. +Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences. +Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them. +Rule or Be Ruled. Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. +Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. +The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves. +Source: Monster Manual p. 146, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount + underwater, coastal + + + Marilith + L + fiend (demon) + Chaotic Evil + 18 (natural armor) + 189 (18d10+90) + walk 40 ft. + 18 + 20 + 20 + 18 + 16 + 20 + Str +9, Con +10, Wis +8, Cha +10 + + 13 + Abyssal, telepathy 120 ft. + 16 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + truesight 120 ft. + + Magic Resistance + The marilith has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The marilith's weapon attacks are magical. + + + Reactive + The marilith can take one reaction on every turn in combat. + + + Multiattack + The marilith can make seven attacks: six with its longswords and one with its tail. + + + Longsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Longsword|+9|2d8+4 + + + Tail + Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. + Tail|+9|2d10+4 + + + Teleport + The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Parry + The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A marilith has a 50 chance of summoning 1d6 vrock, 1d4 hezrou, 1d3 glabrezu, 1d2 nalfeshnee, or one marilith. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 61, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Mastiff + M + beast + Unaligned + 12 + 5 (1d8+1) + walk 40 ft. + 13 + 14 + 12 + 3 + 12 + 7 + + Perception +3 + 13 + + 1/8 + + + + + + + Keen Hearing and Smell + The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + Bite|+3|1d6+1 + + Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. +Source: Monster Manual p. 332, Curse of Strahd, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount + forest, hill, urban + + + Medusa + M + monstrosity + Lawful Evil + 15 (natural armor) + 127 (17d8+51) + walk 30 ft. + 10 + 15 + 16 + 12 + 13 + 15 + + Deception +5, Insight +4, Perception +4, Stealth +5 + 14 + Common + 6 + + + + + darkvision 60 ft. + + Petrifying Gaze + When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. + If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. + + + Multiattack + The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow. + + + Snake Hair + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. + Snake Hair|+5|1d4+2 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+5|1d6+2 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. + Longbow|+5|1d8+2 + + As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the petrified remains of past admirers and would-be heroes. +Immortal Splendor. Men and women who desire eternal youth, beauty, and adoration might pray to malicious gods, beg dragons for ancient magic, or seek out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering all in exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of the living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into medusas. A medusa's hair turns into a nest of venomous serpents, and all who gaze upon the medusa are petrified, becoming stone monuments to its corruption. +Medusa Lairs. Medusas live forever in seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. Foolhardy looters and adventurers who enter are often unaware of the medusa's presence until the creature is among them. +A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair. +Source: Monster Manual p. 214, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Mythic Odysseys of Theros + desert + + + Merfolk + M + humanoid (merfolk) + Neutral + 11 + 11 (2d8+2) + walk 10 ft., swim 40 ft. + 10 + 13 + 12 + 11 + 11 + 12 + + Perception +2 + 12 + Aquan, Common + 1/8 + + + + + + + Amphibious + The merfolk can breathe air and water. + + + Spear + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. + Spear|+2|1d6 + + Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk adorn their skin and scales with shell decorations. +Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface. Land folk and merfolk rarely meet except by chance, though starry-eyed mariners tell tales of romance with these creatures along the shoals of faraway islands. +Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do merfolk unite under the rule of a single leader. They do so to face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years. +Merfolk Settlements. Merfolk build their settlements in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the gleam and fade of sunlight through the water. In the reefs and trenches near their settlements, merfolk harvest coral and farm the seabed, shepherding schools of fish as land-based farmers tend sheep. Only rarely do merfolk venture into the darkest depths of the ocean. In such depths and in their undersea caverns, merfolk rely on the light of bioluminescent flora and fauna, such as jellyfish, whose slow pulsing movements lend merfolk settlements an otherworldly aesthetic. +Merfolk defend their communities with spears crafted from whatever materials they can salvage from shipwrecks, beaches, and dead undersea creatures. +Source: Monster Manual p. 218, Waterdeep: Dragon Heist, Ghosts of Saltmarsh + underwater, coastal + + + Merrow + L + monstrosity + Chaotic Evil + 13 (natural armor) + 45 (6d10+12) + walk 10 ft., swim 40 ft. + 18 + 10 + 15 + 8 + 10 + 9 + + + 10 + Abyssal, Aquan + 2 + + + + + darkvision 60 ft. + + Amphibious + The merrow can breathe air and water. + + + Multiattack + The merrow makes two attacks: one with its bite and one with its claws or harpoon. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Bite|+6|1d8+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage. + Claws|+6|2d4+4 + + + Harpoon + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. + Harpoon|+6|2d6+4 + + Merrow haunt coastal waters, preying on fisherfolk, merfolk, and any other edible creature that crosses their path. These savage monsters snatch and devour unwary prey, hauling drowned corpses back to their underwater grottoes to feed. +Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. +Not knowing what it was, they brought the artifact to their king. Everyone who touched the idol became afflicted with madness, including the king, who decreed that a sacrificial ritual be performed to open a gateway to the Abyss. The ocean turned red with the blood of slaughtered merfolk, but the ritual worked, and the king led the survivors through the underwater gate to Demogorgon's layer of the Abyss. The merfolk remained there for generations, fighting for their lives as the Abyss warped them completely, transforming them into hulking, evil monstrosities. Thus, the first merrow were born. +Coastal Bullies. Whenever an opportunity presents itself, the Prince of Demons sends merrow back to the Material Plane to wreak havoc in the oceans. The merrow are bullies, attacking all creatures smaller and weaker than themselves. +Merrow dwell in undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of their territory. +Source: Monster Manual p. 219, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden + underwater, coastal + + + Mezzoloth + M + fiend (yugoloth) + Neutral Evil + 18 (natural armor) + 75 (10d8+30) + walk 40 ft. + 18 + 11 + 16 + 7 + 10 + 11 + + Perception +3 + 13 + Abyssal, Infernal, telepathy 60 ft. + 5 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + poisoned + blindsight 60 ft., darkvision 60 ft. + + Magic Resistance + The mezzoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The mezzoloth's weapon attacks are magical. + + + Multiattack + The mezzoloth makes two attacks: one with its claws and one with its trident. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage. + Claws|+7|2d4+4 + + + Trident + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when held with two claws and used to make a melee attack. + Trident|+7|1d6+4 + + + Teleport + The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Variant: Yugoloth Summoning + Some yugoloths have an action option that allows them to summon other yugoloths. + Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning. + A mezzoloth has a 30 chance of summoning one mezzoloth. + A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. + + + Innate Spellcasting + The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components: + 1/day: cloudkill + 2/day each: darkness, dispel magic + + cloudkill, darkness, dispel magic + Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: What's in it for me? +Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well. +Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder. +Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word. +Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so. +Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent. +When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books. +The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them. +The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities. +Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity. +Source: Monster Manual p. 313, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus + + + + Mimic + M + monstrosity (shapechanger) + Neutral + 12 (natural armor) + 58 (9d8+18) + walk 15 ft. + 17 + 12 + 15 + 5 + 13 + 8 + + Stealth +5 + 11 + + 2 + + acid + + prone + darkvision 60 ft. + + Shapechanger + The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Adhesive (Object Form Only) + The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. + + + False Appearance (Object Form Only) + While the mimic remains motionless, it is indistinguishable from an ordinary object. + + + Grappler + The mimic has advantage on attack rolls against any creature grappled by it. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. + Pseudopod|+5|1d8+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. + Bite|+5|1d8+3 + + Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey. +Imitative Predators. Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks. +When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself. +Cunning Hunters. Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food. +Source: Monster Manual p. 220, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark, urban + + + Mind Flayer + M + aberration + Lawful Evil + 15 (breastplate) + 71 (13d8+13) + walk 30 ft. + 11 + 12 + 12 + 19 + 17 + 17 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 7 + + + + + darkvision 120 ft. + + Magic Resistance + The mind flayer has advantage on saving throws against spells and other magical effects. + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. + Extract Brain|+7|10d10 + + + Mind Blast (Recharge 5-6) + The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||4d8+4 + + + Innate Spellcasting (Psionics) + The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + detect thoughts, levitate, dominate monster, plane shift + Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. +In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. +Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. +Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls. +When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. +Hive Mind Colonies. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once. +Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. +An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. +Qualith. +------ +On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions. +------ +Source: Monster Manual p. 222, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden + underdark + + + Mind Flayer Arcanist + M + aberration + Lawful Evil + 15 (breastplate) + 71 (13d8+13) + walk 30 ft. + 11 + 12 + 12 + 19 + 17 + 17 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 8 + + + + + darkvision 120 ft. + + Magic Resistance + The mind flayer has advantage on saving throws against spells and other magical effects. + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. + Extract Brain|+7|10d10 + + + Mind Blast (Recharge 5-6) + The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||4d8+4 + + + Innate Spellcasting (Psionics) + The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + + Spellcasting + The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared: + Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp + • 1st level (4 slots): detect magic, disguise self, shield, sleep + • 2nd level (3 slots): blur, invisibility, ray of enfeeblement + • 3rd level (3 slots): clairvoyance, lightning bolt, sending + • 4th level (3 slots): confusion, hallucinatory terrain + • 5th level (2 slots): telekinesis, wall of force + + 4, 3, 3, 3, 2 + detect thoughts, levitate, dominate monster, plane shift, blade ward, dancing lights, mage hand, shocking grasp, detect magic, disguise self, shield, sleep, blur, invisibility, ray of enfeeblement, clairvoyance, lightning bolt, sending, confusion, hallucinatory terrain, telekinesis, wall of force + Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. +In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. +Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. +Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls. +When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. +Hive Mind Colonies. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once. +Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. +An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. +Qualith. +------ +On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions. +------ +Source: Monster Manual p. 222, Waterdeep: Dungeon of the Mad Mage + underdark + + + Minotaur + L + monstrosity + Chaotic Evil + 14 (natural armor) + 76 (9d10+27) + walk 40 ft. + 18 + 11 + 16 + 6 + 16 + 9 + + Perception +7 + 17 + Abyssal + 3 + + + + + darkvision 60 ft. + + Charge + If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. + + + Labyrinthine Recall + The minotaur can perfectly recall any path it has traveled. + + + Reckless + At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage. + Greataxe|+6|2d12+4 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Gore|+6|2d8+4 + + A minotaur's roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death. +The Beast Within. Most minotaurs are solitary carnivores that roam labyrinthine dungeons, twisting caves, primeval woods, and the maze-like streets and passages of desolate ruins. A minotaur can visualize every route it might take to close the distance to its prey. +The scent of blood, the tearing of flesh, and the cracking of bones spur a minotaur's lust for carnage, overwhelming all thought and reason. In a blood rage, a minotaur charges anything it sees, butting and goring like a battering ram, then chopping the fallen in twain. +Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or tactics. Minotaurs seldom organize, they don't respect authority or hierarchy, and they are notoriously difficult to enslave, let alone control. +Cults of the Horned King. Minotaurs are the dark descendants of humanoids transformed by the rituals of cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while wearing a ceremonial animal mask. +Within these bounded environments, cultists hunt, kill, and eat wild beasts, indulging their basest primal urges. In the end, however, sacrificial animals are exchanged for humanoid sacrifice-sometimes an inductee that tried to escape the cult after learning its secrets. These labyrinths become blood-soaked halls of slaughter, echoing to the cultists' savagery. +Unknown to all but their highest-ranking leaders, these mystery cults are creations of the demon lord Baphomet, the Horned King, whose layer of the Abyss is a gigantic labyrinth. Some of his followers are fervent supplicants that plead for strength and power. Others come to the cult seeking a life free from authority's chains-and are liberated of their humanity instead as Baphomet transforms them into the minotaurs that echo his own savage form. +Although they begin as creations of the Horned King, minotaurs can breed true with one another, giving rise to an independent race of Baphomet's savage children in the world. +Source: Monster Manual p. 223, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + underdark + + + Minotaur Skeleton + L + undead + Lawful Evil + 12 (natural armor) + 67 (9d10+18) + walk 40 ft. + 18 + 11 + 15 + 6 + 8 + 5 + + + 9 + understands Abyssal but can't speak + 2 + + poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft. + + Charge + If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage. + Greataxe|+6|2d12+4 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Gore|+6|2d8+4 + + Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. +Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. +While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. +Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks. +A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished. +Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle. +Habitual Behaviors. Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance. +When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. +Undead Nature. A skeleton doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 273, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild + underdark + + + Monodrone + M + construct + Lawful Neutral + 15 (natural armor) + 5 (1d8+1) + walk 30 ft., fly 30 ft. + 10 + 13 + 12 + 4 + 10 + 5 + + + 10 + Modron + 1/8 + + + + + truesight 120 ft. + + Axiomatic Mind + The monodrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Dagger + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + + Javelin + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. 3 (1d6) piercing damage. + Javelin|+2|1d6 + + + Variant: Rogue Modrons + A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. + A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. + + A monodrone can perform one simple task at a time and can relay a single message of up to forty-eight words. +Modrons. Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. +Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no "I," but only "we" or "us." +Variant: Rogue Modrons +A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. +A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. +Absolute Hierarchy. Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand. +Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. +The Great Modron March. When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. +Source: Monster Manual p. 224, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus + + + + Mud Mephit + S + elemental + Neutral Evil + 11 + 27 (6d6+6) + walk 20 ft., fly 20 ft., swim 20 ft. + 8 + 12 + 12 + 9 + 11 + 7 + + Stealth +3 + 10 + Aquan, Terran + 1/4 + + poison + + poisoned + darkvision 60 ft. + + Death Burst + When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn. + + + False Appearance + While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud. + + + Fists + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) bludgeoning damage. + Fists|+3|1d6+1 + + + Mud Breath (Recharge 6) + The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Variant: Summon Mephits (1/Day) + The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + Elemental Nature. A mephit doesn't require food, drink, or sleep. +Source: Monster Manual p. 216, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh + swamp + + + Mule + M + beast + Unaligned + 10 + 11 (2d8+2) + walk 40 ft. + 14 + 10 + 13 + 2 + 10 + 5 + + + 10 + + 1/8 + + + + + + + Beast of Burden + The mule is considered to be a Large animal for the purpose of determining its carrying capacity. + + + Sure-Footed + The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Hooves + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Hooves|+2|1d4+2 + + +Source: Monster Manual p. 333, Curse of Strahd, Storm King's Thunder, Ghosts of Saltmarsh + hill, urban, desert + + + Mummy + M + undead + Lawful Evil + 11 (natural armor) + 58 (9d8+18) + walk 20 ft. + 16 + 8 + 15 + 6 + 10 + 12 + Wis +2 + + 10 + the languages it knew in life + 3 + bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + fire + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Multiattack + The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + + + Rotting Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. + Rotting Fist|+5|2d6+3 + + + Dreadful Glare + The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. + + Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. +Preserved Wrath. The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. +The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. +The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. +Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy's attack can leave the intended victim paralyzed with fright. In the days following a mummy's touch, a victim's body rots from the outside in, until nothing but dust remains. +Ending a Mummy's Curse. Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed. +More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath. +Undead Archives. Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation. +Undead Nature. A mummy doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 228, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden + desert + + + Mummy Lord + M + undead + Lawful Evil + 17 (natural armor) + 97 (13d8+39) + walk 20 ft. + 18 + 10 + 17 + 11 + 18 + 16 + Con +8, Int +5, Wis +9, Cha +8 + History +5, Religion +5 + 14 + the languages it knew in life + 15 + + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + fire + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Magic Resistance + The mummy lord has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. + + + Multiattack + The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + + + Rotting Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. + Rotting Fist|+9|3d6+4 + + + Dreadful Glare + The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. + + + The undead can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Attack + The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. + + + Blinding Dust + Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. + + + Blasphemous Word (Costs 2 Actions) + The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. + + + Channel Negative Energy (Costs 2 Actions) + The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. + + + Whirlwind of Sand (Costs 2 Actions) + The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row: + • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round. + • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round. + • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted. + + + Regional Effects + + + A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence: + • Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance. + • Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent. + • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic. + If the mummy lord is destroyed, these regional effects end immediately. + + + Spellcasting + The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: + Cantrips (at will): sacred flame, thaumaturgy + • 1st level (4 slots): command, guiding bolt, shield of faith + • 2nd level (3 slots): hold person, silence, spiritual weapon + • 3rd level (3 slots): animate dead, dispel magic + • 4th level (3 slots): divination, guardian of faith + • 5th level (2 slots): contagion, insect plague + • 6th level (1 slots): harm + + 4, 3, 3, 3, 2, 1 + sacred flame, thaumaturgy, command, guiding bolt, shield of faith, hold person, silence, spiritual weapon, animate dead, dispel magic, divination, guardian of faith, contagion, insect plague, harm + In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a thousand years before. +Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells. +Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. +As long as its shriveled heart remains intact, a mummy lord can't be permanently destroyed. When it drops to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord usually keeps its heart and viscera in a hidden tomb or vault. +The mummy lord's heart has AC 5, 25 hit points, and immunity to all damage except fire. +A Mummy Lord's Lair. A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures. A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP). +Mummies. Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. +Preserved Wrath. The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. +More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath. +The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. +The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. +Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy's attack can leave the intended victim paralyzed with fright. In the days following a mummy's touch, a victim's body rots from the outside in, until nothing but dust remains. +Ending a Mummy's Curse. Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed. +Undead Archives. Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation. +Undead Nature. A mummy doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 229, Rise of Tiamat, Storm King's Thunder + desert + + + Myconid Adult + M + plant + Lawful Neutral + 12 (natural armor) + 22 (4d8+4) + walk 20 ft. + 10 + 10 + 12 + 10 + 13 + 7 + + + 11 + + 1/2 + + + + + darkvision 120 ft. + + Distress Spores + When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. + + + Fist + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. + Fist|+2|2d4 + + + Pacifying Spores (3/Day) + The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Rapport Spores + A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + + Variant: Zuggtomoy's Empowerment + Myconids that embrace Zuggtmoy can develop new, more destructive kinds of spores. Myconid adults can have two of the following spore effects. + Caustic Spores (1/Day). The myconid releases spores in a 30-foot cone. Each creature inside the cone must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) acid damage at the start of each of the myconid's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. + Infestation Spores (1/Day). The myconid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 11 Constitution saving throw. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy) and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a humanoid or a Large or smaller beast. + Euphoria Spores (1/Day). The myconid releases a cloud of spores in a 20-foot-radius sphere centered on itself. Other creatures in that area must each succeed on a DC 11 Constitution saving throw or become poisoned for 1 minute. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends on it, the creature gains one level of exhaustion. + + Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies. +Circles and Melds. The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together. +A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures. +Myconid Reproduction. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation. +Source: Monster Manual p. 232, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh + underdark + + + Myconid Sovereign + L + plant + Lawful Neutral + 13 (natural armor) + 60 (8d10+16) + walk 30 ft. + 12 + 10 + 14 + 13 + 15 + 10 + + + 12 + + 2 + + + + + darkvision 120 ft. + + Distress Spores + When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. + + + Multiattack + The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage. + Fist|+3|3d4+1 + + + Animating Spores (3/Day) + The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way. + + + Hallucination Spores + The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Pacifying Spores + The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Rapport Spores + A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + + Variant: Zuggtomoy's Empowerment + Myconids that embrace Zuggtmoy can develop new, more destructive kinds of spores. Myconid sovereigns have all these spore effects. + Caustic Spores (1/Day). The myconid releases spores in a 30-foot cone. Each creature inside the cone must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) acid damage at the start of each of the myconid's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. + Infestation Spores (1/Day). The myconid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy) and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a humanoid or a Large or smaller beast. + Euphoria Spores (1/Day). The myconid releases a cloud of spores in a 20-foot-radius sphere centered on itself. Other creatures in that area must each succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends on it, the creature gains one level of exhaustion. + + Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies. +Circles and Melds. The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together. +A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures. +Myconid Reproduction. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation. +Source: Monster Manual p. 232, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden + underdark + + + Myconid Sprout + S + plant + Lawful Neutral + 10 + 7 (2d6) + walk 10 ft. + 8 + 10 + 10 + 8 + 11 + 5 + + + 10 + + 0 + + + + + darkvision 120 ft. + + Distress Spores + When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. + + + Fist + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) bludgeoning damage plus 2 (1d4) poison damage. + Fist|+1|1d4-1 + + + Rapport Spores (3/Day) + A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies. +Circles and Melds. The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together. +A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures. +Myconid Reproduction. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation. +Source: Monster Manual p. 230, Waterdeep: Dungeon of the Mad Mage + underdark + + + Nalfeshnee + L + fiend (demon) + Chaotic Evil + 18 (natural armor) + 184 (16d10+96) + walk 20 ft., fly 30 ft. + 21 + 10 + 22 + 19 + 12 + 15 + Con +11, Int +9, Wis +6, Cha +7 + + 11 + Abyssal, telepathy 120 ft. + 13 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + truesight 120 ft. + + Magic Resistance + The nalfeshnee has advantage on saving throws against spells and other magical effects. + + + Multiattack + The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 32 (5d10 + 5) piercing damage. + Bite|+10|5d10+5 + + + Claw + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (3d6 + 5) slashing damage. + Claw|+10|3d6+5 + + + Horror Nimbus (Recharge 5-6) + The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. + + + Teleport + The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A nalfeshnee has a 50 chance of summoning 1d4 vrock, 1d3 hezrou, 1d2 glabrezu, or one nalfeshnee. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 62, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus + + + + Needle Blight + M + plant + Neutral Evil + 12 (natural armor) + 11 (2d8+2) + walk 30 ft. + 12 + 12 + 13 + 4 + 8 + 3 + + + 9 + understands Common but can't speak + 1/4 + + + + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) piercing damage. + Claws|+3|2d4+1 + + + Needles + Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. 8 (2d6 + 1) piercing damage. + Needles|+3|2d6+1 + + Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can. +Roots of the Gulthias Tree. Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown. +Dark Conquest. Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption. +In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days. +Controlled by Evil. Blights are independent creatures, but most act under a Gulthias tree's control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor's old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil. +Needle Blight. In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh. +When needle blights detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foes' location, needle blights converge from all sides to drench their roots in blood. +Source: Monster Manual p. 32, Curse of Strahd, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden + forest + + + Night Hag + M + fiend + Neutral Evil + 17 (natural armor) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 16 + 14 + 16 + + Deception +6, Insight +5, Perception +5, Stealth +5 + 16 + Abyssal, Common, Infernal, Primordial + 5 + cold, fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + charmed + darkvision 120 ft. + + Magic Resistance + The hag has advantage on saving throws against spells and other magical effects. + + + Night Hag Items + A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. + Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. + Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Claws (Hag Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws (Hag Form Only)|+7|2d8+4 + + + Change Shape + The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. + + + Etherealness + The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. + + + Nightmare Haunting (1/Day) + While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. + + + Innate Spellcasting + The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: detect magic, magic missile + 2/day each: plane shift (self only), ray of enfeeblement, sleep + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + • 1st level (4 slots): identify, ray of sickness + • 2nd level (3 slots): hold person, locate object + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + • 4th level (3 slots): phantasmal killer, polymorph + • 5th level (2 slots): contact other plane, scrying + • 6th level (1 slots): eyebite + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. + + 4, 3, 3, 3, 2, 1 + detect magic, magic missile, plane shift, ray of enfeeblement, sleep, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + Faces of Evil +Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. +All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity. +Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. +Monstrous Motherhood +Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. +Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. +Dark Bargains +Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. +Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain. +A Foul Nature +Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might "help" such creatures by disfiguring or transforming them. +This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke. +Dark Sorority +Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed. +Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. +Dark Lairs +Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers. +Hag Covens +When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. +A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. +Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: +• 1st level (4 slots): identify, ray of sickness +• 2nd level (3 slots): hold person, locate object +• 3rd level (3 slots): bestow curse, counterspell, lightning bolt +• 4th level (3 slots): phantasmal killer, polymorph +• 5th level (2 slots): contact other plane, scrying +• 6th level (1 slot): eyebite +For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. +Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. +A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. +Source: Monster Manual p. 178, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Nightmare + L + fiend + Neutral Evil + 13 (natural armor) + 68 (8d10+24) + walk 60 ft., fly 90 ft. + 18 + 15 + 16 + 10 + 13 + 15 + + + 11 + understands Abyssal, Common, and Infernal but can't speak + 3 + + fire + + + + + Confer Fire Resistance + The nightmare can grant resistance to fire damage to anyone riding it. + + + Illumination + The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. + Hooves|+6|2d8+4 + + + Ethereal Stride + The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. + + A nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature's unearthly black form moves with supernatural speed, vanishing in a cloud of brimstone as quickly as it appeared. +Dread Steed. Also called a "demon horse" or "hell horse," the nightmare serves as a steed for creatures of exceptional evil, carrying demons, devils, death knights, liches, night hags, and other vile monsters. It resembles a fiendish horse, and a nightmare's fiery red eyes betray its malevolent intelligence. A nightmare can be summoned from the Lower Planes, but unless a worthy sacrifice is offered to it as food upon its arrival, the nightmare displays no special loyalty to the creature it serves. +Creating a Nightmare. Nightmares don't appear naturally in the multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus's wings, driving that noble creature to evil as it is transformed by dark magic. +Source: Monster Manual p. 235, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros + + + + Noble + M + humanoid (any race) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. + + Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. +The noble's statistics can also be used to represent courtiers who aren't of noble birth. +Source: Monster Manual p. 348, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Nothic + M + aberration + Neutral Evil + 15 (natural armor) + 45 (6d8+18) + walk 30 ft. + 14 + 16 + 16 + 13 + 10 + 8 + + Arcana +3, Insight +4, Perception +2, Stealth +5 + 12 + Undercommon + 2 + + + + + truesight 120 ft. + + Keen Sight + The nothic has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The nothic makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+4|1d6+3 + + + Rotting Gaze + The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage. + Rotting Gaze||3d6 + + + Weird Insight + The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. + + A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones. +Cursed Arcanists. Rather than gaining the godlike supremacy they crave, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can't quite understand. +Dark Oracles. Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge. +Lurkers in Magical Places. Nothics are notorious for infiltrating arcane academies and other places rich in magical learning. They are driven by the vague knowledge that there exists a method to reverse their condition. This isn't a clear sense of purpose, but rather an obsessive tug at the end of the mind. Some nothics are clever enough to realize that this is merely part of the strange lesson for their folly, a false hope to drive them to seek out more arcane secrets. +Source: Monster Manual p. 236, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + underdark + + + Nycaloth + L + fiend (yugoloth) + Neutral Evil + 18 (natural armor) + 123 (13d10+52) + walk 40 ft., fly 60 ft. + 20 + 11 + 19 + 12 + 10 + 15 + + Intimidation +6, Perception +4, Stealth +4 + 14 + Abyssal, Infernal, telepathy 60 ft. + 9 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + poisoned + blindsight 60 ft., darkvision 60 ft. + + Magic Resistance + The nycaloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The nycaloth's weapon attacks are magical. + + + Multiattack + The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack. + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. + Claw|+9|2d6+5 + Claw||2d4 + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 18 (2d12 + 5) slashing damage. + Greataxe|+9|2d12+5 + + + Teleport + The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Variant: Yugoloth Summoning + Some yugoloths have an action option that allows them to summon other yugoloths. + Summon Yugoloth (1/Day). The yugoloth chooses what to summon and attempts a magical summoning. + A nycaloth has a 50 chance of summoning 1d4 mezzoloth or one nycaloth. + A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. + + + Innate Spellcasting + The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: + At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image + + darkness, detect magic, dispel magic, invisibility, mirror image + Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: What's in it for me? +Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well. +Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder. +Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word. +Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so. +Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent. +When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books. +The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them. +The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities. +Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity. +Source: Monster Manual p. 314, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus + + + + Ochre Jelly + L + ooze + Unaligned + 8 + 45 (6d10+12) + walk 10 ft., climb 10 ft. + 15 + 6 + 14 + 2 + 6 + 1 + + + 8 + + 2 + acid + lightning, slashing + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The jelly can move through a space as narrow as 1 inch wide without squeezing. + + + Spider Climb + The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. + Pseudopod|+4|2d6+2 + + + Split + When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. + + Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies. +An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal. +Oozes. Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. +The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby. +Slow Death. An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late. +Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers. +Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. +Unwitting Servants. Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room. +Spawn of Juiblex. According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. +Ooze Nature. An ooze doesn't require sleep. +Source: Monster Manual p. 243, Lost Mine of Phandelver, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy + underdark + + + Octopus + S + beast + Unaligned + 12 + 3 (1d6) + walk 5 ft., swim 30 ft. + 4 + 15 + 11 + 3 + 10 + 4 + + Perception +2, Stealth +4 + 12 + + 0 + + + + + darkvision 30 ft. + + Hold Breath + While out of water, the octopus can hold its breath for 30 minutes. + + + Underwater Camouflage + The octopus has advantage on Dexterity (Stealth) checks made while underwater. + + + Water Breathing + The octopus can breathe only underwater. + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target. + + + Ink Cloud (Recharges after a Short or Long Rest) + A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. + + +Source: Monster Manual p. 333, Storm King's Thunder, Ghosts of Saltmarsh, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden + + + + Ogre + L + giant + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Greatclub|+6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|+6|2d6+4 + + Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds. +Furious Tempers. Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre's wrath in an instant-as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash. +Gruesome Gluttons. Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre has gorged itself, it might make a loincloth from its quarry's skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture. +Greedy Collectors. An ogre's eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous "treasure" taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre's trust by offering it gold or a weapon forged for a creature of its size. +Legendary Stupidity. Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don't understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words-and then being eaten in turn. +Primitive Wanderers. Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers. +An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on. +Ogre Gangs. Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons. +Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants' complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks. +Source: Monster Manual p. 237, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain + + + Ogre Zombie + L + undead + Neutral Evil + 8 + 85 (9d10+36) + walk 30 ft. + 19 + 6 + 18 + 3 + 6 + 5 + Wis +0 + + 8 + understands Common and Giant but can't speak + 2 + + poison + + poisoned + darkvision 60 ft. + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Morningstar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Morningstar|+6|2d8+4 + + From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp. +Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. +Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. +A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. +Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water. +Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. +A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so. +Undead Nature. A zombie doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 316, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Icewind Dale: Rime of the Frostmaiden + + + + Oni + L + giant + Lawful Evil + 16 (chain mail) + 110 (13d10+39) + walk 30 ft., fly 30 ft. + 19 + 11 + 16 + 14 + 12 + 15 + Dex +3, Con +6, Wis +4, Cha +5 + Arcana +5, Deception +8, Perception +4 + 14 + Common, Giant + 7 + + + + + darkvision 60 ft. + + Magic Weapons + The oni's weapon attacks are magical. + + + Regeneration + The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Multiattack + The oni makes two attacks, either with its claws or its glaive. + + + Claw (Oni Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage. + Claw (Oni Form Only)|+7|1d8+4 + + + Glaive + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form. + Glaive|+7|2d10+4 + + + Change Shape + The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. + + + Innate Spellcasting + The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: + At will: darkness, invisibility + 1/day each: charm person, cone of cold, gaseous form, sleep + + darkness, invisibility, charm person, cone of cold, gaseous form, sleep + In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black. +Night Haunters. By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them. +Magical Ogres. Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres' habit of joining forces with other evil creatures. An oni serves a master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful magic items. +Source: Monster Manual p. 239, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Explorer's Guide to Wildemount + forest, urban + + + Orc + M + humanoid (orc) + Chaotic Evil + 13 (hide armor) + 15 (2d8+6) + walk 30 ft. + 16 + 12 + 16 + 7 + 11 + 10 + + Intimidation +2 + 10 + Common, Orc + 1/2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|+5|1d6+3 + + Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks. +Gruumsh One-Eye. Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk. +Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor. +Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied. +Ranging Scavengers. Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches. +When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory. +On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites. +Leadership and Might. Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength. +Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers. +Orc Crossbreeds. Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon. +Source: Monster Manual p. 246, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark, mountain, grassland, forest, swamp, hill, arctic + + + Orc Eye of Gruumsh + M + humanoid (orc) + Chaotic Evil + 16 (ring mail, shield) + 45 (6d8+18) + walk 30 ft. + 16 + 12 + 17 + 9 + 13 + 12 + + Intimidation +3, Religion +1 + 11 + Common, Orc + 2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Gruumsh's Fury + The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack. + Spear|+5|2d8+3 + + + Spellcasting + The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared: + Cantrips (at will): guidance, resistance, thaumaturgy + • 1st level (4 slots): bless, command + • 2nd level (2 slots): augury, spiritual weapon (spear) + + 4, 2 + guidance, resistance, thaumaturgy, bless, command, augury, spiritual weapon + When an orc slays an elf in Gruumsh's name and offers the corpse of its foe as a sacrifice to the god of slaughter, an aspect of the god might appear. This aspect demands an additional sacrifice: one of the orc's eyes, symbolizing the loss Gruumsh suffered at the hands of his greatest enemy, Corellon Larethian. +If the orc plucks out one of its eyes, Gruumsh might grant the orc spellcasting ability and special favor, along with the right to call itself an Eye of Gruumsh. When not using their auguries to advise their war chiefs, these savage devotees of the god of slaughter hurl themselves into battle, their weapons stained with blood. +Orcs. Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks. +Gruumsh One-Eye. Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk. +Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor. +Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied. +When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory. +On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites. +Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers. +Ranging Scavengers. Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches. +Leadership and Might. Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength. +Orc Crossbreeds. Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon. +Source: Monster Manual p. 247, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark, mountain, grassland, forest, swamp, hill, arctic + + + Orc War Chief + M + humanoid (orc) + Chaotic Evil + 16 (chain mail) + 93 (11d8+44) + walk 30 ft. + 18 + 12 + 18 + 11 + 11 + 16 + Str +6, Con +6, Wis +2 + Intimidation +5 + 10 + Common, Orc + 4 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Gruumsh's Fury + The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). + + + Multiattack + The orc makes two attacks with its greataxe or its spear. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 15 (1d12 + 4 plus 1d8) slashing damage. + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+6|2d8+4 + + + Battle Cry (1/Day) + Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action. + + The war chief of an orc tribe is its strongest and most cunning member. The reign of a war chief lasts only as long as it commands the fear and respect of other tribe members, whose bloodlust must be regularly satisfied lest the chief appear weak. Scions of Slaughter. Gruumsh bestows special blessings upon war chiefs who prove themselves in battle time and again, imbuing them with slivers of his savagery. A war chief so blessed finds that his weapons cut deeper into his enemies, allowing him to inflict more carnage. +King Obould Many-Arrows +King Obould of the Many-Arrows tribe is a legend among the orc war chiefs of the Forgotten Realms, and he is the most famous orc chief in the history of the D&D game. +Smarter and more intuitive than most of his kind, Obould slew his chieftain to take control of his tribe. Skilled in the arts of war and renowned for his violent temper, Obould proved himself a fierce opponent in battle time and again. Over the years, he subsumed other orc tribes into his own, until he commanded a horde of thousands. +Obould leveraged his strength and influence to carve out a kingdom for himself in the Spine of the World, a mountain range overlooking numerous dwarven, human, and elven strongholds. +After years of bloody conflict with his more civilized neighbors, Obould did the unthinkable and brokered a peace treaty with his enemies. This treaty confused many of the orcs under Obould's command. It was either a clever ploy by Obould to buy time while he strengthened his army for a final, decisive sweep across the Savage Frontier, or it was a troubling sign that Obould had forsaken the ways of Gruumsh and needed to be destroyed. +Orcs. Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks. +Gruumsh One-Eye. Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk. +Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor. +Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied. +When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory. +On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites. +Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers. +Ranging Scavengers. Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches. +Leadership and Might. Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength. +Orc Crossbreeds. Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon. +Source: Monster Manual p. 246, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden + underdark, mountain, grassland, forest, swamp, hill, arctic + + + Orog + M + humanoid (orc) + Chaotic Evil + 18 (plate armor) + 42 (5d8+20) + walk 30 ft. + 18 + 12 + 18 + 12 + 11 + 12 + + Intimidation +5, Survival +2 + 10 + Common, Orc + 2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the orog can move up to its speed toward a hostile creature that it can see. + + + Multiattack + The orog makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d12 + 4) slashing damage. + Greataxe|+6|1d12+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage. + Javelin|+6|1d6+4 + + Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity of food often brings them to the surface to hunt. Orcs respect an orog's strength and cunning, and a lone orog might command an orc war band. +Stronger and Smarter. An orog uses its strength to bully other orcs and its intelligence to surprise enemies on the battlefield. Many an overconfident elf, human, or dwarf commander has watched a "simple" orc warlord execute a clever maneuver to outflank and destroy an opposing force, not realizing the orc is an orog. +When encountered in great numbers, orogs form their own detachments within much larger orc hordes, and they are always at the forefront of any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way. +Few orc tribes actively seek out orogs to bolster their ranks. The orogs' superiority makes them ideal leaders, and thus deadly rivals to orc war chiefs, who must be wary of orog treachery. +Detached Killers. Wanting nothing more than to hack their enemies to pieces, orogs are a terrifying presence on the battlefield. They form no attachments, even to their parents and siblings, and have no concept of love or dedication. They worship the orc pantheon of gods-Gruumsh and Luthic foremost-because they believe that the gods have strength beyond reason, and physical might is all they respect. +Servants of Darkness. Mistrusted by orcs, some orogs form independent mercenary war bands that sell themselves to the highest bidder. As long as they are rewarded, orog mercenaries gladly serve as elite warriors and shock troops for evil wizards, depraved giants, and other villains. +Orcs. Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks. +Gruumsh One-Eye. Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk. +Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor. +Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied. +When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory. +On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites. +Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers. +Ranging Scavengers. Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches. +Leadership and Might. Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength. +Orc Crossbreeds. Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon. +Source: Monster Manual p. 247, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + underdark, mountain, grassland, forest, hill, arctic + + + Otyugh + L + aberration + Neutral + 14 (natural armor) + 114 (12d10+48) + walk 30 ft. + 16 + 11 + 19 + 6 + 13 + 6 + Con +7 + + 11 + Otyugh + 5 + + + + + darkvision 120 ft. + + Limited Telepathy + The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. + + + Multiattack + The otyugh makes three attacks: one with its bite and two with its tentacles. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. + Bite|+6|2d8+3 + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. + Tentacle|+6|1d8+3 + + + Tentacle Slam + The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. + Tentacle Slam||2d6+3 + + An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine. Like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw. +An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it. +Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else. +Dwellers in Darkness. Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas. +Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk. +Symbiotic Guardians. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one "trained" otyugh has eaten its keeper after devouring all the waste in its wallow. +Source: Monster Manual p. 248, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild + underdark + + + Owl + T + beast + Unaligned + 11 + 1 (1d4-1) + walk 5 ft., fly 60 ft. + 3 + 13 + 8 + 2 + 12 + 7 + + Perception +3, Stealth +3 + 13 + + 0 + + + + + darkvision 120 ft. + + Flyby + The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Keen Hearing and Sight + The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Talons + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 1 slashing damage. + + +Source: Monster Manual p. 333, Rise of Tiamat, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden + forest, arctic + + + Owlbear + L + monstrosity + Unaligned + 13 (natural armor) + 59 (7d10+21) + walk 40 ft. + 20 + 12 + 17 + 3 + 12 + 7 + + Perception +3 + 13 + + 3 + + + + + darkvision 60 ft. + + Keen Sight and Smell + The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Multiattack + The owlbear makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage. + Beak|+7|1d10+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claws|+7|2d8+5 + + An owlbear's screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head. +Deadly Ferocity. The owlbear's reputation for ferocity, aggression, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears. Even monsters that outmatch an owlbear in size and strength avoid tangling with it, for this creature cares nothing about a foe's superior strength as it attacks without provocation. +Consummate Predators. An owlbear emerges from its den around sunset and hunts into the darkest hours of the night, hooting or screeching to declare its territory, to search for a mate, or to flush prey into its hunting grounds. These are typically forests familiar to the owlbear, and dense enough to limit its quarry's escape routes. +An owlbear makes its den in a cave or ruin littered with the bones of its prey. It drags partially devoured kills back to its den, storing portions of the carcass among the surrounding rocks, bushes, and trees. The scent of blood and rotting flesh hangs heavy near an owlbear's lair, attracting scavengers and thus luring more prey. +Owlbears hunt alone or in mated pairs. If quarry is plentiful, a family of owlbears might remain together for longer than is required to rear offspring. Otherwise, they part ways as soon as the young are ready to hunt. +Savage Companions. Although they are more intelligent than most animals, owlbears are difficult to tame. However, with enough time, food, and luck, an intelligent creature can train an owlbear to recognize it as a master, making it an unflinching guard or a fast and hardy mount. People of remote frontier settlements have even succeeded at racing owlbears, but spectators bet as often on which owlbear will attack its handler as they do on which will reach the finish line first. +Elven communities encourage owlbears to den beneath their treetop villages, using the beasts as a natural defense during the night. Hobgoblins favor owlbears as war beasts, and hill giants and frost giants sometimes keep owlbears as pets. A starved owlbear might show up in a gladiatorial arena, ruthlessly eviscerating and devouring its foes before a bloodthirsty audience. +Owlbear Origins. Scholars have long debated the origins of the owlbear. The most common theory is that a demented wizard created the first specimen by crossing a giant owl with a bear. However, venerable elves claim to have known these creatures for thousands of years, and some fey insist that owlbears have always existed in the Feywild. +Source: Monster Manual p. 249, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + forest + + + Panther + M + beast + Unaligned + 12 + 13 (3d8) + walk 50 ft., climb 40 ft. + 14 + 15 + 10 + 3 + 14 + 7 + + Perception +4, Stealth +6 + 14 + + 1/4 + + + + + + + Keen Smell + The panther has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claw|+4|1d4+2 + + +Source: Monster Manual p. 333, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist + grassland, forest, hill + + + Pegasus + L + celestial + Chaotic Good + 12 + 59 (7d10+21) + walk 60 ft., fly 90 ft. + 18 + 15 + 16 + 10 + 15 + 13 + Dex +4, Wis +4, Cha +3 + Perception +6 + 16 + understands Celestial, Common, Elvish, and Sylvan but can't speak + 2 + + + + + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Hooves|+6|2d6+4 + + The white winged horses known as pegasi soar through the skies, a vision of grace and majesty. When they touch down on solid ground, they linger only for a moment, drinking from mountain springs and pristine lakes. Any sound or sign of another creature startles them, sending them off to fly once more among the clouds. +Noble Mounts. Pegasi are highly prized as swift and reliable steeds, being faster and less temperamental than griffons, hippogriffs, and wyverns. However, these wild and shy creatures are as intelligent as humanoids, and so can't be traditionally broken and tamed. A pegasus must be persuaded to serve a good-aligned creature as a mount, but when it does so, it forges a lifelong bond with its new companion. +Born of the Planes. Pegasi trace their origins to the Olympian Glades of Arborea, where they soar through the skies of that plane and serve as faithful mounts to the Seldarine, the pantheon of elven gods. These gods have been known to send pegasi to the Material Plane to aid those in need. +Pegasi Nests. Pegasi mate for life, build their nests in hard-to-reach locations, and give birth to live young. +Source: Monster Manual p. 250, Eberron: Rising from the Last War, Mythic Odysseys of Theros + grassland, forest, hill + + + Pentadrone + L + construct + Lawful Neutral + 16 (natural armor) + 32 (5d10+5) + walk 40 ft. + 15 + 14 + 12 + 10 + 10 + 13 + + Perception +4 + 14 + Modron + 2 + + + + + truesight 120 ft. + + Axiomatic Mind + The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The pentadrone makes five arm attacks. + + + Arm + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Arm|+4|1d6+2 + + + Paralysis Gas (Recharge 5-6) + The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Variant: Rogue Modrons + A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. + A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. + + Pentadrones oversee Mechanus's worker populace and can improvise in response to new situations. +Modrons. Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. +Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no "I," but only "we" or "us." +Variant: Rogue Modrons +A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. +A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. +Absolute Hierarchy. Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand. +Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. +The Great Modron March. When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. +Source: Monster Manual p. 226, Tomb of Annihilation + + + + Peryton + M + monstrosity + Chaotic Evil + 13 (natural armor) + 33 (6d8+6) + walk 20 ft., fly 60 ft. + 16 + 12 + 13 + 9 + 12 + 10 + + Perception +5 + 15 + understands Common and Elvish but can't speak + 2 + bludgeoning, piercing, slashing from nonmagical attacks + + + + + + Dive Attack + If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. + + + Flyby + The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Keen Sight and Smell + The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Multiattack + The peryton makes one gore attack and one talon attack. + + + Gore + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Gore|+5|1d8+3 + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) piercing damage. + Talons|+5|2d4+3 + + Although this monstrous carnivore feeds on any creature, it prefers humanoids, especially elves, half-elves, and humans. When it kills a humanoid, a peryton rips out its prey's heart and takes it back to its nest to be devoured. +The peryton is a bizarre creature that blends the body and wings of a bird of prey with the head of a stag. Its strangest feature is its shadow, which appears humanoid rather than reflecting the creature's physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband's heart. The ritual succeeded until the woman's villainy was exposed. She was hanged for her crime, but the lingering magic of her foul ritual caused the carrion birds that feasted on her corpse to transform into the first perytons. +Unnatural Hunger. A peryton's reproductive cycle depends on the heart of a freshly killed humanoid. The organ must be consumed by a female peryton before she can reproduce. When a peryton consumes a heart, its shadow changes for a brief time to reflect its true monstrous form. When attacking a humanoid, a peryton is single-minded and relentless, fighting until it or its prey dies. +If a peryton is somehow driven away, it stalks lost prey from afar, attacking again when the opportunity arises. +Bane of the Mountains. Perytons roost atop mountain ridges and lair in high caves. They prey on creatures living or wandering in the vales below, and travelers on lonely mountain roads learn to keep a wary eye on the sky. Because normal weapons are less effective against perytons, the folk of the mountains know to avoid confrontations with these monsters at all costs. +Established settlements are attractive to perytons as a renewable food source. As such, village councils and local nobles often hire adventurers to eliminate peryton nests. +Source: Monster Manual p. 251, Hoard of the Dragon Queen, Princes of the Apocalypse, Tales from the Yawning Portal, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden + mountain, hill + + + Phase Spider + L + monstrosity + Unaligned + 13 (natural armor) + 32 (5d10+5) + walk 30 ft., climb 30 ft. + 15 + 15 + 12 + 6 + 10 + 6 + + Stealth +6 + 10 + + 3 + + + + + darkvision 60 ft. + + Ethereal Jaunt + As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. + + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|+4|1d10+2 + Bite||4d8 + + A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. +Source: Monster Manual p. 334, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + underdark, grassland, forest, hill, urban, desert + + + Piercer + M + monstrosity + Unaligned + 15 (natural armor) + 22 (3d8+9) + walk 5 ft., climb 5 ft. + 10 + 13 + 16 + 1 + 7 + 3 + + Stealth +5 + 8 + + 1/2 + + + + + blindsight 30 ft., darkvision 60 ft. + + False Appearance + While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite. + + + Spider Climb + The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Drop + Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen. + Drop|+3|1d6 + + Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in silence to impale unsuspecting foes on the ground below. +A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations. +Patient Hunters. Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then falling to attack. A piercer that misses its chance to kill must make its slow way back to the ceiling. A fallen piercer excretes a foul-smelling slime when attacked, making most predators think twice about eating it. +Piercers gather in colonies to maximize the effectiveness of their attacks, dropping simultaneously to increase the odds of striking prey. After a piercer successfully slays a creature, the others slowly creep toward the corpse to join in the feast. +Source: Monster Manual p. 252, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden + underdark + + + Pit Fiend + L + fiend (devil) + Lawful Evil + 19 (natural armor) + 300 (24d10+168) + walk 30 ft., fly 60 ft. + 26 + 14 + 24 + 22 + 18 + 24 + Dex +8, Con +13, Wis +10 + + 14 + Infernal, telepathy 120 ft. + 20 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + truesight 120 ft. + + Fear Aura + Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. + + + Magic Resistance + The pit fiend has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The pit fiend's weapon attacks are magical. + + + Multiattack + The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. + + + Bite + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|+14|4d6+8 + Bite||6d6 + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage. + Claw|+14|2d8+8 + + + Mace + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. + Mace|+14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 24 (3d10 + 8) bludgeoning damage. + Tail|+14|3d10+8 + + + Innate Spellcasting + The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: + At will: detect magic, fireball + 3/day each: hold monster, wall of fire + + detect magic, fireball, hold monster, wall of fire + Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. +Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. +Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. +Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. +At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. +Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. +To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. +The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. +A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. +If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. +Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. +Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. +Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. +Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. +Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. +Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. +Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. +No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. +Infernal Hierarchy +Rank | Devil(s) +1. | lemure +2. (Lesser devils) | imp +3. | spined devil +4. | bearded devil +5. | barbed devil +6. | chain devil +7. | bone devil +8. (Greater devils) | horned devil +9. | erinyes +10. | ice devil +11. | pit fiend +12. (Archdevils) | duke or duchess +13. | archduke or archduchess + +The Nine Hells +The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. +Layers and Lords of the Nine Hells Layer +Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants +1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils +2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils +3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils +4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils +5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps +6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps +7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps +8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends +9 | Nessus | Asmodeus | — | All devils + +Devil True Names and Talismans. +------ +Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. +A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. +However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. +------ +Summon Devil (1/Day) + The devil chooses what to summon and attempts a magical summoning. +Source: Monster Manual p. 77, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Pixie + T + fey + Neutral Good + 15 + 1 (1d4-1) + walk 10 ft., fly 30 ft. + 2 + 20 + 8 + 10 + 14 + 15 + + Perception +4, Stealth +7 + 14 + Sylvan + 1/4 + + + + + + + Magic Resistance + The pixie has advantage on saving throws against spells and other magical effects. + + + Superior Invisibility + The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it. + + + Innate Spellcasting + The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: + At will: druidcraft + 1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep + + druidcraft, confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep + Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. +Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie's fear of being captured or attacked stays its hand. Those who wander through a pixie's glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh. +Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles. +Magical Faerie Folk. With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn. +Pixie Dust. When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber. +Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power. +Tiny Tricksters. While the arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf's boots together, create illusions of strange creatures or treasures, or use dancing lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their "guests" along a safe route or invite them to a tiny yet satisfying feast prepared in their honor. +Opposed to Violence. Unlike their fey cousins, the sprites, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy. +Source: Monster Manual p. 253, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount + forest + + + Planetar + L + celestial + Lawful Good + 19 (natural armor) + 200 (16d10+112) + walk 40 ft., fly 120 ft. + 24 + 20 + 24 + 19 + 22 + 25 + Con +12, Wis +11, Cha +12 + Perception +11 + 21 + all, telepathy 120 ft. + 16 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + truesight 120 ft. + + Angelic Weapons + The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). + + + Divine Awareness + The planetar knows if it hears a lie. + + + Magic Resistance + The planetar has advantage on saving throws against spells and other magical effects. + + + Multiattack + The planetar makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. + Greatsword|+12|4d6+7 + + + Healing Touch (4/Day) + The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Innate Spellcasting + The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: + At will: detect evil and good, invisibility (self only) + 3/day each: blade barrier, dispel evil and good, flame strike, raise dead + 1/day each: commune, control weather, insect plague + + detect evil and good, invisibility, blade barrier, dispel evil and good, flame strike, raise dead, commune, control weather, insect plague + An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. +Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. +Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. +An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances. +Fallen Angels. An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service. +Immortal Nature. An angel doesn't require food, drink, or sleep. +Planetar. Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities' might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood, and its radiant eyes see through every deception. +Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends. +Source: Monster Manual p. 17, Baldur's Gate: Descent Into Avernus + + + + Plesiosaurus + L + beast + Unaligned + 13 (natural armor) + 68 (8d10+24) + walk 20 ft., swim 40 ft. + 18 + 15 + 16 + 2 + 12 + 5 + + Perception +3, Stealth +4 + 13 + + 2 + + + + + + + Hold Breath + The plesiosaurus can hold its breath for 1 hour. + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 14 (3d6 + 4) piercing damage. + Bite|+6|3d6+4 + + A plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible neck accounts for a third of its total length, letting it twist in any direction to deliver a powerful bite. +Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. +Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. +Source: Monster Manual p. 80, Tomb of Annihilation, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden + underwater, coastal + + + Poisonous Snake + T + beast + Unaligned + 13 + 2 (1d4) + walk 30 ft., swim 30 ft. + 2 + 16 + 11 + 1 + 10 + 3 + + + 10 + + 1/8 + + + + + blindsight 10 ft. + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. + Bite|+5|2d4 + + +Source: Monster Manual p. 334, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Infernal Machine Rebuild + grassland, forest, swamp, hill, desert, coastal + + + Polar Bear + L + beast + Unaligned + 12 (natural armor) + 42 (5d10+15) + walk 40 ft., swim 30 ft. + 20 + 10 + 16 + 2 + 13 + 7 + + Perception +3 + 13 + + 2 + + + + + + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. + Bite|+7|1d8+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claws|+7|2d6+5 + + +Source: Monster Manual p. 334, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark, arctic + + + Poltergeist + M + undead + Chaotic Evil + 12 + 22 (5d8) + walk 0 ft., fly 50 ft. + 1 + 14 + 11 + 10 + 10 + 11 + + + 10 + understands all languages it knew in life but can't speak + 2 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Incorporeal Movement + The poltergeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Sunlight Sensitivity + While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Invisibility + The poltergeist is invisible. + + + Forceful Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 10 (3d6) force damage. + Forceful Slam|+4|3d6 + + + Telekinetic Thrust + The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. + If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. + If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit. + Telekinetic Thrust|+4|2d4 + + A poltergeist is the confused, invisible spirit of an individual with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche. +Source: Monster Manual p. 279, Curse of Strahd, Icewind Dale: Rime of the Frostmaiden + underdark, urban + + + Pony + M + beast + Unaligned + 10 + 11 (2d8+2) + walk 40 ft. + 15 + 10 + 13 + 2 + 11 + 7 + + + 10 + + 1/8 + + + + + + + Hooves + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) bludgeoning damage. + Hooves|+4|2d4+2 + + +Source: Monster Manual p. 335, Storm King's Thunder + urban + + + Priest + M + humanoid (any race) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 30 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages + 2 + + + + + + + Divine Eminence + As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. +Source: Monster Manual p. 348, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Pseudodragon + T + dragon + Neutral Good + 13 + 7 (2d4+2) + walk 15 ft., fly 60 ft. + 6 + 15 + 13 + 10 + 12 + 10 + + Perception +3, Stealth +4 + 13 + understands Common and Draconic but can't speak + 1/4 + + + + + blindsight 10 ft., darkvision 60 ft. + + Keen Senses + The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. + + + Magic Resistance + The pseudodragon has advantage on saving throws against spells and other magical effects. + + + Limited Telepathy + The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. + Sting|+4|1d4+2 + + + Variant: Pseudodragon Familiar + Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait. + Familiar. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond. + + The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful. +Quiet and Defensive. Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours. +Draconic Familiars. Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly. +A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning. +Language of Emotion. Pseudodragons can't speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances. +A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent. +Variant: Pseudodragon Familiar +Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait. +Familiar. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond. +Source: Monster Manual p. 254, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + mountain, forest, hill, urban, desert, coastal + + + Pteranodon + M + beast + Unaligned + 13 (natural armor) + 13 (3d8) + walk 10 ft., fly 60 ft. + 12 + 15 + 10 + 2 + 9 + 5 + + Perception +1 + 11 + + 1/4 + + + + + + + Flyby + The pteranodon doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) piercing damage + Bite|+3|2d4+1 + + These flying reptiles have wingspans of 15 to 20 feet and typically dive for small marine prey, though they are opportunists and will attack any creature that appears edible. A pteranodon has no teeth, instead using its sharp beak to stab prey too large to swallow with one gulp. +Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. +Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. +Source: Monster Manual p. 80, Tomb of Annihilation, Ghosts of Saltmarsh, Eberron: Rising from the Last War + mountain, grassland, coastal + + + Purple Worm + G + monstrosity + Unaligned + 18 (natural armor) + 247 (15d20+90) + walk 50 ft., burrow 30 ft. + 28 + 7 + 22 + 1 + 8 + 4 + Con +11, Wis +4 + + 9 + + 15 + + + + + blindsight 30 ft., tremorsense 60 ft. + + Tunneler + The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The worm makes two attacks: one with its bite and one with its stinger. + + + Bite + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. + Bite|+14|3d8+9 + Bite||6d6 + If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + Tail Stinger + Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. + Tail Stinger|+14|3d6+9 + Tail Stinger||12d6 + + The massive burrowing monster known as the purple worm terrorizes the creatures of the Underdark as it chews through solid rock in pursuit of prey. A dimwitted, ravenous force of nature, this creature regards anything it encounters as food. +Ravenous Hunters. Loud noise attracts purple worms, which have been known to interrupt underground battles and tear through subterranean cities seeking prey. The underground civilizations of the drow, the duergar, and the mind flayers maintain special wards around their settlements to deter these monsters. +Though most common in the Underdark, purple worms are frequently seen on the surface world in rocky and mountainous lands. The maw of a purple worm is large enough to swallow a horse whole, and no creature is safe from its hunger. It lunges forward by rhythmically compressing and expanding its body, catching other Underdark dwellers by surprise with the speed of its advance. +Boons of the Worm. When a purple worm burrows through the ground, it consumes earth and rock, which it breaks down and constantly excretes. Precious metals and gems can thus be found within the bodies of purple worms, which are targeted by particularly brave and foolhardy treasure hunters. +A burrowing purple worm constantly creates new tunnels throughout the Underdark, which are quickly made use of by other creatures as corridors and highways. Because a purple worm rarely returns to its own tunnels, such passageways are a good place to avoid these monsters. Areas rich in prey quickly become interlaced with complex tunnel systems resulting from several worms hunting together. +Source: Monster Manual p. 255, Explorer's Guide to Wildemount + underdark, desert + + + Quadrone + M + construct + Lawful Neutral + 16 (natural armor) + 22 (4d8+4) + walk 30 ft., fly 30 ft. + 12 + 14 + 12 + 10 + 10 + 11 + + Perception +2 + 12 + Modron + 1 + + + + + truesight 120 ft. + + Axiomatic Mind + The quadrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The quadrone makes two fist attacks or four shortbow attacks. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage. + Fist|+3|1d4+1 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + + Variant: Rogue Modrons + A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. + A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. + + Astute combatants, quadrones serve as artillery and field officers in the regiments of modron armies. +Modrons. Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. +Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no "I," but only "we" or "us." +Variant: Rogue Modrons +A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. +A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. +Absolute Hierarchy. Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand. +Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. +The Great Modron March. When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. +Source: Monster Manual p. 226, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage + + + + Quaggoth + M + humanoid (quaggoth) + Chaotic Neutral + 13 (natural armor) + 45 (6d8+18) + walk 30 ft., climb 30 ft. + 17 + 12 + 16 + 6 + 12 + 7 + + Athletics +5 + 11 + Undercommon + 2 + + poison + + poisoned + darkvision 120 ft. + + Wounded Fury + While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. + + + Multiattack + The quaggoth makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+5|1d6+3 + + Savage and territorial, quaggoths climb the chasms of the Underdark. They maul their foes in a frenzy, becoming even more murderous in the face of death. +Quaggoth Origins. Quaggoths were never an enlightened species, but they were not always the brutal Underdark denizens they are today. In a distant age, quaggoth tribes dwelled upon the surface as nocturnal arboreal hunters, possessing their own language and culture. When elves appeared in the mortal realm, they clashed with the quaggoths, eventually driving them to near extinction. Only by fleeing deep into the Underdark did the quaggoths survive. +As they passed the ages deep beneath the world, the quaggoths' fur lost its color and their vision adapted to the darkness, even as the constant danger and weird magic of their new realm transformed them. Turning increasingly brutal and savage, they ate whatever food they could find-and when they could not find it, they preyed on each other. As cannibalism became part of their culture, their past was abandoned. +Servants of the Drow. The ancient enmity between quaggoths and surface elves makes them easy converts to the dark elf cause. In recent years, the drow have taken an interest in breeding quaggoths, encouraging their ferocity while strengthening their obedience. Wealthy drow houses have legions of quaggoths at their command. Even worse, the drow cultivate the quaggoths' hatred of the elves by leading them on surface raids against known elven enclaves. +Thonots. Some quaggoths absorb psionic energy that suffuses certain parts of the Underdark. When a tribe discovers that one of its own has inherited such powers, they press it into the role of tribal shaman, or thonot. +A thonots keep a tribe's lore and ensures its superiority against enemies. A thonot that fails the tribe is slain and devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth. +Poison Immunity. Generations of hunting venomous subterranean creatures and perpetual exposure to the molds and fungi that grow in the depths have forced quaggoths to adapt immunities to poisons of all kinds. +Source: Monster Manual p. 256, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden + underdark + + + Quaggoth Spore Servant + M + plant + Unaligned + 13 (natural armor) + 45 (6d8+18) + walk 20 ft., climb 20 ft. + 17 + 12 + 16 + 2 + 6 + 1 + + + 8 + + 1 + + poison + + blinded, charmed, frightened, paralyzed, poisoned + blindsight 30 ft. (blind beyond this radius) + + Multiattack + The spore servant makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+5|1d6+3 + + A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can't be turned into a spore servant. +Retained Characteristics. The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities. +Lost Characteristics. The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn't Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item. +Type. The servant's type is plant, and it loses any tags. +Alignment. The servant is unaligned. +Speed. Reduce all the servant's speeds by 10 feet, to a minimum of 5 feet. +Ability Scores. The servant's ability scores change as follows: Int 2 (-4), Wis 6 (-2), Cha 1 (-5). +Senses. The servant has blindsight with a radius of 30 feet, and it is blind beyond this radius. +Condition Immunities. The servant can't be blinded, charmed, frightened, or paralyzed. +Languages. The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid. +Attacks. If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 + the servant's Strength modifier, or, if the servant is Large, 2d4 + its Strength modifier. +Source: Monster Manual p. 230, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden + underdark + + + Quaggoth Thonot + M + humanoid (quaggoth) + Chaotic Neutral + 13 (natural armor) + 45 (6d8+18) + walk 30 ft., climb 30 ft. + 17 + 12 + 16 + 6 + 12 + 7 + + Athletics +5 + 10 + Undercommon + 3 + + poison + + poisoned + darkvision 120 ft. + + Wounded Fury + While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. + + + Multiattack + The quaggoth makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+5|1d6+3 + + + Innate Spellcasting (Psionics) + The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11). The quaggoth can innately cast the following spells, requiring no components: + At will: feather fall, mage hand (the hand is invisible) + 1/day each: cure wounds, enlarge/reduce, heat metal, mirror image + + feather fall, mage hand, cure wounds, enlarge/reduce, heat metal, mirror image + Savage and territorial, quaggoths climb the chasms of the Underdark. They maul their foes in a frenzy, becoming even more murderous in the face of death. +Quaggoth Origins. Quaggoths were never an enlightened species, but they were not always the brutal Underdark denizens they are today. In a distant age, quaggoth tribes dwelled upon the surface as nocturnal arboreal hunters, possessing their own language and culture. When elves appeared in the mortal realm, they clashed with the quaggoths, eventually driving them to near extinction. Only by fleeing deep into the Underdark did the quaggoths survive. +As they passed the ages deep beneath the world, the quaggoths' fur lost its color and their vision adapted to the darkness, even as the constant danger and weird magic of their new realm transformed them. Turning increasingly brutal and savage, they ate whatever food they could find-and when they could not find it, they preyed on each other. As cannibalism became part of their culture, their past was abandoned. +Servants of the Drow. The ancient enmity between quaggoths and surface elves makes them easy converts to the dark elf cause. In recent years, the drow have taken an interest in breeding quaggoths, encouraging their ferocity while strengthening their obedience. Wealthy drow houses have legions of quaggoths at their command. Even worse, the drow cultivate the quaggoths' hatred of the elves by leading them on surface raids against known elven enclaves. +Thonots. Some quaggoths absorb psionic energy that suffuses certain parts of the Underdark. When a tribe discovers that one of its own has inherited such powers, they press it into the role of tribal shaman, or thonot. +A thonots keep a tribe's lore and ensures its superiority against enemies. A thonot that fails the tribe is slain and devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth. +Poison Immunity. Generations of hunting venomous subterranean creatures and perpetual exposure to the molds and fungi that grow in the depths have forced quaggoths to adapt immunities to poisons of all kinds. +Source: Monster Manual p. 256, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden + underdark + + + Quasit + T + fiend (demon) + Chaotic Evil + 13 + 7 (3d4) + walk 40 ft. + 5 + 17 + 10 + 7 + 10 + 10 + + Stealth +5 + 10 + Abyssal, Common + 1 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + + Shapechanger + The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Magic Resistance + The quasit has advantage on saving throws against spells and other magical effects. + + + Claw (Bite in Beast Form) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claw (Bite in Beast Form)|+4|1d4+3 + Claw (Bite in Beast Form)||2d4 + + + Scare (1/Day) + One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. + + + Invisibility + The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it. + + + Variant: Quasit Familiar + Mortal spellcasters interested in extraplanar familiars find quasits easy to summon and eager to serve. The quasit plays the part of the obsequious servant. It serves its master well, but it goads the mortal to greater and greater acts of chaos and evil. Such quasits have the following trait. + Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond. + + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 63, Curse of Strahd, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Quipper + T + beast + Unaligned + 13 + 1 (1d4-1) + swim 40 ft. + 2 + 16 + 9 + 1 + 7 + 2 + + + 8 + + 0 + + + + + darkvision 60 ft. + + Blood Frenzy + The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The quipper can breathe only underwater. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage. + + A quipper is a carnivorous fish with sharp teeth. +Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. +Source: Monster Manual p. 335, Princes of the Apocalypse, Tomb of Annihilation, Ghosts of Saltmarsh, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + underwater + + + Rakshasa + M + fiend + Lawful Evil + 16 (natural armor) + 110 (13d8+52) + walk 40 ft. + 14 + 17 + 18 + 13 + 16 + 20 + + Deception +10, Insight +8 + 13 + Common, Infernal + 13 + + bludgeoning, piercing, slashing from nonmagical attacks + piercing from magic weapons wielded by good creatures + + darkvision 60 ft. + + Limited Magic Immunity + The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. + + + Multiattack + The rakshasa makes two claw attacks + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. + Claw|+7|2d6+2 + + + Innate Spellcasting + The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: + At will: detect thoughts, disguise self, mage hand, minor illusion + 3/day each: charm person, detect magic, invisibility, major image, suggestion + 1/day each: dominate person, fly, plane shift, true seeing + + detect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, invisibility, major image, suggestion, dominate person, fly, plane shift, true seeing + The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa's true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human. +Evil Spirits in Mortal Flesh. Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. +Evil Reborn. For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms-a process that can take months or years. +When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer's family, friends, or descendants. +Like devils, rakshasas killed in the Nine Hells are forever destroyed. +Source: Monster Manual p. 257, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War + urban + + + Rat + T + beast + Unaligned + 10 + 1 (1d4-1) + walk 20 ft. + 2 + 11 + 9 + 2 + 10 + 4 + + + 10 + + 0 + + + + + darkvision 30 ft. + + Keen Smell + The rat has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 piercing damage. + + +Source: Monster Manual p. 335, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + swamp, urban + + + Raven + T + beast + Unaligned + 12 + 1 (1d4-1) + walk 10 ft., fly 50 ft. + 2 + 14 + 8 + 2 + 12 + 6 + + Perception +3 + 13 + + 0 + + + + + + + Mimicry + The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage. + + +Source: Monster Manual p. 335, Curse of Strahd, Icewind Dale: Rime of the Frostmaiden + swamp, hill, urban + + + Red Dragon Wyrmling + M + dragon + Chaotic Evil + 17 (natural armor) + 75 (10d8+30) + walk 30 ft., climb 30 ft., fly 60 ft. + 19 + 10 + 17 + 12 + 11 + 15 + Dex +2, Con +5, Wis +2, Cha +4 + Perception +4, Stealth +2 + 14 + Draconic + 4 + + fire + + + blindsight 10 ft., darkvision 60 ft. + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. + Bite|+6|1d10+4 + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||7d6 + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 98, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus + + + + Red Slaad + L + aberration + Chaotic Neutral + 14 (natural armor) + 93 (11d10+33) + walk 30 ft. + 16 + 12 + 16 + 6 + 6 + 7 + + Perception +1 + 11 + Slaad, telepathy 60 ft. + 5 + acid, cold, fire, lightning, thunder + + + + darkvision 60 ft. + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects. + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (2d4 + 3) piercing damage. + Bite|+6|2d4+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease—a minuscule slaad egg. + Claw|+6|1d8+3 + A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. + If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated. + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + When a red slaad claws a humanoid creature, it can inject an egg from a gland under one of its claws. The egg works its way into its host and gestates, eventually forming a slaad tadpole. Such a tadpole then eats its way out of the host's body, feeds on the host's remains, and then seeks any other fresh meat it can find. The tadpole transforms into a fully grown blue slaad-or green slaad if the host had the ability to cast 3rd level spells or higher-within 2d12 hours. +Slaadi. In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. +The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason. +The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them. +Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. +Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. +Source: Monster Manual p. 276, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden + + + + Reef Shark + M + beast + Unaligned + 12 (natural armor) + 22 (4d8+4) + swim 40 ft. + 14 + 13 + 13 + 1 + 10 + 4 + + Perception +2 + 12 + + 1/2 + + + + + blindsight 30 ft. + + Pack Tactics + The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Water Breathing + The shark can breathe only underwater. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Bite|+4|1d8+2 + + Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. +Source: Monster Manual p. 336, Tomb of Annihilation, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + underwater + + + Remorhaz + H + monstrosity + Unaligned + 17 (natural armor) + 195 (17d12+85) + walk 30 ft., burrow 20 ft. + 24 + 13 + 21 + 4 + 10 + 5 + + + 10 + + 11 + + cold, fire + + + darkvision 60 ft., tremorsense 60 ft. + + Heated Body + A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. + Bite|+11|6d10+7 + + + Swallow + The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. + If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. + + From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Wing like fins flare from the back of the creature's head, and its wide mouth brims with jagged teeth. +Arctic Predators. Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover. +Young Ones. Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants' icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole. +Source: Monster Manual p. 258, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + arctic + + + Revenant + M + undead + Neutral + 13 (leather armor) + 136 (16d8+64) + walk 30 ft. + 18 + 14 + 18 + 13 + 16 + 18 + Str +7, Con +7, Wis +6, Cha +7 + + 13 + the languages it knew in life + 5 + necrotic, psychic + poison + + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60 ft. + + Regeneration + The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. + + + Rejuvenation + When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. + + + Turn Immunity + The revenant is immune to effects that turn undead. + + + Vengeful Tracker + The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. + + + Multiattack + The revenant makes two fist attacks. + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller. + Fist|+7|2d6+4 + + + Vengeful Glare + The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success. + + + Variant: Revenants with Spells and Weapons + Revenants that were spellcasters before they died might retain some or all of their spellcasting capabilities. Similarly, revenants that wore armor and wielded weapons in life might continue to do so. + + A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is. +Hunger for Revenge. A revenant has only one year to exact revenge. When its adversary dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to dust and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it seeks worthy allies to help it fulfill its quest. +Divine Justice. No magic can hide a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary, it pursues them one at a time, starting with the creature that dealt it the killing blow. If the revenant's body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt. +Undead Nature. A revenant doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 259, Curse of Strahd, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + forest, swamp, hill, urban, desert, arctic + + + Rhinoceros + L + beast + Unaligned + 11 (natural armor) + 45 (6d10+12) + walk 40 ft. + 21 + 8 + 15 + 2 + 12 + 6 + + + 11 + + 2 + + + + + + + Charge + If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage. + Gore|+7|2d8+5 + + +Source: Monster Manual p. 336, Tomb of Annihilation, Waterdeep: Dragon Heist, Icewind Dale: Rime of the Frostmaiden + grassland + + + Riding Horse + L + beast + Unaligned + 10 + 13 (2d10+2) + walk 60 ft. + 16 + 10 + 12 + 2 + 11 + 7 + + + 10 + + 1/4 + + + + + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage. + Hooves|+5|2d4+3 + + +Source: Monster Manual p. 336, Curse of Strahd, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + grassland, urban + + + Roc + G + monstrosity + Unaligned + 15 (natural armor) + 248 (16d20+80) + walk 20 ft., fly 120 ft. + 28 + 10 + 20 + 3 + 10 + 9 + Dex +4, Con +9, Wis +4, Cha +3 + Perception +4 + 14 + + 11 + + + + + + + Keen Sight + The roc has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The roc makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 27 (4d8 + 9) piercing damage. + Beak|+13|4d8+9 + + + Talons + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target. + Talons|+13|4d6+9 + + At first sight, a roc's silhouette looks much like any other bird of prey. As it descends, however, its unearthly size becomes terrifyingly clear. In flight, a roc's wingspan spreads two hundred feet or more. At rest, perched upon the mountain peaks that are its home, this monstrous bird rivals the oldest dragons in size. +Sky Titans. In the ancient days when giants battled dragons for control of the world, Annam, the father of the giant gods, created the rocs so that his worshipers might challenge the dragons' dominance of the air. +When the war ended, the rocs were freed from giant domination and spread throughout the world. +Though cloud giants and storm giants sometimes tame these great birds, rocs treat even giants as potential prey. They fly great distances in search of food, soaring high above the clouds to reach their favored hunting grounds. A roc seldom hunts swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, a whale, or an elephant, a roc dives down to snatch its prey in its massive talons. +Remote and Alone. Rocs are solitary creatures that can live for centuries. They lair in nests made from trees, tents, broken ships, and the remains of caravans they carry off, placing these massive tangles in mountain clefts out of the reach of lesser creatures. +Sometimes a roc's nest contains treasures from the caravans or ships they raid, but these creatures are heedless of such baubles. More rarely, a nest holds eggs that are taller than a human, produced by the rocs' infrequent mating. +Source: Monster Manual p. 260, Curse of Strahd, Storm King's Thunder, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + mountain, hill, desert, coastal, arctic + + + Roper + L + monstrosity + Neutral Evil + 20 (natural armor) + 93 (11d10+33) + walk 10 ft., climb 10 ft. + 18 + 8 + 17 + 7 + 16 + 6 + + Perception +6, Stealth +5 + 16 + + 5 + + + + + darkvision 60 ft. + + False Appearance + While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. + + + Grasping Tendrils + The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. + + + Spider Climb + The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 22 (4d8 + 4) piercing damage. + Bite|+7|4d8+4 + + + Tendril + Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. + + + Reel + The roper pulls each creature grappled by it up to 25 feet straight toward it. + + Living in caves and caverns throughout the Underdark, voracious ropers feast on whatever they can catch and seize. A roper eats any creature, from Underdark beasts to adventurers and their gear. +A roper has the appearance of a stalagmite or stalactite, which often allows it to attack with surprise. The creature can move slowly using thousands of sticky cilia beneath its base. It creeps up cave walls and along stone ceilings, finding the best position from which to attack. +Underdark Hunters. The roper is an evolved, mature form of piercer, with which it shares its rock-like appearance and hunting tactics. A roper can hold still for long hours, shutting its single eye to look like nothing more than a mundane formation of rock. Creatures that come too close are surprised when that eye snaps open and sticky tendrils shoot out to seize them. The roper then makes horrible guttural sounds as it reels in its struggling victims, drawing them close for the fatal bite of its stony teeth. +A roper can digest anything it eats with the exception of platinum, gemstones, and magic items, which can sometimes be retrieved from the creature's gizzard after death. A roper's digestive juices are also valuable, fetching a high price from alchemists who use them as a solvent. +Weakening Tendrils. A roper has six nubs set along its body, through which it extrudes sticky tendrils that bond to whatever they touch. Each tendril sends out hair-like growths that penetrate a creature's flesh and sap its strength, so the victim can struggle only weakly as the roper reels it in. If a tendril is cut through or broken, the roper produces a new one to replace it. +Source: Monster Manual p. 261, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage + underdark + + + Rug of Smothering + L + construct + Unaligned + 12 + 33 (6d10) + walk 10 ft. + 17 + 14 + 10 + 1 + 3 + 1 + + + 6 + + 2 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + Damage Transfer + While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. + + + False Appearance + While the rug remains motionless, it is indistinguishable from a normal rug. + + + Smother + Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage. + Smother|+5|2d6+3 + + Would-be thieves and careless heroes arrive at the doorsteps of an enemy's abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death. +A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant's hovel. Creatures with the ability to sense magic detect the rug's false magical aura. +In some cases, a rug of smothering is disguised as a carpet of flying or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim. +Animated Objects. Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons. +Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. +Source: Monster Manual p. 20, Curse of Strahd, Hoard of the Dragon Queen, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Rust Monster + M + monstrosity + Unaligned + 14 (natural armor) + 27 (5d8+5) + walk 40 ft. + 13 + 12 + 13 + 2 + 13 + 6 + + + 11 + + 1/2 + + + + + darkvision 60 ft. + + Iron Scent + The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. + + + Rust Metal + Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Bite|+3|1d8+1 + + + Antennae + The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. + If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. + + Most dwarves would rather face a squad of orcs than confront a single rust monster. These strange, normally docile creatures corrode ferrous metals, then gobble up the rust they create. In doing so, they have ruined the armor, shields, and weapons of countless adventurers. +A rust monster's body is covered in thick, lumpy armor, its long tail ends in a bony protrusion, and two feathery antennae sprout from its insectile head. +Underground Scavengers. Rust monsters roam subterranean passages in search of ferrous metals such as iron, steel, adamantine, and mithral to consume. +They ignore creatures not carrying such metals, but can become aggressive toward those bearing steel weapons and armor. A rust monster can smell its food at a distance, immediately dashing toward the scent's source to corrode and consume the object. +A rust monster doesn't care if the rust it consumes comes from a spike or a sword. Adventurers can distract the creature by dropping ferrous objects behind them. +Subterranean Wanderers. Rust monsters are rarely found in large numbers, preferring to hunt alone or in small groups. They meander along tunnels, moving from cave to cave in their tireless search for ferrous metals to consume. Their wanderings often bring them into contact with other Underdark denizens that find them harmless or unappetizing. Thus, rust monsters may be found in close proximity to other subterranean monsters. If they are well treated and well fed, they can also become friendly companions or pets. +Source: Monster Manual p. 262, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark + + + Saber-Toothed Tiger + L + beast + Unaligned + 12 + 52 (7d10+14) + walk 40 ft. + 18 + 14 + 15 + 3 + 12 + 8 + + Perception +3, Stealth +6 + 13 + + 2 + + + + + + + Keen Smell + The tiger has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d10 + 5) piercing damage. + Bite|+6|1d10+5 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claw|+6|2d6+5 + + +Source: Monster Manual p. 336, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + mountain, arctic + + + Sahuagin + M + humanoid (sahuagin) + Lawful Evil + 12 (natural armor) + 22 (4d8+4) + walk 30 ft., swim 40 ft. + 13 + 11 + 12 + 12 + 13 + 9 + + Perception +5 + 15 + Sahuagin + 1/2 + + + + + darkvision 120 ft. + + Blood Frenzy + The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. + Claws|+3|1d4+1 + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as "sea devils," for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages. +Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties. +The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons. +Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities. +Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them. +Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict. +So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti-a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say. +The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion. +Source: Monster Manual p. 263, Tales from the Yawning Portal, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + underwater, coastal + + + Sahuagin Baron + L + humanoid (sahuagin) + Lawful Evil + 16 (breastplate) + 76 (9d10+27) + walk 30 ft., swim 50 ft. + 19 + 15 + 16 + 14 + 13 + 17 + Dex +5, Con +6, Int +5, Wis +4 + Perception +7 + 17 + Sahuagin + 5 + + + + + darkvision 120 ft. + + Blood Frenzy + The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The sahuagin makes three attacks: one with his bite and two with his claws or trident. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d4 + 4) piercing damage. + Bite|+7|2d4+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|+7|2d6+4 + + + Trident + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Trident|+7|2d6+4 + + Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as "sea devils," for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages. +Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties. +The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons. +Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities. +Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them. +Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict. +So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti-a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say. +The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion. +Source: Monster Manual p. 264, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh + underwater, coastal + + + Sahuagin Priestess + M + humanoid (sahuagin) + Lawful Evil + 12 (natural armor) + 33 (6d8+6) + walk 30 ft., swim 40 ft. + 13 + 11 + 12 + 12 + 14 + 13 + + Perception +6, Religion +3 + 16 + Sahuagin + 2 + + + + + darkvision 120 ft. + + Blood Frenzy + The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The sahuagin makes two melee attacks: one with her bite and one with her claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. + Claws|+3|1d4+1 + + + Spellcasting + The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: + Cantrips (at will): guidance, thaumaturgy + • 1st level (4 slots): bless, detect magic, guiding bolt + • 2nd level (3 slots): hold person, spiritual weapon (trident) + • 3rd level (3 slots): mass healing word, tongues + + 4, 3, 3 + guidance, thaumaturgy, bless, detect magic, guiding bolt, hold person, spiritual weapon, mass healing word, tongues + Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as "sea devils," for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages. +Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties. +The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons. +Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities. +Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them. +Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict. +So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti-a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say. +The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion. +Source: Monster Manual p. 264, Tales from the Yawning Portal, Ghosts of Saltmarsh, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus + underwater, coastal + + + Salamander + L + elemental + Neutral Evil + 15 (natural armor) + 90 (12d10+24) + walk 30 ft. + 18 + 14 + 15 + 11 + 10 + 12 + + + 10 + Ignan + 5 + bludgeoning, piercing, slashing from nonmagical attacks + fire + cold + + darkvision 60 ft. + + Heated Body + A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. + + + Heated Weapons + Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). + + + Multiattack + The salamander makes two attacks: one with its spear and one with its tail. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. + Spear|+7|2d6+4 + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets. + Tail|+7|2d6+4 + + Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces. +Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes. +Fire Snakes. Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg's thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year. +Slaves of the Efreet. Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers' work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes. +Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders' hatred and pitting them against the efreets' former servants. +The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as slaves. +Domineering Nobles. Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin. +As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure. +Living Forges. Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity. +This inherent heat is an asset to salamanders' skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat. +Source: Monster Manual p. 266, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus + underdark + + + Satyr + M + fey + Chaotic Neutral + 14 (leather armor) + 31 (7d8) + walk 40 ft. + 12 + 16 + 11 + 12 + 10 + 14 + + Perception +2, Performance +6, Stealth +5 + 12 + Common, Elvish, Sylvan + 1/2 + + + + + + + Magic Resistance + The satyr has advantage on saving throws against spells and other magical effects. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) bludgeoning damage. + Ram|+3|2d4+1 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|+5|1d6+3 + + + Variant: Satyr Pipes + A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the following additional action option. + Panpipes. The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creature that can't be charmed are unaffected + An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours. + Charming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately. + Frightening Strain. The creature is frightened for 1 minute. + Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake. + + Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure. +Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. They typically sport facial hair. +Hedonistic Revelers. Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can't indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they've heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration. +Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends. +Source: Monster Manual p. 267, Storm King's Thunder, Infernal Machine Rebuild + forest + + + Scarecrow + M + construct + Chaotic Evil + 11 + 36 (8d8) + walk 30 ft. + 11 + 13 + 11 + 10 + 10 + 13 + + + 10 + understands the languages of its creator but can't speak + 1 + bludgeoning, piercing, slashing from nonmagical attacks + poison + fire + charmed, exhaustion, frightened, paralyzed, poisoned, unconscious + darkvision 60 ft. + + False Appearance + While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. + + + Multiattack + The scarecrow makes two claw attacks. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn. + Claw|+3|2d4+1 + + + Terrifying Glare + The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed. + + At harvest time, when death revisits the twilit world and summer's blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these stoic sentinels hold their posts through wind, storm, and flood, bound to their master's command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws. +Spirit-Powered Constructs. A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to inspire fear in those it gazes upon. Hags and witches often bind scarecrows with the spirits of demons, but any evil spirit will do. Although aspects of the spirit's personality might surface, a scarecrow's spirit doesn't recall the memories it had as a creature, and its will is focused solely on serving its creator. If its creator dies, the spirit inhabiting a scarecrow either continues to follow its last commands, seeks revenge for its creator's death, or destroys itself. +Source: Monster Manual p. 268, Curse of Strahd, Waterdeep: Dragon Heist + grassland + + + Scorpion + T + beast + Unaligned + 11 (natural armor) + 1 (1d4-1) + walk 10 ft. + 2 + 11 + 8 + 1 + 8 + 2 + + + 9 + + 0 + + + + + blindsight 10 ft. + + Sting + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. + Sting|+2|1d8 + + +Source: Monster Manual p. 337, Waterdeep: Dungeon of the Mad Mage + desert + + + Scout + M + humanoid (any race) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 30 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + any one language (usually Common) + 1/2 + + + + + + + Keen Hearing and Sight + The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + The scout makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. +Source: Monster Manual p. 349, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Sea Hag + M + fey + Chaotic Evil + 14 (natural armor) + 52 (7d8+21) + walk 30 ft., swim 40 ft. + 16 + 13 + 16 + 12 + 12 + 13 + + + 11 + Aquan, Common, Giant + 2 + + + + + darkvision 60 ft. + + Amphibious + The hag can breathe air and water. + + + Horrific Appearance + Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. + Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Claws|+5|2d6+3 + + + Death Glare + The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. + + + Illusory Appearance + The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. + The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + • 1st level (4 slots): identify, ray of sickness + • 2nd level (3 slots): hold person, locate object + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + • 4th level (3 slots): phantasmal killer, polymorph + • 5th level (2 slots): contact other plane, scrying + • 6th level (1 slots): eyebite + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. + + 4, 3, 3, 3, 2, 1 + identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + Faces of Evil +Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. +All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity. +Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. +Monstrous Motherhood +Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. +Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. +Dark Bargains +Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. +Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain. +A Foul Nature +Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might "help" such creatures by disfiguring or transforming them. +This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke. +Dark Sorority +Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed. +Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. +Dark Lairs +Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers. +Hag Covens +When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. +A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. +Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: +• 1st level (4 slots): identify, ray of sickness +• 2nd level (3 slots): hold person, locate object +• 3rd level (3 slots): bestow curse, counterspell, lightning bolt +• 4th level (3 slots): phantasmal killer, polymorph +• 5th level (2 slots): contact other plane, scrying +• 6th level (1 slot): eyebite +For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. +Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. +A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. +Source: Monster Manual p. 179, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + underwater, coastal + + + Sea Horse + T + beast + Unaligned + 11 + 1 (1d4-1) + swim 20 ft. + 1 + 12 + 8 + 1 + 10 + 2 + + + 10 + + 0 + + + + + + + Water Breathing + The sea horse can breathe only underwater. + + +Source: Monster Manual p. 337 + + + + Shadow + M + undead + Chaotic Evil + 12 + 16 (3d8+3) + walk 40 ft. + 6 + 14 + 13 + 6 + 10 + 8 + + Stealth +4 + 10 + + 1/2 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + radiant + exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Amorphous + The shadow can move through a space as narrow as 1 inch wide without squeezing. + + + Shadow Stealth + While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6. + + + Sunlight Weakness + While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. + + + Strength Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. + Strength Drain|+4|2d6+2 + If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. + + Shadows are undead that resemble dark exaggerations of humanoid shadows. +Dark Disposition. From the darkness, the shadow reaches out to feed on living creatures' vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume. +If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its "parent" to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed. +Undead Nature. A shadow doesn't require air, food, drink, or sleep +Source: Monster Manual p. 269, Curse of Strahd, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + underdark, urban + + + Shadow Demon + M + fiend (demon) + Chaotic Evil + 13 + 66 (12d8+12) + walk 30 ft., fly 30 ft. + 1 + 17 + 12 + 14 + 13 + 14 + Dex +5, Cha +4 + Stealth +7 + 11 + Abyssal, telepathy 120 ft. + 4 + acid, fire, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, lightning, poison + radiant + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 120 ft. + + Incorporeal Movement + The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Light Sensitivity + While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shadow Stealth + While in dim light or darkness, the demon can take the Hide action as a bonus action. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage. + Claws|+5|2d6+3 + + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 64, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Shambling Mound + L + plant + Unaligned + 15 (natural armor) + 136 (16d10+48) + walk 20 ft., swim 20 ft. + 18 + 8 + 16 + 5 + 10 + 5 + + Stealth +2 + 10 + + 5 + cold, fire + lightning + + blinded, deafened, exhaustion + blindsight 60 ft. (blind beyond this radius) + + Lightning Absorption + Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. + + + Multiattack + The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Slam|+7|2d8+4 + + + Engulf + The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. + Engulf||2d8+4 + + A shambling mound, sometimes called a shambler, trudges ponderously through bleak swamps, dismal marshes, and rain forests, consuming any organic matter in its path. This rotting heap of animated vegetation looms up half again as tall as a human, tapering into a faceless "head" at its top. +All-Consuming Devourers. A shambling mound feeds on any organic material, tirelessly consuming plants as it moves and devouring animals that can't escape it. Only the shambling mounds' rarity and plodding speed prevent them from overwhelming entire ecosystems. Even so, their presence leeches natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors. +Unseen Hunters. Composed of decaying leaves, vines, roots, and other natural swamp and forest compost, shamblers can blend into their environs. Because they move slowly, they rarely attempt to pursue and catch creatures. Rather, they remain in place, sustaining themselves by absorbing nutrients from their surroundings as they wait for prey to come to them. When a creature passes near or alights upon a shambling mound, the monster comes to life, seizing and absorbing the unwary prey. +Spawned by Lightning. A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn into its second life, it chokes the life from plants and animals around it, mulching their corpses in a heap around its roots. Those roots eventually give up their reliance on the soil, directing the shambling mound to seek out new sources of food. +The Weed that Walks. The instinct that drives a shambling mound is its central root-stem, buried somewhere inside its ponderous form. The rest of a shambler consists of the rotting heap that it simultaneously accumulates and feeds on, which protects the root-stem and animates to smash and smother the life from any creature. +The dense mass of a shambling mound's body shrugs off the effects of cold and fire. Lightning reinvigorates the root-stem, strengthening the shambling mound and bolstering its consumptive drive. +Despite its monstrous form, the shambling mound is a living plant that requires air and nourishment. Although it doesn't sleep the way an animal does, it can lie dormant for days on end before rising to hunt for food. +A Resurgent Menace. If a shambling mound faces defeat before an overwhelming foe, the root-stem can feign death, collapsing the remains of its mound. If not subsequently killed, the root-stem beds down in the shambler's remains to slowly regrow its full body, then once again sets out to consume all it can. In this way, shambling mound infestations long thought destroyed can recur time and again. +Source: Monster Manual p. 270, Curse of Strahd, Hoard of the Dragon Queen, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Mythic Odysseys of Theros + forest, swamp + + + Shield Guardian + L + construct + Unaligned + 17 (natural armor) + 142 (15d10+60) + walk 30 ft. + 18 + 8 + 18 + 7 + 10 + 3 + + + 10 + understands commands given in any language but can't speak + 7 + + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + blindsight 10 ft., darkvision 60 ft. + + Bound + The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. + + + Regeneration + The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Spell Storing + A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. + + + Multiattack + The guardian makes two fist attacks. + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Fist|+7|2d6+4 + + + Shield + When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer. + + Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible. +Master's Amulet. Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created. A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components. +A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance. +A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power. +Magnificent Treasure. Because a shield guardian's ownership can be transferred by giving its matching amulet to another creature, some wizards collect exorbitant sums from princes, nobles, and crime lords to create shield guardians for them. At the same time, a shield guardian makes a mighty prize for anyone who slays its master and claims its amulet. +Construct Nature. A shield guardian doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 271, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden + urban + + + Shrieker + M + plant + Unaligned + 5 + 13 (3d8) + walk 0 ft. + 1 + 1 + 10 + 1 + 3 + 1 + + + 6 + + 0 + + + + blinded, deafened, frightened + blindsight 30 ft. (blind beyond this radius) + + False Appearance + While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. + + + Shriek + When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward. + + A shrieker is a human-sized mushroom that emits a piercing screech to drive off creatures that disturb it. Other creatures use the fungi as an alarm to signal the approach of prey, and various intelligent races of the Underdark cultivate shriekers on the outskirts of their communities to discourage trespassers. +Fungi. With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness. +Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi. +Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed. +Source: Monster Manual p. 138, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh + underdark + + + Silver Dragon Wyrmling + M + dragon + Lawful Good + 17 (natural armor) + 45 (6d8+18) + walk 30 ft., fly 60 ft. + 19 + 10 + 17 + 12 + 11 + 15 + Dex +2, Con +5, Wis +2, Cha +4 + Perception +4, Stealth +2 + 14 + Draconic + 2 + + cold + + + blindsight 10 ft., darkvision 60 ft. + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage. + Bite|+6|1d10+4 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||4d8 + • Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 118, Storm King's Thunder, Icewind Dale: Rime of the Frostmaiden + + + + Skeleton + M + undead + Lawful Evil + 13 (armor scraps) + 13 (2d8+4) + walk 30 ft. + 10 + 14 + 15 + 6 + 8 + 5 + + + 9 + understands all languages it spoke in life but can't speak + 1/4 + + poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft. + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. +Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. +While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. +Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks. +A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished. +Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle. +Habitual Behaviors. Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance. +When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. +Undead Nature. A skeleton doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 272, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild + urban + + + Slaad Tadpole + T + aberration + Chaotic Neutral + 12 + 10 (4d4) + walk 30 ft. + 7 + 15 + 10 + 3 + 5 + 3 + + Stealth +4 + 7 + understands Slaad but can't speak + 1/8 + acid, cold, fire, lightning, thunder + + + + darkvision 60 ft. + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. +The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason. +The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them. +Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. +Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. +Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. +A greater restoration spell cast on the slaad destroys the gem without harming the slaad. +Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. +Source: Monster Manual p. 276, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + + + + Smoke Mephit + S + elemental + Neutral Evil + 12 + 22 (5d6+5) + walk 30 ft., fly 30 ft. + 6 + 14 + 12 + 10 + 10 + 11 + + Perception +2, Stealth +4 + 12 + Auran, Ignan + 1/4 + + fire, poison + + poisoned + darkvision 60 ft. + + Death Burst + When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) slashing damage. + Claws|+4|1d4+2 + + + Cinder Breath (Recharge 6) + The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn. + + + Variant: Summon Mephits (1/Day) + The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Innate Spellcasting (1/Day) + The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma. + At will: dancing lights + + dancing lights + Elemental Nature. A mephit doesn't require food, drink, or sleep. +Source: Monster Manual p. 217, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage + urban + + + Solar + L + celestial + Lawful Good + 21 (natural armor) + 243 (18d10+144) + walk 50 ft., fly 150 ft. + 26 + 22 + 26 + 25 + 25 + 30 + Int +14, Wis +14, Cha +17 + Perception +14 + 24 + all, telepathy 120 ft. + 21 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Angelic Weapons + The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). + + + Divine Awareness + The solar knows if it hears a lie. + + + Magic Resistance + The solar has advantage on saving throws against spells and other magical effects. + + + Multiattack + The solar makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. + Greatsword|+15|4d6+8 + + + Slaying Longbow + Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. + Slaying Longbow|+13|2d8+6 + + + Flying Sword + The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. + + + Healing Touch (4/Day) + The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn. + + + Teleport + The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Searing Burst (Costs 2 Actions) + The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. + + + Blinding Gaze (Costs 3 Actions) + The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. + + + Innate Spellcasting + The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: + At will: detect evil and good, invisibility (self only) + 3/day each: blade barrier, dispel evil and good, resurrection + 1/day each: commune, control weather + + detect evil and good, invisibility, blade barrier, dispel evil and good, resurrection, commune, control weather + An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. +Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. +Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. +An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances. +Fallen Angels. An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service. +Immortal Nature. An angel doesn't require food, drink, or sleep. +Solar. A solar is godlike in its glory and power. +On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands. +It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. +Source: Monster Manual p. 18, Baldur's Gate: Descent Into Avernus + + + + Spectator + M + aberration + Lawful Neutral + 14 (natural armor) + 39 (6d8+12) + walk 0 ft., fly 30 ft. + 8 + 14 + 14 + 13 + 14 + 11 + + Perception +6 + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 3 + + + + prone + darkvision 120 ft. + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) piercing damage. + Bite|+1|1d6-1 + + + Eye Rays + The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn. + 1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. + 2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. + 4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. + Eye Rays||3d10 + + + Create Food and Water + The spectator magically creates enough food and water to sustain itself for 24 hours. + + + Spell Reflection + If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. + + A spectator is a lesser beholder that is summoned from another plane of existence by a magical ritual, the components of which include four beholder eyestalks that are consumed by the ritual's magic. Appropriately, a spectator has four eyestalks, two on each side of the wide eye at the center of its four-foot diameter body. +Magical Guardians. A summoned spectator guards a location or a treasure of its summoner's choice for 101 years, allowing no creature but its summoner to enter the area or access the item, unless the summoner instructed otherwise. If the item is stolen or destroyed before the years have all passed, a summoned spectator vanishes. It otherwise never abandons its post. +Glimmers of Madness. Though it can speak, a spectator communicates primarily by way of telepathy. It is civil while on guard, openly discussing its orders and its summoner. However, even a brief conversation with a spectator is enough to reveal quirks in its personality brought on by its years of isolation. It might invent imaginary enemies, refer to itself in the third person, or try to adopt the voice of its summoner. +Like any beholder, a spectator views itself as the epitome of its kind, and it has an intense hatred of other spectators. If two spectators encounter one another, they almost always fight to the death. +Freed from Service. When a spectator has fulfilled its service, it is free to do as it pleases. Many take up residence in the places they previously guarded, especially if their summoners have died. With the spectator's loss of purpose, the flickers of madness it displayed during its servitude flourish. +Source: Monster Manual p. 30, Lost Mine of Phandelver, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, The Lost Dungeon of Rickedness: Big Rick Energy, Icewind Dale: Rime of the Frostmaiden + underdark + + + Specter + M + undead + Chaotic Evil + 12 + 22 (5d8) + walk 0 ft., fly 50 ft. + 1 + 14 + 11 + 10 + 10 + 11 + + + 10 + understands all languages it knew in life but can't speak + 1 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Incorporeal Movement + The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Sunlight Sensitivity + While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Life Drain + Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+4|3d6 + + A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body. +Beyond Redemption. When a ghost's unfinished business is completed, it can rest at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely life in forlorn places, carrying on forgotten through the ages of the world. +Undying Hatred. Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a specter with sorrow and wrath, which can be abated only by destroying said life. A specter kills quickly and mercilessly, for only by depriving others of life can it gain the slightest satisfaction. However, no matter how many lives it extinguishes, a specter always succumbs to its hatred and sorrow. +Dwellers in Darkness. Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return. +At the first light of dawn, they retreat back into the darkness, where they remain until night falls again. +Undead Nature. A specter doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 279, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + underdark, urban + + + Spider + T + beast + Unaligned + 12 + 1 (1d4-1) + walk 20 ft., climb 20 ft. + 2 + 14 + 8 + 1 + 10 + 2 + + Stealth +4 + 10 + + 0 + + + + + darkvision 30 ft. + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. + Bite|+4|1d4 + + +Source: Monster Manual p. 337, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage + + + + Spined Devil + S + fiend (devil) + Lawful Evil + 13 (natural armor) + 22 (5d6+5) + walk 20 ft., fly 40 ft. + 10 + 15 + 12 + 11 + 14 + 8 + + + 12 + Infernal, telepathy 120 ft. + 2 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Flyby + The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Limited Spines + The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Multiattack + The devil makes two attacks: one with its bite and one with its fork or two with its tail spines. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 5 (2d4) slashing damage. + Bite|+2|2d4 + + + Fork + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) piercing damage. + Fork|+2|1d6 + + + Tail Spine + Ranged Weapon Attack: +4 to hit, range 20/80 ft., one target. 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage. + Tail Spine|+4|1d4+2 + + Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. +Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. +Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. +Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. +At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. +Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. +To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. +The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. +A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. +If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. +Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. +Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. +Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. +Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. +Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. +Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. +Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. +No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. +Infernal Hierarchy +Rank | Devil(s) +1. | lemure +2. (Lesser devils) | imp +3. | spined devil +4. | bearded devil +5. | barbed devil +6. | chain devil +7. | bone devil +8. (Greater devils) | horned devil +9. | erinyes +10. | ice devil +11. | pit fiend +12. (Archdevils) | duke or duchess +13. | archduke or archduchess + +The Nine Hells +The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. +Layers and Lords of the Nine Hells Layer +Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants +1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils +2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils +3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils +4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils +5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps +6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps +7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps +8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends +9 | Nessus | Asmodeus | — | All devils + +Devil True Names and Talismans. +------ +Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. +A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. +However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. +------ +Summon Devil (1/Day) + The devil chooses what to summon and attempts a magical summoning. +Source: Monster Manual p. 78, Tomb of Annihilation, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus + + + + Spirit Naga + L + monstrosity + Chaotic Evil + 15 (natural armor) + 75 (10d10+20) + walk 40 ft. + 18 + 17 + 14 + 16 + 15 + 16 + Dex +6, Con +5, Wis +5, Cha +6 + + 12 + Abyssal, Common + 8 + + poison + + charmed, poisoned + darkvision 60 ft. + + Rejuvenation + If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. + Bite|+7|1d6+4 + Bite||7d8 + + + Spellcasting + The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: + Cantrips (at will): mage hand, minor illusion, ray of frost + • 1st level (4 slots): charm person, detect magic, sleep + • 2nd level (3 slots): detect thoughts, hold person + • 3rd level (3 slots): lightning bolt, water breathing + • 4th level (3 slots): blight, dimension door + • 5th level (2 slots): dominate person + + 4, 3, 3, 3, 2 + mage hand, minor illusion, ray of frost, charm person, detect magic, sleep, detect thoughts, hold person, lightning bolt, water breathing, blight, dimension door, dominate person + Spirit nagas live in gloom and spitefulness, constantly plotting vengeance against creatures that have wronged them-or that they believe have wronged them. Lairing in dismal caverns and ruins, they devote their time to developing new spells and enslaving the mortals with which they surround themselves. A spirit naga likes to charm its foes, drawing them close so that it can sink its poisonous fangs into their flesh. +Nagas. Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge. +The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks. +Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work. +Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain. +Rivalry. Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority. +Immortal Nature. A naga doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 234, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + underdark + + + Sprite + T + fey + Neutral Good + 15 (leather armor) + 2 (1d4) + walk 10 ft., fly 40 ft. + 3 + 18 + 10 + 14 + 13 + 11 + + Perception +3, Stealth +8 + 13 + Common, Elvish, Sylvan + 1/4 + + + + + + + Longsword + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 1 slashing damage. + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. + + + Heart Sight + The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. + + + Invisibility + The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. + + In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off. +Forest Protectors. Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite's territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest. +Heart Seers. Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature's past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite's power to perceive the heart always shows the truth, because the heart can't lie. +Poison Brewers. In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags. +Good-Hearted. Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it. +Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites' territory find them staunch allies in times of trouble. +Source: Monster Manual p. 283, Princes of the Apocalypse, Storm King's Thunder, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild + forest + + + Spy + M + humanoid (any race) + Any alignment + 12 + 27 (6d8) + walk 30 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages + 1 + + + + + + + Cunning Action + On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. + + + Multiattack + The spy makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. +Source: Monster Manual p. 349, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Steam Mephit + S + elemental + Neutral Evil + 10 + 21 (6d6) + walk 30 ft., fly 30 ft. + 5 + 11 + 10 + 11 + 10 + 12 + + + 10 + Aquan, Ignan + 1/4 + + fire, poison + + poisoned + darkvision 60 ft. + + Death Burst + When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 2 (1d4) slashing damage plus 2 (1d4) fire damage. + Claws|+2|1d4 + + + Steam Breath (Recharge 6) + The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. + Steam Breath (Recharge 6)||1d8 + + + Variant: Summon Mephits (1/Day) + The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Innate Spellcasting (1/Day) + The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma. + At will: blur + + blur + Elemental Nature. A mephit doesn't require food, drink, or sleep. +Source: Monster Manual p. 217, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Explorer's Guide to Wildemount + underwater + + + Stirge + T + beast + Unaligned + 14 (natural armor) + 2 (1d4) + walk 10 ft., fly 40 ft. + 4 + 16 + 11 + 2 + 8 + 6 + + + 9 + + 1/8 + + + + + darkvision 60 ft. + + Blood Drain + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. + Blood Drain|+5|1d4+3 + The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. + + This horrid flying creature looks like a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks its next meal. +Stirges feed on the blood of living creatures, attaching and draining them slowly. Although they pose little danger in small numbers, packs of stirges can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off. +Blood Drain. A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh while using its pincer legs to latch on to the victim. Once the stirge has sated itself, it detaches and flies off to digest its meal. +Source: Monster Manual p. 284, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild, Explorer's Guide to Wildemount + grassland, forest, swamp, hill, urban, desert, coastal, mountain, underdark + + + Stone Giant + H + giant + Neutral + 17 (natural armor) + 126 (11d12+55) + walk 40 ft. + 23 + 15 + 20 + 10 + 12 + 9 + Dex +5, Con +8, Wis +4 + Athletics +12, Perception +4 + 14 + Giant + 7 + + + + + darkvision 60 ft. + + Stone Camouflage + The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Greatclub|+9|3d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + Rock|+9|4d10+6 + + + Rock Catching + If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. + + + Variant: New Giant Options + Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line. These abilities are represented by the following action options. + Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. + Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save + + Old as Legend +In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning +Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods +When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Monster Manual p. 156, Hoard of the Dragon Queen, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Mythic Odysseys of Theros + underdark, mountain, hill + + + Stone Golem + L + construct + Unaligned + 17 (natural armor) + 178 (17d10+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+10|3d8+6 + + + Slow (Recharge 5-6) + The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, stone golems can be carved in any form the sculptor can imagine. Ancient stone golems found in sealed tombs or flanking the gates of lost cities sometimes take the forms of giant beasts. +Like other golems, stone golems are nearly impervious to spells and ordinary weapons. Creatures that fight a stone golem can feel the ebb and flow of time slow down around them, almost as though they were made of stone themselves. +Golems. Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands. +To create a golem, one requires a manual of golems (see the Dungeon Master's Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. +Elemental Spirit in Material Form. The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work. +After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator. +A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master. +A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words. +Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells. +Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them. +Constructed Nature. A golem doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 170, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild + + + + Storm Giant + H + giant + Chaotic Good + 16 (scale mail) + 230 (20d12+100) + walk 50 ft., swim 50 ft. + 29 + 14 + 20 + 16 + 18 + 18 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + 19 + Common, Giant + 13 + cold + lightning, thunder + + + + + Amphibious + The giant can breathe air and water. + + + Multiattack + The giant makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage. + Greatsword|+14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 35 (4d12 + 9) bludgeoning damage. + Rock|+14|4d12+9 + + + Lightning Strike (Recharge 5-6) + The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike (Recharge 5-6)||12d8 + + + Variant: New Giant Options + Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option. + Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + + + Innate Spellcasting + The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + detect magic, feather fall, levitate, light, control weather, water breathing + Old as Legend +In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning +Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods +When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Monster Manual p. 156, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Mythic Odysseys of Theros + coastal + + + Succubus + M + fiend (shapechanger) + Neutral Evil + 15 (natural armor) + 66 (12d8+12) + walk 30 ft., fly 60 ft. + 8 + 17 + 13 + 15 + 12 + 20 + + Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 + 15 + Abyssal, Common, Infernal, telepathy 60 ft. + 4 + cold, fire, lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Telepathic Bond + The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. + + + Shapechanger + The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Claw (Fiend Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw (Fiend Form Only)|+5|1d6+3 + + + Charm + One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. + The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. + + + Draining Kiss + The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Draining Kiss||5d10+5 + + + Etherealness + The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. + + Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts. +Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways. +Beautiful Corrupters. A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life. +Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will. +A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes. +The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul. +Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes. +Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent. +Source: Monster Manual p. 285, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount + urban + + + Swarm of Bats + M + swarm of Medium beasts + Unaligned + 12 + 22 (5d8) + walk 0 ft., fly 30 ft. + 5 + 15 + 10 + 2 + 12 + 4 + + + 11 + + 1/4 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 60 ft. + + Echolocation + The swarm can't use its blindsight while deafened. + + + Keen Hearing + The swarm has advantage on Wisdom (Perception) checks that rely on hearing. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. + Bites|+4|2d4 + + The Nature of Swarms. +------ +The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. +------ +Source: Monster Manual p. 337, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount + underdark, mountain, hill, urban + + + Swarm of Beetles + M + swarm of Medium beasts + Unaligned + 12 (natural armor) + 22 (5d8) + walk 20 ft., burrow 5 ft., climb 20 ft. + 3 + 13 + 10 + 1 + 7 + 1 + + + 8 + + 1/2 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + Bites|+3|4d4 + + The Nature of Swarms. +------ +The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. +------ +Source: Monster Manual p. 338 + underdark, grassland, forest, swamp, hill, urban, desert + + + Swarm of Centipedes + M + swarm of Medium beasts + Unaligned + 12 (natural armor) + 22 (5d8) + walk 20 ft., climb 20 ft. + 3 + 13 + 10 + 1 + 7 + 1 + + + 8 + + 1/2 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + Bites|+3|4d4 + A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. + + The Nature of Swarms. +------ +The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. +------ +Source: Monster Manual p. 338, Curse of Strahd, Hoard of the Dragon Queen, Waterdeep: Dungeon of the Mad Mage + underdark, grassland, forest, swamp, hill, urban, desert + + + Swarm of Insects + M + swarm of Medium beasts + Unaligned + 12 (natural armor) + 22 (5d8) + walk 20 ft., climb 20 ft. + 3 + 13 + 10 + 1 + 7 + 1 + + + 8 + + 1/2 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + Bites|+3|4d4 + + The Nature of Swarms. +------ +The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. +------ +Source: Monster Manual p. 338, Curse of Strahd, Hoard of the Dragon Queen, Tomb of Annihilation, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount + underdark, grassland, forest, swamp, hill, urban, desert + + + Swarm of Poisonous Snakes + M + swarm of Medium beasts + Unaligned + 14 + 36 (8d8) + walk 30 ft., swim 30 ft. + 8 + 18 + 11 + 1 + 10 + 3 + + + 10 + + 2 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. + Bites|+6|2d6 + Bites||4d6 + + The Nature of Swarms. +------ +The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. +------ +Source: Monster Manual p. 338, Curse of Strahd, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Explorer's Guide to Wildemount, Mythic Odysseys of Theros + forest, swamp + + + Swarm of Quippers + M + swarm of Medium beasts + Unaligned + 13 + 28 (8d8-8) + walk 0 ft., swim 40 ft. + 13 + 16 + 9 + 1 + 7 + 2 + + + 8 + + 1 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 60 ft. + + Blood Frenzy + The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. + + + Water Breathing + The swarm can breathe only underwater. + + + Bites + Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. + Bites|+5|4d6 + + The Nature of Swarms. +------ +The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. +------ +Source: Monster Manual p. 338, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Locathah Rising + underwater + + + Swarm of Rats + M + swarm of Medium beasts + Unaligned + 10 + 24 (7d8-7) + walk 30 ft. + 9 + 11 + 9 + 2 + 10 + 3 + + + 10 + + 1/4 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 30 ft. + + Keen Smell + The swarm has advantage on Wisdom (Perception) checks that rely on smell. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. + Bites|+2|2d6 + + The Nature of Swarms. +------ +The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. +------ +Source: Monster Manual p. 339, Curse of Strahd, Hoard of the Dragon Queen, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus + swamp, urban + + + Swarm of Ravens + M + swarm of Medium beasts + Unaligned + 12 + 24 (7d8-7) + walk 10 ft., fly 50 ft. + 6 + 14 + 8 + 3 + 12 + 6 + + Perception +5 + 15 + + 1/4 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. + + + Beaks + Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. + Beaks|+4|2d6 + + The Nature of Swarms. +------ +The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. +------ +Source: Monster Manual p. 339, Curse of Strahd, Rise of Tiamat, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + forest, swamp, hill, urban + + + Swarm of Spiders + M + swarm of Medium beasts + Unaligned + 12 (natural armor) + 22 (5d8) + walk 20 ft., climb 20 ft. + 3 + 13 + 10 + 1 + 7 + 1 + + + 8 + + 1/2 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + + + Spider Climb + The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. + + + Web Walker + The swarm ignores movement restrictions caused by webbing. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + Bites|+3|4d4 + + The Nature of Swarms. +------ +The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. +------ +Source: Monster Manual p. 338, Curse of Strahd, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Mythic Odysseys of Theros + underdark, grassland, forest, swamp, hill, urban, desert + + + Swarm of Wasps + M + swarm of Medium beasts + Unaligned + 12 (natural armor) + 22 (5d8) + walk 5 ft., fly 30 ft. + 3 + 13 + 10 + 1 + 7 + 1 + + + 8 + + 1/2 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + Bites|+3|4d4 + + The Nature of Swarms. +------ +The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural. +------ +Source: Monster Manual p. 338, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh + underdark, grassland, forest, swamp, hill, urban, desert + + + Tarrasque + G + monstrosity (titan) + Unaligned + 25 (natural armor) + 676 (33d20+330) + walk 40 ft. + 30 + 11 + 30 + 3 + 11 + 11 + Int +5, Wis +9, Cha +9 + + 10 + + 30 + + fire, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, paralyzed, poisoned + blindsight 120 ft. + + Legendary Resistance (3/Day) + If the tarrasque fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The tarrasque has advantage on saving throws against spells and other magical effects. + + + Reflective Carapace + Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. + + + Siege Monster + The tarrasque deals double damage to objects and structures. + + + Multiattack + The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. + + + Bite + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target. + Bite|+19|4d12+10 + + + Claw + Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 28 (4d8 + 10) slashing damage. + Claw|+19|4d8+10 + + + Horns + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 32 (4d10 + 10) piercing damage. + Horns|+19|4d10+10 + + + Tail + Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. + Tail|+19|4d6+10 + + + Frightful Presence + Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours. + + + Swallow + The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. + If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Attack + The tarrasque makes one claw attack or tail attack. + + + Move + The tarrasque moves up to half its speed. + + + Chomp (Costs 2 Actions) + The tarrasque makes one bite attack or uses its Swallow. + + The legendary tarrasque is possibly the most dreaded monster of the Material Plane. It is widely believed that only one of these creatures exists, though no one can predict where and when it will strike. +A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing tail for balance. Its cavernous maw yawns wide enough to swallow all but the largest creatures, and so great is its hunger that it can devour the populations of whole towns. +Legendary Destruction. The destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath. +Legends tell how the tarrasque slumbers in its secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path. +Source: Monster Manual p. 286, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + urban + + + Thri-kreen + M + humanoid (thri-kreen) + Chaotic Neutral + 15 (natural armor) + 33 (6d8+6) + walk 40 ft. + 12 + 15 + 13 + 8 + 12 + 7 + + Perception +3, Stealth +4, Survival +3 + 13 + Thri-kreen + 1 + + + + + darkvision 60 ft. + + Chameleon Carapace + The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. + + + Standing Leap + The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. + + + Multiattack + The thri-kreen makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|+3|1d6+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage. + Claws|+3|2d4+1 + + + Variant: Thri-kreen Weapons and Psionics + Some thri-kreen employ special martial weapons. A gythka is a two-handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon). A thri-kreen armed with a gythka and chatkchas gains the following action options: + Weapons Multiattack. The thri-kreen makes two gythka attacks or two chatkcha attacks. + Gythka. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Chatkcha. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) slashing damage. + A few thri-kreen manifest psionic abilities, using their powers to aid the hunt and communicate more easily with outsiders. + A psionic thri-kreen has telepathy out to a range of 60 feet and gains the following additional trait: + Innate Spellcasting (Psionics). The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components: + • At will: mage hand (the hand is invisible) + • 1/day: invisibility (self only) + • 2/day each: blur, magic weapon + + Thri-kreen wander the deserts and savannas of the world, avoiding all other races. +Thri-Kreen Communication. Thri-kreen employ a language without words. To show emotion and reaction, a thri-kreen clacks its mandibles and waves its antennae, giving other thri-kreen a sense of what it is thinking and feeling. Other creatures find this manner of communication difficult to interpret and impossible to duplicate. +When forced to interact with creatures of other intelligent species, thri-kreen employ alternative methods of communication, such as drawing pictures in sand or making pictures out of twigs or blades of grass. +Limited Emotions. Thri-kreen experience the full range of emotions but aren't as prone to emotional outbursts as humans. Thri-kreen with psionic ability often demonstrate a wider range of emotions, particularly if they live near or interact with humans or other highly emotional creatures. +Isolationists and Wanderers. Thri-kreen consider all other living creatures as potential nourishment, and they love the taste of elf flesh in particular. If a creature might be useful for something other than food, the thri-kreen aren't likely to attack it on sight. Thri-kreen kill to survive, never for sport. +Sleepless. Thri-kreen don't require sleep and can rest while remaining alert and performing light tasks. Their inability to sleep is thought to be the reason why thri-kreen have such short lifespans, the average thri-kreen life expectancy being only thirty years. +Source: Monster Manual p. 288 + grassland, desert + + + Thug + M + humanoid (any race) + Any Non-Good Alignment + 11 (leather armor) + 32 (5d8+10) + walk 30 ft. + 15 + 11 + 14 + 10 + 10 + 11 + + Intimidation +2 + 10 + any one language (usually Common) + 1/2 + + + + + + + Pack Tactics + The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The thug makes two melee attacks. + + + Mace + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage. + Mace|+4|1d6+2 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. +Source: Monster Manual p. 350, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Tiger + L + beast + Unaligned + 12 + 37 (5d10+10) + walk 40 ft. + 17 + 15 + 14 + 3 + 12 + 8 + + Perception +3, Stealth +6 + 13 + + 1 + + + + + darkvision 60 ft. + + Keen Smell + The tiger has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. + Bite|+5|1d10+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claw|+5|1d8+3 + + +Source: Monster Manual p. 339, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Mythic Odysseys of Theros + grassland, forest + + + Treant + H + plant + Chaotic Good + 16 (natural armor) + 138 (12d12+60) + walk 30 ft. + 23 + 8 + 21 + 12 + 16 + 12 + + + 13 + Common, Druidic, Elvish, Sylvan + 9 + bludgeoning, piercing + + fire + + + + False Appearance + While the treant remains motionless, it is indistinguishable from a normal tree. + + + Siege Monster + The treant deals double damage to objects and structures. + + + Multiattack + The treant makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage. + Slam|+10|3d6+6 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+10|4d10+6 + + + Animate Trees (1/Day) + The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. + + Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats. +The Sleeping Tree Awakens. A tree destined to become a treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature's magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home. +Legendary Guardians. After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances. +Protectors of the Wild. Even after awakening, a treant spends much of its time living as a tree. While rooted in place, a treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby. +Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest's bounty are unlikely to arouse a treant's ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant's wrath. +Source: Monster Manual p. 289, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + forest + + + Tribal Warrior + M + humanoid (any race) + Any alignment + 12 (hide armor) + 11 (2d8+2) + walk 30 ft. + 13 + 11 + 12 + 8 + 11 + 8 + + + 10 + any one language + 1/8 + + + + + + + Pack Tactics + The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. +Source: Monster Manual p. 350, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Triceratops + H + beast + Unaligned + 13 (natural armor) + 95 (10d12+30) + walk 50 ft. + 22 + 9 + 17 + 2 + 11 + 5 + + + 10 + + 5 + + + + + + + Trampling Charge + If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action. + + + Gore + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 24 (4d8 + 6) piercing damage. + Gore|+9|4d8+6 + + + Stomp + Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. 22 (3d10 + 6) bludgeoning damage + Stomp|+9|3d10+6 + + One of the most aggressive of the herbivorous dinosaurs, a triceratops has a skull that flares out to form a protective plate of bone. With its great horns and formidable speed, a triceratops gores and tramples would-be predators to death. +Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. +Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. +Source: Monster Manual p. 80, Tomb of Annihilation + grassland + + + Tridrone + M + construct + Lawful Neutral + 15 (natural armor) + 16 (3d8+3) + walk 30 ft. + 12 + 13 + 12 + 9 + 10 + 9 + + + 10 + Modron + 1/2 + + + + + truesight 120 ft. + + Axiomatic Mind + The tridrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The tridrone makes three fist attacks or three javelin attacks. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage. + Fist|+3|1d4+1 + + + Javelin + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. 4 (1d6 + 1) piercing damage. + Javelin|+3|1d6+1 + + + Variant: Rogue Modrons + A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. + A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. + + Tridrones are shaped like inverted pyramids. They lead lesser modrons in battle. +Modrons. Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. +Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no "I," but only "we" or "us." +Absolute Hierarchy. Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand. +Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. +The Great Modron March. When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. +Source: Monster Manual p. 225, Tomb of Annihilation + + + + Troglodyte + M + humanoid (troglodyte) + Chaotic Evil + 11 (natural armor) + 13 (2d8+4) + walk 30 ft. + 14 + 10 + 14 + 6 + 10 + 6 + + Stealth +2 + 10 + Troglodyte + 1/4 + + + + + darkvision 60 ft. + + Chameleon Skin + The troglodyte has advantage on Dexterity (Stealth) checks made to hide. + + + Stench + Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. + + + Sunlight Sensitivity + While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The troglodyte makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claw|+4|1d4+2 + + The savage, degenerate troglodytes squat in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung. +Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting. +Simpleminded Brutes. Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their lairs to be devoured. The largest and toughest troglodytes lead the hunt and become the leaders of their tribes. However, if a leader shows any weakness or hesitation, other troglodytes attack and eat it in a frenzy. +Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to have such items. A troglodyte tribe might be torn apart by battles over a single longsword. +Devotees of Laogzed. Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as fat, well-fed, and wearily content as he seems to be. +Source: Monster Manual p. 290, Hoard of the Dragon Queen, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage + underdark + + + Troll + L + giant + Chaotic Evil + 15 (natural armor) + 84 (8d10+40) + walk 30 ft. + 18 + 13 + 20 + 7 + 9 + 7 + + Perception +2 + 12 + Giant + 5 + + + + + darkvision 60 ft. + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Bite|+7|1d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Variant: Loathsome Limbs + Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: + • 1–10: Nothing else happens. + • 11–14: One leg is severed from the troll if it has any legs left. + • 15–18: One arm is severed from the troll if it has any arms left. + • 19–20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. + If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. + A severed leg is unable to attack and has a speed of 5 feet. + A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. + If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. + The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. + + Born with horrific appetites, trolls eat anything they can catch and devour. They have no society to speak of, but they do serve as mercenaries to orcs, ogres, ettins, hags, and giants. As payment, trolls demand food and treasure. Trolls are difficult to control, however, doing as they please even when working with more powerful creatures. +Regeneration. Smashing a troll's bones and slashing through its rubbery hide only makes it angry. A troll's wounds close quickly. If the monster loses an arm, a leg, or even its head, those dismembered parts can sometimes act with a life of their own. A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a troll's flesh. The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey. +Troll Freaks. Their regenerative capabilities make trolls especially susceptible to mutation. Although uncommon, such transformations can result from what the troll has done or what has been done to it. A decapitated troll might grow two heads from the stump of its neck, while a troll that eats a fey creature might gain one or more of that creature's traits. +Source: Monster Manual p. 291, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount + underdark, mountain, forest, swamp, hill, arctic + + + Twig Blight + S + plant + Neutral Evil + 13 (natural armor) + 4 (1d6+1) + walk 20 ft. + 6 + 13 + 12 + 4 + 8 + 3 + + Stealth +3 + 9 + understands Common but can't speak + 1/8 + + + fire + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + + False Appearance + While the blight remains motionless, it is indistinguishable from a dead shrub. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Claws|+3|1d4+1 + + Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can. +Roots of the Gulthias Tree. Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown. +Dark Conquest. Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption. +In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days. +Controlled by Evil. Blights are independent creatures, but most act under a Gulthias tree's control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor's old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil. +Twig Blight. Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blight's branches twist together to form a humanoid-looking body with a head and limbs. +Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink or rest. Huddled together in groups, twig blights blend in with an area's natural vegetation or with piles of debris or firewood. +Given how dry they are, twig blights are particularly susceptible to fire. +Source: Monster Manual p. 32, Curse of Strahd, Lost Mine of Phandelver, Tales from the Yawning Portal, Ghosts of Saltmarsh, The Lost Dungeon of Rickedness: Big Rick Energy + forest + + + Tyrannosaurus Rex + H + beast + Unaligned + 13 (natural armor) + 136 (13d12+52) + walk 50 ft. + 25 + 10 + 19 + 2 + 12 + 9 + + Perception +4 + 14 + + 8 + + + + + + + Multiattack + The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. + Bite|+10|4d12+7 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 20 (3d8 + 7) bludgeoning damage. + Tail|+10|3d8+7 + + This enormous predator terrorizes all other creatures in its territory. Despite its size and weight, a tyrannosaurus is a swift runner. It chases anything it thinks it can eat, and there are few creatures it won't try to devour whole. While prowling for substantial prey, a tyrannosaurus subsists on carrion, and on any smaller creatures that try to dart in to steal its meal. +Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. +Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. +Source: Monster Manual p. 80, Tomb of Annihilation, Explorer's Guide to Wildemount + grassland + + + Ultroloth + M + fiend (yugoloth) + Neutral Evil + 19 (natural armor) + 153 (18d8+72) + walk 30 ft., fly 60 ft. + 16 + 16 + 18 + 18 + 15 + 19 + + Intimidation +9, Perception +7, Stealth +8 + 17 + Abyssal, Infernal, telepathy 120 ft. + 13 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + charmed, frightened, poisoned + truesight 120 ft. + + Magic Resistance + The ultroloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The ultroloth's weapon attacks are magical. + + + Multiattack + The ultroloth can use its Hypnotic Gaze and makes three melee attacks. + + + Longsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+8|1d8+3 + + + Hypnotic Gaze + The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours. + + + Teleport + The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Variant: Yugoloth Summoning + Some yugoloths have an action option that allows them to summon other yugoloths. + Summon Yugoloth (1/Day). The yugoloth chooses what to summon and attempts a magical summoning. + An ultroloth has a 50 chance of summoning 1d6 mezzoloth, 1d4 nycaloth, or one ultroloth. + A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. + + + Innate Spellcasting + The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: + At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion + 3/day each: dimension door, fear, wall of fire + 1/day each: fire storm, mass suggestion + + alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility, suggestion, dimension door, fear, wall of fire, fire storm, mass suggestion + Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: What's in it for me? +Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well. +Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder. +Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word. +Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so. +Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent. +When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books. +The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them. +The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities. +Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity. +Source: Monster Manual p. 314, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + + + + Umber Hulk + L + monstrosity + Chaotic Evil + 18 (natural armor) + 93 (11d10+33) + walk 30 ft., burrow 20 ft. + 20 + 13 + 16 + 9 + 10 + 10 + + + 10 + Umber Hulk + 5 + + + + + darkvision 120 ft., tremorsense 60 ft. + + Confusing Gaze + When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. + On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save. + + + Tunneler + The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake. + + + Multiattack + The umber hulk makes three attacks: two with its claws and one with its mandibles. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage. + Claw|+8|1d8+5 + + + Mandibles + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Mandibles|+8|2d8+5 + + An abominable horror from deep beneath the earth, an umber hulk burrows into cave complexes, dungeons, or Underdark settlements in search of food. Those lucky enough to survive an umber hulk attack often remember precious little of the incident, thanks to the umber hulk's mind-scrambling gaze. +Devious Delvers. Umber hulks can burrow through solid rock, forming new tunnels in their wake. The steel-hard chitin of its body can withstand the cave-ins, tunnel collapses, and rock falls that commonly follow it. +Burrowing into the wall of a cavern or passageway, an umber hulk lies in wait for creatures to pass by on the other side, its hair-like feelers sensing any movement around it. When it explodes out in a shower of earth and rock, its unsuspecting quarry turns to face the oncoming threat-and is entranced by the umber hulk's bewildering eyes, forced to stand helpless as its mandibles snap shut. +Mind Scrambler. Many survivors of an umber hulk encounter recollect little about the attack, because the monster's confusing gaze scrambles their memory of the event. Those who have fought and killed umber hulks recognize the signs. For other denizens of the Underdark, grisly tales of vanished explorers and wanton destruction speak of an unknown foe. Umber hulks take on supernatural status in these harrowing stories, many of which convey the same warning: once an umber hulk has been spotted, it is already too late to escape it. +Source: Monster Manual p. 292, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden + underdark + + + Unicorn + L + celestial + Lawful Good + 12 + 67 (9d10+18) + walk 50 ft. + 18 + 14 + 15 + 11 + 17 + 16 + + + 13 + Celestial, Elvish, Sylvan, telepathy 60 ft. + 5 + + poison + + charmed, paralyzed, poisoned + darkvision 60 ft. + + Charge + If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + + Magic Resistance + The unicorn has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The unicorn's weapon attacks are magical. + + + Multiattack + The unicorn makes two attacks: one with its hooves and one with its horn. + + + Hooves + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Hooves|+7|2d6+4 + + + Horn + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Horn|+7|1d8+4 + + + Healing Touch (3/Day) + The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. + + + Teleport (1/Day) + The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. + + + The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn. + + + Hooves + The unicorn makes one attack with its hooves. + + + Shimmering Shield (Costs 2 Actions) + The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. + + + Heal Self (Costs 3 Actions) + The unicorn magically regains 11 (2d8 + 2) hit points. + + + Regional Effects + + + Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects: + • Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected. + • Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide. + • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect. + • Curses affecting any good-aligned creature are suppressed. + If the unicorn dies, these effects end immediately. + + + Innate Spellcasting + The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: + At will: detect evil and good, druidcraft, pass without trace + 1/day each: calm emotions, dispel evil and good, entangle + + detect evil and good, druidcraft, pass without trace, calm emotions, dispel evil and good, entangle + Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight. +A unicorn's brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicorn's domain alive. +Divine Guardians. Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to a unicorn's forest, where evil creatures pursue at their peril. +Unicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey. +Although all unicorns have natural healing power, some serve the gods in greater capacities, performing miracles normally reserved for high priests. +Forest Lords. A unicorn's forest is a celestial realm where nothing that occurs beneath the sun-dappled leaves escapes the creature's notice. A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings. +In a unicorn's forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects, the creatures of a unicorn's domain seem quite tame. +Pixies, sprites, satyrs, dryads, and other normally mercurial fey loyally serve a unicorn when they dwell within its woods. Under a unicorn's protection, creatures feel safe from the threat of encroaching civilization and the insidious spread of evil. +A unicorn roams its domain constantly, moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods. +Sacred Horns. A unicorn's horn is the focus of its power, a shard of divine magic wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force. +Wizards can work powdered unicorn horn into potent potions and scroll ink, or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a unicorn is likely to become the target of divine retribution. +Blessed Mounts. When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a unicorn mount with a champion. A paladin astride a unicorn is a sign of the gods' direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells. +As long as the troubled times of darkness persist, the unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods' champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return. +A Unicorn's Lair. A unicorn's lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location. +Source: Monster Manual p. 294, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros + forest + + + Vampire + M + undead (shapechanger) + Lawful Evil + 16 (natural armor) + 144 (17d8+68) + walk 30 ft. + 18 + 18 + 18 + 17 + 15 + 18 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + 17 + the languages it knew in life + 13 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 120 ft. + + Shapechanger + If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. + While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. + While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. + + + Legendary Resistance (3/Day) + If the vampire fails a saving throw, it can choose to succeed instead. + + + Misty Escape + When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. + While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. + + + Regeneration + The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + + + Spider Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The vampire has the following flaws: + Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. + Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. + Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack (Vampire Form Only) + The vampire makes two attacks, only one of which can be a bite attack. + + + Unarmed Strike (Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). + Unarmed Strike (Vampire Form Only)|+9|1d8+4 + + + Bite (Bat or Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. + Bite (Bat or Vampire Form Only)|+9|1d6+4 + + + Charm + The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. + Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + + + Children of the Night (1/Day) + The vampire magically calls 2d4 swarms of swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. + + + The undead (shapechanger) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (shapechanger) regains spent legendary actions at the start of its turn. + + + Move + The vampire moves up to its speed without provoking opportunity attacks. + + + Unarmed Strike + The vampire makes one unarmed strike. + + + Bite (Costs 2 Actions) + The vampire makes one bite attack. + + + Regional Effects + + + The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects: + • There's a noticeable increase in the populations of bats, rats, and wolves in the region. + • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. + • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. + • A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. + If the vampire is destroyed, these effects end after 2d6 days. + + Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. +Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. +Born from Death. Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. +Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. +Undead Nature. Neither a vampire nor a vampire spawn requires air. +A Vampire's Lair. A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night. +Player Characters as Vampires. +------ +The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength. +The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life. +------ +Strahd von Zarovich. +------ +A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion. +In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry. +In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. +In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created. +------ +Source: Monster Manual p. 297, Curse of Strahd, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + urban + + + Vampire Spawn + M + undead + Neutral Evil + 15 (natural armor) + 82 (11d8+33) + walk 30 ft. + 16 + 16 + 16 + 11 + 10 + 12 + Dex +6, Wis +3 + Perception +3, Stealth +6 + 13 + the languages it knew in life + 5 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Regeneration + The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + + + Spider Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The vampire has the following flaws: + Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. + Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack + The vampire makes two attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Bite|+6|1d6+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). + Claws|+6|2d4+3 + + Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. +Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. +Born from Death. Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. +Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. +Undead Nature. Neither a vampire nor a vampire spawn requires air. +A Vampire's Lair. A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night. +Player Characters as Vampires. +------ +The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength. +The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life. +------ +Strahd von Zarovich. +------ +A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion. +In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry. +In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. +In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created. +------ +Source: Monster Manual p. 298, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount + underdark, urban + + + Vampire Spellcaster + M + undead (shapechanger) + Lawful Evil + 16 (natural armor) + 144 (17d8+68) + walk 30 ft. + 18 + 18 + 18 + 17 + 15 + 18 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + 17 + the languages it knew in life + 15 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 120 ft. + + Shapechanger + If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. + While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. + While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. + + + Legendary Resistance (3/Day) + If the vampire fails a saving throw, it can choose to succeed instead. + + + Misty Escape + When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. + While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. + + + Regeneration + The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + + + Spider Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The vampire has the following flaws: + Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. + Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. + Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack (Vampire Form Only) + The vampire makes two attacks, only one of which can be a bite attack. + + + Unarmed Strike (Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). + Unarmed Strike (Vampire Form Only)|+9|1d8+4 + + + Bite (Bat or Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. + Bite (Bat or Vampire Form Only)|+9|1d6+4 + + + Charm + The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. + Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + + + Children of the Night (1/Day) + The vampire magically calls 2d4 swarms of swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. + + + The undead (shapechanger) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (shapechanger) regains spent legendary actions at the start of its turn. + + + Move + The vampire moves up to its speed without provoking opportunity attacks. + + + Unarmed Strike + The vampire makes one unarmed strike. + + + Bite (Costs 2 Actions) + The vampire makes one bite attack. + + + Regional Effects + + + The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects: + • There's a noticeable increase in the populations of bats, rats, and wolves in the region. + • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. + • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. + • A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. + If the vampire is destroyed, these effects end after 2d6 days. + + + Spellcasting + The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost + • 1st level (4 slots): comprehend languages, fog cloud, sleep + • 2nd level (3 slots): detect thoughts, gust of wind, mirror image + • 3rd level (3 slots): animate dead, bestow curse, nondetection + • 4th level (3 slots): blight, greater invisibility + • 5th level (1 slots): dominate person + + 4, 3, 3, 3, 1 + mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, bestow curse, nondetection, blight, greater invisibility, dominate person + Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. +Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. +Born from Death. Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. +Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. +Undead Nature. Neither a vampire nor a vampire spawn requires air. +A Vampire's Lair. A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night. +Player Characters as Vampires. +------ +The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength. +The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life. +------ +Strahd von Zarovich. +------ +A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion. +In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry. +In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. +In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created. +------ +Source: Monster Manual p. 298, Rise of Tiamat + urban + + + Vampire Warrior + M + undead (shapechanger) + Lawful Evil + 18 (plate armor) + 144 (17d8+68) + walk 30 ft. + 18 + 18 + 18 + 17 + 15 + 18 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + 17 + the languages it knew in life + 15 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 120 ft. + + Shapechanger + If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. + While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. + While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. + + + Legendary Resistance (3/Day) + If the vampire fails a saving throw, it can choose to succeed instead. + + + Misty Escape + When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. + While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. + + + Regeneration + The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + + + Spider Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The vampire has the following flaws: + Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. + Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. + Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack + The vampire makes two greatsword attacks. + + + Multiattack (Vampire Form Only) + The vampire makes two attacks, only one of which can be a bite attack. + + + Unarmed Strike (Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). + Unarmed Strike (Vampire Form Only)|+9|1d8+4 + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 11 (2d6 + 4) slashing damage. + Greatsword|+9|2d6+4 + + + Bite (Bat or Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. + Bite (Bat or Vampire Form Only)|+9|1d6+4 + + + Charm + The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. + Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + + + Children of the Night (1/Day) + The vampire magically calls 2d4 swarms of swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. + + + The undead (shapechanger) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (shapechanger) regains spent legendary actions at the start of its turn. + + + Move + The vampire moves up to its speed without provoking opportunity attacks. + + + Unarmed Strike + The vampire makes one unarmed strike. + + + Bite (Costs 2 Actions) + The vampire makes one bite attack. + + + Regional Effects + + + The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects: + • There's a noticeable increase in the populations of bats, rats, and wolves in the region. + • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. + • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. + • A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. + If the vampire is destroyed, these effects end after 2d6 days. + + Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. +Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. +Born from Death. Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. +Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. +Undead Nature. Neither a vampire nor a vampire spawn requires air. +A Vampire's Lair. A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night. +Player Characters as Vampires. +------ +The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength. +The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life. +------ +Strahd von Zarovich. +------ +A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion. +In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry. +In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. +In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created. +------ +Source: Monster Manual p. 298 + urban + + + Veteran + M + humanoid (any race) + Any alignment + 17 (splint armor) + 58 (9d8+18) + walk 30 ft. + 16 + 13 + 14 + 10 + 11 + 10 + + Athletics +5, Perception +2 + 12 + any one language (usually Common) + 3 + + + + + + + Multiattack + The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+5|1d8+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+3|1d10+1 + + Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. +Source: Monster Manual p. 350, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + + + + Vine Blight + M + plant + Neutral Evil + 12 (natural armor) + 26 (4d8+4) + walk 10 ft. + 15 + 8 + 14 + 5 + 10 + 3 + + Stealth +1 + 10 + Common + 1/2 + + + + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + + False Appearance + While the blight remains motionless, it is indistinguishable from a tangle of vines. + + + Constrict + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target. + Constrict|+4|2d6+2 + + + Entangling Plants (Recharge 5-6) + Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success. + + Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can. +Roots of the Gulthias Tree. Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown. +Dark Conquest. Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption. +In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days. +Controlled by Evil. Blights are independent creatures, but most act under a Gulthias tree's control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor's old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil. +Vine Blight. Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their foes before attacking. Vine blights are the only blights capable of speech. Through its connection to the evil spirit of the Gulthias tree it serves, a vine blight speaks in a fractured version of its dead master's voice, taunting victims or bargaining with powerful foes. +Source: Monster Manual p. 32, Curse of Strahd, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + forest + + + Violet Fungus + M + plant + Unaligned + 5 + 18 (4d8) + walk 5 ft. + 3 + 1 + 10 + 1 + 3 + 1 + + + 6 + + 1/4 + + + + blinded, deafened, frightened + blindsight 30 ft. (blind beyond this radius) + + False Appearance + While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. + + + Multiattack + The fungus makes 1d4 Rotting Touch attacks. + + + Rotting Touch + Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. 4 (1d8) necrotic damage. + Rotting Touch|+2|1d8 + + This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days. +Fungi. With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness. +Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi. +Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed. +Source: Monster Manual p. 138, Hoard of the Dragon Queen, Princes of the Apocalypse, Ghosts of Saltmarsh + underdark + + + Vrock + L + fiend (demon) + Chaotic Evil + 15 (natural armor) + 104 (11d10+44) + walk 40 ft., fly 60 ft. + 17 + 15 + 18 + 8 + 13 + 8 + Dex +5, Wis +4, Cha +2 + + 11 + Abyssal, telepathy 120 ft. + 6 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + + Magic Resistance + The vrock has advantage on saving throws against spells and other magical effects. + + + Multiattack + The vrock makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. + Beak|+6|2d6+3 + + + Talons + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) slashing damage. + Talons|+6|2d10+3 + + + Spores (Recharge 6) + A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. + Spores (Recharge 6)||1d10 + + + Stunning Screech (1/Day) + The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A vrock has a 30 chance of summoning 2d4 dretch or one vrock. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 64, Curse of Strahd, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus + + + + Vulture + M + beast + Unaligned + 10 + 5 (1d8+1) + walk 10 ft., fly 50 ft. + 7 + 10 + 13 + 2 + 12 + 4 + + Perception +3 + 13 + + 0 + + + + + + + Keen Sight and Smell + The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Pack Tactics + The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Beak + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage. + Beak|+2|1d4 + + +Source: Monster Manual p. 339, Rise of Tiamat, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus + grassland, hill, desert + + + Warhorse + L + beast + Unaligned + 11 + 19 (3d10+3) + walk 60 ft. + 18 + 12 + 13 + 2 + 12 + 7 + + + 11 + + 1/2 + + + + + + + Trampling Charge + If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Hooves|+6|2d6+4 + + + Variant: Warhorse Armor + An armored warhorse has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The horse's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the horse's challenge rating. + AC | Barding + 12 | Leather barding + 13 | Studded leather barding + 14 | Ring mail barding + 15 | Scale mail barding + 16 | Chain mail barding + 17 | Splint barding + 18 | Plate barding + + + +Source: Monster Manual p. 340, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount + urban + + + Warhorse Skeleton + L + undead + Lawful Evil + 13 (barding scraps) + 22 (3d10+6) + walk 60 ft. + 18 + 12 + 15 + 2 + 8 + 5 + + + 9 + + 1/2 + + poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft. + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Hooves|+6|2d6+4 + + Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. +Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. +While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. +Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks. +A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished. +Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle. +Habitual Behaviors. Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance. +When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. +Undead Nature. A skeleton doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 273, Curse of Strahd, Storm King's Thunder + + + + Water Elemental + L + elemental + Neutral + 14 (natural armor) + 114 (12d10+48) + walk 30 ft., swim 90 ft. + 18 + 14 + 18 + 5 + 10 + 8 + + + 10 + Aquan + 5 + acid; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + + Water Form + The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Freeze + If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. + + + Multiattack + The elemental makes two slam attacks. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Slam|+7|2d8+4 + + + Whelm (Recharge 4-6) + Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. + Whelm (Recharge 4-6)||2d8+4 + The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding. + + Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks. +Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being. +Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. +Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. +Elemental Nature. An elemental doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 125, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros + underwater, swamp, coastal + + + Water Weird + L + elemental + Neutral + 13 + 58 (9d10+9) + walk 0 ft., swim 60 ft. + 17 + 16 + 13 + 11 + 10 + 10 + + + 10 + understands Aquan but doesn't speak + 3 + fire; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious + blindsight 30 ft. + + Invisible in Water + The water weird is invisible while fully immersed in water. + + + Water Bound + The water weird dies if it leaves the water to which it is bound or if that water is destroyed. + + + Constrict + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target. + Constrict|+5|3d6+3 + + A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or fountain. +Invisible while immersed in water, its serpentine shape becomes clear only when it emerges to attack, using its coils to crush any creature other than its summoner and those its summoner declares as off limits. When slain, a water weird becomes an inanimate pool of water. +Good and Evil Weirds. Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site, becoming neutral good or neutral evil. +A neutral good water weird tries to frighten away interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might turn against its summoner. A water weird loses its evil alignment if its waters are cleansed with a purify food and drink spell. +Elemental Nature. A water weird doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 299, Princes of the Apocalypse, Tales from the Yawning Portal, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + underdark, urban + + + Weasel + T + beast + Unaligned + 13 + 1 (1d4-1) + walk 30 ft. + 3 + 16 + 8 + 2 + 12 + 3 + + Perception +3, Stealth +5 + 13 + + 0 + + + + + + + Keen Hearing and Smell + The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 1 piercing damage. + + +Source: Monster Manual p. 340, Icewind Dale: Rime of the Frostmaiden + + + + Werebear + M + humanoid (human, shapechanger) + Neutral Good + 10 (in humanoid form, 11 (natural armor) in bear or hybrid form) + 135 (18d8+54) + walk 30 ft. + 19 + 10 + 17 + 11 + 12 + 12 + + Perception +7 + 17 + Common (can't speak in bear form) + 5 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + + + Shapechanger + The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Smell + The werebear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. + + + Bite (Bear or Hybrid Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy. + Bite (Bear or Hybrid Form Only)|+7|2d10+4 + + + Claw (Bear or Hybrid Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claw (Bear or Hybrid Form Only)|+7|2d8+4 + + + Greataxe (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) slashing damage. + Greataxe (Humanoid or Hybrid Form Only)|+7|1d12+4 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. +A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. +Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. +Player Characters as Lycanthropes +A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. +A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. +The following information applies to specific lycanthropes. +Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. +Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Source: Monster Manual p. 208, Ghosts of Saltmarsh, Explorer's Guide to Wildemount + forest, hill, arctic + + + Wereboar + M + humanoid (human, shapechanger) + Neutral Evil + 10 (in humanoid form, 11 (natural armor) in boar or hybrid form) + 78 (12d8+24) + walk 30 ft. + 17 + 10 + 15 + 10 + 11 + 8 + + Perception +2 + 12 + Common (can't speak in boar form) + 4 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + + + Shapechanger + The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Charge (Boar or Hybrid Form Only) + If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Relentless (Recharges after a Short or Long Rest) + If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Multiattack (Humanoid or Hybrid Form Only) + The wereboar makes two attacks, only one of which can be with its tusks. + + + Maul (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Maul (Humanoid or Hybrid Form Only)|+5|2d6+3 + + + Tusks (Boar or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. + Tusks (Boar or Hybrid Form Only)|+5|2d6+3 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. +A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. +Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. +Player Characters as Lycanthropes +A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. +A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. +The following information applies to specific lycanthropes. +Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. +Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Source: Monster Manual p. 209, Tomb of Annihilation, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount + grassland, forest, hill + + + Wererat + M + humanoid (human, shapechanger) + Lawful Evil + 12 + 33 (6d8+6) + walk 30 ft. + 10 + 15 + 12 + 11 + 10 + 8 + + Perception +2, Stealth +4 + 12 + Common (can't speak in rat form) + 2 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + darkvision 60 ft. (rat form only) + + Shapechanger + The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Smell + The wererat has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack (Humanoid or Hybrid Form Only) + The wererat makes two attacks, only one of which can be a bite. + + + Bite (Rat or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. + Bite (Rat or Hybrid Form Only)|+4|1d4+2 + + + Shortsword (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword (Humanoid or Hybrid Form Only)|+4|1d6+2 + + + Hand Crossbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow (Humanoid or Hybrid Form Only)|+4|1d6+2 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. +A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. +Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. +Player Characters as Lycanthropes +A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. +A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. +The following information applies to specific lycanthropes. +Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. +Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Source: Monster Manual p. 209, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount + forest, urban + + + Weretiger + M + humanoid (human, shapechanger) + Neutral + 12 + 120 (16d8+48) + walk 30 ft. + 17 + 15 + 16 + 10 + 13 + 11 + + Perception +5, Stealth +4 + 15 + Common (can't speak in tiger form) + 4 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + darkvision 60 ft. + + Shapechanger + The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pounce (Tiger or Hybrid Form Only) + If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. + + + Multiattack (Humanoid or Hybrid Form Only) + In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. + + + Bite (Tiger or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. + Bite (Tiger or Hybrid Form Only)|+5|1d10+3 + + + Claw (Tiger or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claw (Tiger or Hybrid Form Only)|+5|1d8+3 + + + Scimitar (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Humanoid or Hybrid Form Only)|+5|1d6+3 + + + Longbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow (Humanoid or Hybrid Form Only)|+4|1d8+2 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. +A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. +Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. +Player Characters as Lycanthropes +A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. +A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. +The following information applies to specific lycanthropes. +Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. +Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Source: Monster Manual p. 210, Tomb of Annihilation, Explorer's Guide to Wildemount + grassland, forest, desert + + + Werewolf + M + humanoid (human, shapechanger) + Chaotic Evil + 11 (in humanoid form, 12 (natural armor) in wolf or hybrid form) + 58 (9d8+18) + walk 30 ft. + 15 + 13 + 14 + 10 + 11 + 10 + + Perception +4 + 14 + Common (can't speak in wolf form) + 3 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + + + Shapechanger + The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Multiattack (Humanoid or Hybrid Form Only) + The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). + + + Bite (Wolf or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. + Bite (Wolf or Hybrid Form Only)|+4|1d8+2 + + + Claws (Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (2d4 + 2) slashing damage. + Claws (Hybrid Form Only)|+4|2d4+2 + + + Spear (Humanoid Form Only) + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear (Humanoid Form Only)|+4|1d6+2 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. +A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. +Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. +Player Characters as Lycanthropes +A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. +A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. +The following information applies to specific lycanthropes. +Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. +Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Source: Monster Manual p. 211, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + forest, hill + + + White Dragon Wyrmling + M + dragon + Chaotic Evil + 16 (natural armor) + 32 (5d8+10) + walk 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. + 14 + 10 + 14 + 5 + 10 + 11 + Dex +2, Con +4, Wis +2, Cha +2 + Perception +4, Stealth +2 + 14 + Draconic + 2 + + cold + + + blindsight 10 ft., darkvision 60 ft. + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage. + Bite|+4|1d10+2 + + + Cold Breath (Recharge 5-6) + The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath (Recharge 5-6)||5d8 + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 102, Storm King's Thunder, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + + + + Wight + M + undead + Neutral Evil + 14 (studded leather armor) + 45 (6d8+18) + walk 30 ft. + 15 + 14 + 16 + 10 + 13 + 15 + + Perception +3, Stealth +4 + 13 + the languages it knew in life + 3 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + + exhaustion, poisoned + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+4|1d6+2 + A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+4|1d8+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. +Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever dark entity transformed them into undead, swearing oaths to appease their new lord while retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction. +Life Eaters. Neither dead nor alive, a wight exists in a transitional state between one world and the next. The bright spark it possessed in life is gone, and in its place is a yearning to consume that spark in all living things. +When a wight attacks, this life essence glows like white-hot embers to its dark eyes, and the wight's cold touch can drain the spark through flesh, clothing, and armor. +Shadow of the Grave. Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate places, surrounded by dead plants, noticeably blackened, and avoided by bird and beast. +Humanoids slain by a wight can rise as zombies under its control. Motivated by hunger for living souls and driven by the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their hunger for destruction to overwhelm any creature that stands before them. +Undead Nature. A wight doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 300, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + underdark, swamp, urban, desert + + + Will-o'-Wisp + T + undead + Chaotic Evil + 19 + 22 (9d4) + walk 0 ft., fly 50 ft. + 1 + 28 + 10 + 13 + 14 + 11 + + + 12 + the languages it knew in life + 2 + acid, cold, fire, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical attacks + lightning, poison + + exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious + darkvision 120 ft. + + Consume Life + As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. + + + Ephemeral + The will-o'-wisp can't wear or carry anything. + + + Incorporeal Movement + The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Variable Illumination + The will-o'-wisp sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. + + + Shock + Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 9 (2d8) lightning damage. + Shock|+4|2d8 + + + Invisibility + The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). + + Will-o'-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair. +Hope and Doom. Will-o'-wisps look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o'-wisps offer hope, hinting of safety to creatures that follow them. +Will-o'-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their death screams. An evil being that falls prey to a will-o'-wisp might become a wisp itself, its woeful spirit coalescing above its lifeless corpse like a flickering flame. +Consumed by Despair. Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. They thrive in swampy bogs and bone-strewn battlefields where the oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o'-wisps lure other creatures toward dismal fates and feed on their misery. +Agents of Evil. Will-o'-wisps rarely speak, but when they do, their voices sound like faint or distant whispers. In the miserable domains they haunt, will-o'-wisps sometimes form symbiotic relationships with their wicked neighbors. Hags, oni, black dragons, and evil cultists work with will-o'-wisps to draw creatures into ambush. As their evil allies surround and slaughter creatures, the wisps hover above them, drinking the agony of a last breath and savoring the sensation as the light of life goes out in a creature's eyes. +Undead Nature. A will-o'-wisp doesn't require air, drink, or sleep. +Source: Monster Manual p. 301, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden + forest, swamp, urban + + + Winged Kobold + S + humanoid (kobold) + Lawful Evil + 13 + 7 (3d6-3) + walk 30 ft., fly 30 ft. + 7 + 16 + 9 + 8 + 7 + 8 + + + 8 + Common, Draconic + 1/4 + + + + + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Dropped Rock + Ranged Weapon Attack: +5 to hit, one target directly below the kobold. 6 (1d6 + 3) bludgeoning damage. + Dropped Rock|+5|1d6+3 + + Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards. +Strength in Numbers. Kobolds are egg-laying creatures. They mature quickly and can live to be "great wyrms" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side. +Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders. +The Lost God. In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze. +Source: Monster Manual p. 195, Hoard of the Dragon Queen, Tomb of Annihilation, Ghosts of Saltmarsh + forest, swamp, hill, urban, desert, coastal, arctic, mountain, underdark + + + Winter Wolf + L + monstrosity + Neutral Evil + 13 (natural armor) + 75 (10d10+20) + walk 50 ft. + 18 + 13 + 14 + 7 + 12 + 8 + + Perception +5, Stealth +3 + 15 + Common, Giant, Winter Wolf + 3 + + cold + + + + + Keen Hearing and Smell + The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Snow Camouflage + The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + Bite|+6|2d6+4 + + + Cold Breath (Recharge 5-6) + The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath (Recharge 5-6)||4d8 + + The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations. +Source: Monster Manual p. 340, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Icewind Dale: Rime of the Frostmaiden + arctic + + + Wolf + M + beast + Unaligned + 13 (natural armor) + 11 (2d8+2) + walk 40 ft. + 12 + 15 + 12 + 3 + 12 + 6 + + Perception +3, Stealth +4 + 13 + + 1/4 + + + + + + + Keen Hearing and Smell + The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + Bite|+4|2d4+2 + + +Source: Monster Manual p. 341, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + grassland, forest, hill + + + Worg + L + monstrosity + Neutral Evil + 13 (natural armor) + 26 (4d10+4) + walk 50 ft. + 16 + 13 + 13 + 7 + 11 + 8 + + Perception +4 + 14 + Goblin, Worg + 1/2 + + + + + darkvision 60 ft. + + Keen Hearing and Smell + The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + Bite|+5|2d6+3 + + A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. +Source: Monster Manual p. 341, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden + grassland, forest, hill + + + Wraith + M + undead + Neutral Evil + 13 + 67 (9d8+27) + walk 0 ft., fly 60 ft. + 6 + 16 + 16 + 12 + 14 + 15 + + + 12 + the languages it knew in life + 5 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + necrotic, poison + + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Incorporeal Movement + The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Sunlight Sensitivity + While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Life Drain + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+6|4d8+3 + + + Create Specter + The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. + + A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence. +Vile Oblivion. When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. Almost nothing of the wraith's former existence is preserved; in this new form, it exists only to annihilate other life. +Bereft of Body. A wraith can move through solid creatures and objects as easily as a mortal creature moves through fog. +A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little more than faint impressions, fleeting as half-remembered dreams. A wraith might pause to stare at something that fascinated it in life, or it might curb its wrath in acknowledgment of a past friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become. +Undead Commanders. A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. +Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die. +Undead Nature. A wraith doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 302, Curse of Strahd, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden + underdark + + + Wyvern + L + dragon + Unaligned + 13 (natural armor) + 110 (13d10+39) + walk 20 ft., fly 80 ft. + 19 + 10 + 16 + 5 + 12 + 6 + + Perception +4 + 14 + + 6 + + + + + darkvision 60 ft. + + Multiattack + The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. + Bite|+7|2d6+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws|+7|2d8+4 + + + Stinger + Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Stinger|+7|2d6+4 + Stinger||7d6 + + Travelers in the wild sometimes look to the skies to see the dark-winged shape of a wyvern carrying its prey. These cousins to the great dragons hunt the same tangled forests and caverns as their kin. Their appearance sends ripples of alarm through the borderlands of civilization. +A wyvern has two scaly legs, leathery wings, and a sinewy tail topped with its most potent weapon: a poison stinger. The poison in a wyvern's stinger can kill a creature in seconds. Extremely potent, wyvern poison burns through its victim's bloodstream, disintegrating veins and arteries on its way to the heart. As deadly as wyverns can be, however, hunters and adventurers often track them to claim the venom, which is used in alchemical compounds and to coat weapons. +Aerial Hunters. A wyvern doesn't fight on the ground unless it can't reach its prey by any other means, or if it has been fooled into a position from which aerial combat isn't an option. If forced into a confrontation on the ground, a wyvern crouches low, keeping its stinger poised above its head as it hisses and growls. +Aggressive and Reckless. A wyvern intent on its prey backs down only if it sustains serious injury, or if its prey eludes it long enough for another easier potential meal to wander along. If it corners a fleeing creature in an enclosure too small to enter, a wyvern guards where the quarry hides, lashing with its stinger whenever opportunity allows. +Although they possess more cunning than ordinary beasts, wyverns lack the intelligence of their draconic cousins. As such, creatures that maintain their composure as a wyvern hunts them from the air can often elude or trick it. Wyverns follow a direct path to their prey, with no thought given to possible ambushes. +Tamed Wyverns. A wyvern can be tamed for use as a mount, but doing so presents a difficult and deadly challenge. Raising one as a hatchling offers the best results. However, a wyvern's violent temperament has cost the life of many a would-be master. +Source: Monster Manual p. 303, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus + mountain, hill + + + Xorn + M + elemental + Neutral + 19 (natural armor) + 73 (7d8+42) + walk 20 ft., burrow 20 ft. + 17 + 10 + 22 + 11 + 10 + 11 + + Perception +6, Stealth +3 + 16 + Terran + 5 + piercing, slashing from nonmagical attacks that aren't adamantine + + + + darkvision 60 ft., tremorsense 60 ft. + + Earth Glide + The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. + + + Stone Camouflage + The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Treasure Sense + The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. + + + Multiattack + The xorn makes three claw attacks and one bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (3d6 + 3) piercing damage. + Bite|+6|3d6+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+6|1d6+3 + + Bizarre creatures native to the Elemental Plane of Earth, xorn sniff out gemstones and precious metals, then tunnel through earth and rock to consume those treasures. On the Material Plane, xorn must range far and wide through the Underdark to sustain themselves, becoming aggressive toward miners and treasure hunters when the valuable minerals of their diet are scarce. +A xorn's unnatural origins are suggested by its unusually heavy body and the large, powerful mouth sitting atop its head. Its three long arms are each tipped with sharp talons, and its three large, stone-lidded eyes see in all directions. +Elemental Travelers. Possessed of the power of elemental earth, a xorn glides through stone and dirt as easily as a fish swims through water. It doesn't displace earth or stone when it moves, but merges with and flows through it, leaving no tunnel, hole, or hint of its passage. +Source: Monster Manual p. 304, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage + underdark + + + Yeti + L + monstrosity + Chaotic Evil + 12 (natural armor) + 51 (6d10+18) + walk 40 ft., climb 40 ft. + 18 + 13 + 16 + 8 + 12 + 7 + + Perception +3, Stealth +3 + 13 + Yeti + 3 + + cold + + + darkvision 60 ft. + + Fear of Fire + If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Keen Smell + The yeti has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Multiattack + The yeti can use its Chilling Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage. + Claw|+6|1d6+4 + + + Chilling Gaze + The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. + Chilling Gaze||3d6 + + A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place. +Keen Hunters. Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow. +Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls. +Terrifying Howlers. Before an avalanche, a blizzard, or a deadly frost, the yetis' howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti's howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature's untamed domain. +Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within. +Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy's camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis' food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath. +Abominable Yetis. An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow. +Source: Monster Manual p. 305, Storm King's Thunder, Tales from the Yawning Portal, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + arctic + + + Yochlol + M + fiend (demon, shapechanger) + Chaotic Evil + 15 (natural armor) + 136 (16d8+64) + walk 30 ft., climb 30 ft. + 15 + 14 + 18 + 13 + 15 + 15 + Dex +6, Int +5, Wis +6, Cha +6 + Deception +10, Insight +6 + 12 + Abyssal, Elvish, Undercommon + 10 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + + Shapechanger + The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Magic Resistance + The yochlol has advantage on saving throws against spells and other magical effects. + + + Spider Climb + The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Walker + The yochlol ignores movement restrictions caused by webbing. + + + Multiattack + The yochlol makes two melee attacks. + + + Slam (Bite in Spider Form) + Melee Weapon Attack: +6 to hit, reach 5 ft. (10 feet in demon form), one target. 5 (1d6 + 2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage. + Slam (Bite in Spider Form)|+6|1d6+2 + + + Mist Form + The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. + While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. + While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A yochlol has a 50 chance of summoning one yochlol. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Innate Spellcasting + The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components: + At will: detect thoughts, web + 1/day: dominate person + + detect thoughts, web, dominate person + Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. +Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. +A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. +By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. +Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. +Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. +Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. +Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the Abyss and kill it there. +Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. +Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. +Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. +Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. +Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. +Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. +An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. +Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. +As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. +Demon Lords +The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. +Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. +Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. +As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. +Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. +The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. +Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. +Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. +Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. +Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. +Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. +In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. +Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. +Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. +Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. +The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. +Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. +Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. +Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. +Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. +Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. +Demons by Type +Type | Examples +1 | barlgura, shadow demon, vrock +2 | chasme, hezrou +3 | glabrezu, yochlol +4 | nalfeshnee +5 | marilith +6 | balor, goristro + +Demon True Names. +------ +Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. +A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. +------ +Variant: Demon Summoning. +------ +Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. +• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. +• A barlgura has a 30 percent chance of summoning one barlgura. +• A chasme has a 30 percent chance of summoning one chasme. +• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. +• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. +• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. +• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. +• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. +• A yochlol has a 50 percent chance of summoning one yochlol. +A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. +------ +Source: Monster Manual p. 65, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount + + + + Young Black Dragon + L + dragon + Chaotic Evil + 18 (natural armor) + 127 (15d10+45) + walk 40 ft., fly 80 ft., swim 40 ft. + 19 + 14 + 17 + 12 + 11 + 15 + Dex +5, Con +6, Wis +3, Cha +5 + Perception +6, Stealth +5 + 16 + Common, Draconic + 7 + + acid + + + blindsight 30 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. + Bite|+7|2d10+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Acid Breath (Recharge 5-6) + The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath (Recharge 5-6)||11d8 + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 88, Rise of Tiamat, Tales from the Yawning Portal, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus + swamp + + + Young Blue Dragon + L + dragon + Lawful Evil + 18 (natural armor) + 152 (16d10+64) + walk 40 ft., burrow 40 ft., fly 80 ft. + 21 + 10 + 19 + 14 + 13 + 17 + Dex +4, Con +8, Wis +5, Cha +7 + Perception +9, Stealth +4 + 19 + Common, Draconic + 9 + + lightning + + + blindsight 30 ft., darkvision 120 ft. + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. + Bite|+9|2d10+5 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claw|+9|2d6+5 + + + Lightning Breath (Recharge 5-6) + The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||10d10 + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 91, Curse of Strahd, Rise of Tiamat, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Mythic Odysseys of Theros + desert, coastal + + + Young Brass Dragon + L + dragon + Chaotic Good + 17 (natural armor) + 110 (13d10+39) + walk 40 ft., burrow 20 ft., fly 80 ft. + 19 + 10 + 17 + 12 + 11 + 15 + Dex +3, Con +6, Wis +3, Cha +5 + Perception +6, Persuasion +5, Stealth +3 + 16 + Common, Draconic + 6 + + fire + + + blindsight 30 ft., darkvision 120 ft. + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage. + Bite|+7|2d10+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||12d6 + • Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 105, Storm King's Thunder + desert + + + Young Bronze Dragon + L + dragon + Lawful Good + 18 (natural armor) + 142 (15d10+60) + walk 40 ft., fly 80 ft., swim 40 ft. + 21 + 10 + 19 + 14 + 13 + 17 + Dex +3, Con +7, Wis +4, Cha +6 + Insight +4, Perception +7, Stealth +3 + 17 + Common, Draconic + 8 + + lightning + + + blindsight 30 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage. + Bite|+8|2d10+5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claw|+8|2d6+5 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||10d10 + • Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 108, Waterdeep: Dragon Heist, Ghosts of Saltmarsh + coastal + + + Young Copper Dragon + L + dragon + Chaotic Good + 17 (natural armor) + 119 (14d10+42) + walk 40 ft., climb 40 ft., fly 80 ft. + 19 + 12 + 17 + 16 + 13 + 15 + Dex +4, Con +6, Wis +4, Cha +5 + Deception +5, Perception +7, Stealth +4 + 17 + Common, Draconic + 7 + + acid + + + blindsight 30 ft., darkvision 120 ft. + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage. + Bite|+7|2d10+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Acid Breath. The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||9d8 + • Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 112, Storm King's Thunder + hill + + + Young Gold Dragon + L + dragon + Lawful Good + 18 (natural armor) + 178 (17d10+85) + walk 40 ft., fly 80 ft., swim 40 ft. + 23 + 14 + 21 + 16 + 13 + 20 + Dex +6, Con +9, Wis +5, Cha +9 + Insight +5, Perception +9, Persuasion +9, Stealth +6 + 19 + Common, Draconic + 10 + + fire + + + blindsight 30 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage. + Bite|+10|2d10+6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+10|2d6+6 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||10d10 + • Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 115 + grassland, forest + + + Young Green Dragon + L + dragon + Lawful Evil + 18 (natural armor) + 136 (16d10+48) + walk 40 ft., fly 80 ft., swim 40 ft. + 19 + 12 + 17 + 16 + 13 + 15 + Dex +4, Con +6, Wis +4, Cha +5 + Deception +5, Perception +7, Stealth +4 + 17 + Common, Draconic + 8 + + poison + + poisoned + blindsight 30 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. + Bite|+7|2d10+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Poison Breath (Recharge 5-6) + The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath (Recharge 5-6)||12d6 + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 94, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy + forest + + + Young Red Dragon + L + dragon + Chaotic Evil + 18 (natural armor) + 178 (17d10+85) + walk 40 ft., climb 40 ft., fly 80 ft. + 23 + 10 + 21 + 14 + 11 + 19 + Dex +4, Con +9, Wis +4, Cha +8 + Perception +8, Stealth +4 + 18 + Common, Draconic + 10 + + fire + + + blindsight 30 ft., darkvision 120 ft. + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. + Bite|+10|2d10+6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+10|2d6+6 + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||16d6 + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 98, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage + mountain, hill + + + Young Red Shadow Dragon + L + dragon + Chaotic Evil + 18 (natural armor) + 178 (17d10+85) + walk 40 ft., climb 40 ft., fly 80 ft. + 23 + 10 + 21 + 14 + 11 + 19 + Dex +5, Con +10, Wis +5, Cha +9 + Perception +10, Stealth +10 + 18 + Common, Draconic + 13 + necrotic + fire + + + blindsight 30 ft., darkvision 120 ft. + + Living Shadow + While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant. + + + Shadow Stealth + While in dim light or darkness, the dragon can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage. + Bite|+10|2d10+6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+10|2d6+6 + + + Shadow Breath (Recharge 5-6) + The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. + Shadow Breath (Recharge 5-6)||16d6 + + Shadow dragons are true dragons that were either born in the Shadowfell or transformed by years spent within its dismal confines. Some shadow dragons embrace the Shadowfell for its bleak landscapes and desolation. Others seek to return to the Material Plane, hungry to spread the darkness and evil of the Plane of Shadow. +Dark Portals. Portals to the Shadowfell manifest in forlorn places and the deep gloom of subterranean caverns. The dragons that lair in such places often discover these portals and find themselves transported to a new realm. Ancient dragons that sleep in their lairs for months or years at a time might find themselves spirited away, never knowing that a portal has formed without their knowledge as they dream. +Recast in Shadow. The transformation to a shadow dragon happens over a period of years, during which time a dragon's scales lose their luster and fade to a charcoal hue. Its leathery wings become translucent, its eyes paling to pools of opalescent gray. Shadow dragons find sunlight abhorrent, and they are weaker in bright light than they are in darkness. Darkness makes the dragon fade to a spectral shadow of its former self. The magical nature of dragons holds an attraction for the Shadowfell, which seems somehow to crave the might and majesty of these great reptiles. The Shadowfell also has a dispiriting effect on its denizens, such that the longer a creature remains on the plane, the more it accepts the plane's malaise. As months and years pass for a dragon on the Shadowfell, it becomes aware of the transformation being wrought upon it, and yet can do nothing to prevent it. +Back in the World. A shadow dragon is so suffused with the power of the Shadowfell that even a return to the Material Plane can't undo its transformation. Some shadow dragons attempt to lure other creatures from the mortal realm back to the Shadowfell to keep them company, at least until they tire of their guests and devour them. Others are happy to leave the Shadowfell behind forever, understanding that treasure and power are easier to come by in the Material Plane. +Damage Resistances. The dragon has resistance to necrotic damage. +Skill Proficiency: Stealth. The dragon's proficiency bonus is doubled for its Dexterity (Stealth) checks. +Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant. +Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action. +Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. +New Action: Bite. If the dragon deals acid, cold, fire, lightning, or poison damage with its bite, change that damage type to necrotic. +New Action: Shadow Breath. Any damage-dealing breath weapon possessed by the dragon deals necrotic damage instead of its original damage type. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. +Source: Monster Manual p. 85 + underdark + + + Young Remorhaz + L + monstrosity + Unaligned + 14 (natural armor) + 93 (11d10+33) + walk 30 ft., burrow 30 ft. + 18 + 13 + 17 + 3 + 10 + 4 + + + 10 + + 5 + + cold, fire + + + darkvision 60 ft., tremorsense 60 ft. + + Heated Body + A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage. + Bite|+6|3d10+4 + + From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Wing like fins flare from the back of the creature's head, and its wide mouth brims with jagged teeth. +Arctic Predators. Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover. +Young Ones. Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants' icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole. +Source: Monster Manual p. 258, Storm King's Thunder, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden + arctic + + + Young Silver Dragon + L + dragon + Lawful Good + 18 (natural armor) + 168 (16d10+80) + walk 40 ft., fly 80 ft. + 23 + 10 + 21 + 14 + 11 + 19 + Dex +4, Con +9, Wis +4, Cha +8 + Arcana +6, History +6, Perception +8, Stealth +4 + 18 + Common, Draconic + 9 + + cold + + + blindsight 30 ft., darkvision 120 ft. + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage. + Bite|+10|2d10+6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+10|2d6+6 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||12d8 + • Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 118, Storm King's Thunder + mountain, urban + + + Young White Dragon + L + dragon + Chaotic Evil + 17 (natural armor) + 133 (14d10+56) + walk 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. + 18 + 10 + 18 + 6 + 11 + 12 + Dex +3, Con +7, Wis +3, Cha +4 + Perception +6, Stealth +3 + 16 + Common, Draconic + 6 + + cold + + + blindsight 30 ft., darkvision 120 ft. + + Ice Walk + The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. + Bite|+7|2d10+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Cold Breath (Recharge 5-6) + The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath (Recharge 5-6)||10d8 + + True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Source: Monster Manual p. 101, Rise of Tiamat, Tales from the Yawning Portal, Essentials Kit: Dragon of Icespire Peak, Icewind Dale: Rime of the Frostmaiden + arctic + + + Yuan-ti Abomination + L + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 15 (natural armor) + 127 (15d10+45) + walk 40 ft. + 19 + 16 + 17 + 17 + 15 + 18 + + Perception +5, Stealth +6 + 15 + Abyssal, Common, Draconic + 7 + + poison + + poisoned + darkvision 60 ft. + + Shapechanger + The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Multiattack (Abomination Form Only) + The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage. + Bite|+7|1d6+4 + + + Constrict + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. + Constrict|+7|2d6+4 + + + Scimitar (Abomination Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Scimitar (Abomination Form Only)|+7|2d6+4 + + + Longbow (Abomination Form Only) + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage. + Longbow (Abomination Form Only)|+6|2d8+3 + + + Innate Spellcasting (Abomination Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 1/day: fear + 3/day: suggestion + + animal friendship, fear, suggestion + Monstrous serpents with burly humanoid torsos and arms, abominations form the highest caste of yuan-ti society, and they most closely resemble the race as the serpent gods intended it. They mastermind elaborate schemes and perform dark rites in the hope of one day ruling the world. +Yuan-ti. Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods. +Forsaken Humanity. The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought. +Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion. +Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design. +Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can. +Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races. +Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as unexploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe. +False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. +Serpent Gods. The yuan-ti revere a number of powerful entities as gods, including the following. +Dendar, the Night Serpent. Dendar's followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent. +Merrshaulk, Master of the Pit. Merrshaulk is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place. +Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents. +Source: Monster Manual p. 308, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath + forest, swamp, desert + + + Yuan-ti Malison (Type 1) + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 12 + 66 (12d8+12) + walk 30 ft. + 16 + 14 + 13 + 14 + 12 + 16 + + Deception +5, Stealth +4 + 11 + Abyssal, Common, Draconic + 3 + + poison + + poisoned + darkvision 60 ft. + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has one of the following types: + • Type 1: Human body with snake head + • Type 2: Human head and body with snakes for arms + • Type 3: Human head and upper body with a serpentine lower body instead of legs + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. + Bite|+5|1d4+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Yuan-ti Form Only)|+5|1d6+3 + + + Longbow (Yuan-ti Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. + Longbow (Yuan-ti Form Only)|+4|1d8+2 + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + animal friendship, suggestion + A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender. +Yuan-ti. Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods. +Forsaken Humanity. The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought. +Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion. +Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design. +Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can. +Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races. +Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe. +False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. +Serpent Gods. The yuan-ti revere a number of powerful entities as gods, including the following. +Dendar, the Night Serpent. Dendar's followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent. +Merrshaulk, Master of the Pit. Merrshaulk is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place. +Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents. +Source: Monster Manual p. 309, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation + forest, swamp, desert + + + Yuan-ti Malison (Type 2) + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 12 + 66 (12d8+12) + walk 30 ft. + 16 + 14 + 13 + 14 + 12 + 16 + + Deception +5, Stealth +4 + 11 + Abyssal, Common, Draconic + 3 + + poison + + poisoned + darkvision 60 ft. + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has one of the following types: + • Type 1: Human body with snake head + • Type 2: Human head and body with snakes for arms + • Type 3: Human head and upper body with a serpentine lower body instead of legs + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two bite attacks using its snake arms. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. + Bite|+5|1d4+3 + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + animal friendship, suggestion + A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender. +Yuan-ti. Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods. +Forsaken Humanity. The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought. +Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion. +Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design. +Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can. +Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races. +Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe. +False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. +Serpent Gods. The yuan-ti revere a number of powerful entities as gods, including the following. +Dendar, the Night Serpent. Dendar's followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent. +Merrshaulk, Master of the Pit. Merrshaulk is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place. +Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents. +Source: Monster Manual p. 309, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation + forest, swamp, desert + + + Yuan-ti Malison (Type 3) + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 12 + 66 (12d8+12) + walk 30 ft. + 16 + 14 + 13 + 14 + 12 + 16 + + Deception +5, Stealth +4 + 11 + Abyssal, Common, Draconic + 3 + + poison + + poisoned + darkvision 60 ft. + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has one of the following types: + • Type 1: Human body with snake head + • Type 2: Human head and body with snakes for arms + • Type 3: Human head and upper body with a serpentine lower body instead of legs + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once. + + + Bite (Snake Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. + Bite (Snake Form Only)|+5|1d4+3 + + + Constrict + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. + Constrict|+5|2d6+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Yuan-ti Form Only)|+5|1d6+3 + + + Longbow (Yuan-ti Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow (Yuan-ti Form Only)|+4|1d8+2 + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + animal friendship, suggestion + A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender. +Yuan-ti. Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods. +Forsaken Humanity. The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought. +Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion. +Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design. +Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can. +Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races. +Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe. +False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. +Serpent Gods. The yuan-ti revere a number of powerful entities as gods, including the following. +Dendar, the Night Serpent. Dendar's followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent. +Merrshaulk, Master of the Pit. Merrshaulk is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place. +Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents. +Source: Monster Manual p. 309, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation + forest, swamp, desert + + + Yuan-ti Pureblood + M + humanoid (yuan-ti) + Neutral Evil + 11 + 40 (9d8) + walk 30 ft. + 11 + 12 + 11 + 13 + 12 + 14 + + Deception +6, Perception +3, Stealth +3 + 13 + Abyssal, Common, Draconic + 1 + + poison + + poisoned + darkvision 60 ft. + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Multiattack + The yuan-ti makes two melee attacks. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage. + Scimitar|+3|1d6+1 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage. + Shortbow|+3|1d6+1 + + + Innate Spellcasting + The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day each: poison spray, suggestion + + animal friendship, poison spray, suggestion + Purebloods form the lowest caste of yuan-ti society. They closely resemble humans, yet a pureblood can't pass for human under close scrutiny because there's always some hint of its true nature, such as scaly patches of skin, serpentine eyes, pointed teeth, or a forked tongue. Wearing cloaks and cowls, they masquerade as humans and infiltrate civilized lands to gather information, kidnap prisoners for interrogation and sacrifice, and trade with anyone who has something that can further their myriad plots. +Yuan-ti. Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods. +Forsaken Humanity. The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought. +Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion. +Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design. +Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can. +Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races. +Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe. +False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. +Serpent Gods. The yuan-ti revere a number of powerful entities as gods, including the following. +Dendar, the Night Serpent. Dendar's followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent. +Merrshaulk, Master of the Pit. Merrshaulk is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place. +Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents. +Source: Monster Manual p. 310, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage + forest, swamp, urban, desert + + + Zombie + M + undead + Neutral Evil + 8 + 22 (3d8+9) + walk 20 ft. + 13 + 6 + 16 + 3 + 6 + 5 + Wis +0 + + 8 + understands all languages it spoke in life but can't speak + 1/4 + + poison + + poisoned + darkvision 60 ft. + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Slam|+3|1d6+1 + + From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp. +Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. +Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. +A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. +Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water. +Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. +A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so. +Undead Nature. A zombie doesn't require air, food, drink, or sleep. +Source: Monster Manual p. 316, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount + urban + + diff --git a/FightClub5eXML/Sources/MordenkainensFiendishFolio.xml b/FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml similarity index 100% rename from FightClub5eXML/Sources/MordenkainensFiendishFolio.xml rename to FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml diff --git a/FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml b/FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml new file mode 100755 index 0000000..b2c1a4b --- /dev/null +++ b/FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml @@ -0,0 +1,975 @@ + + + + Assassin Bug + M + monstrosity + Neutral + 14 (natural armor) + 55 (10d8+10) + walk 10 ft., fly 50 ft. + 13 + 14 + 13 + 4 + 12 + 6 + + Perception +3, Stealth +4 + 13 + understands Druidic but can't speak + 3 + poison + + + paralyzed + darkvision 60 ft. + + Keen Smell + The assassin bug has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The assassin bug makes two bite attacks. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|+4|1d10+2 + + + Ovipositor + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The target is infested with 1d3 assassin bug eggs, which immediately hatch into assassin bug maggots. At the start of each of the target's turns, the target takes 1d6 piercing damage per maggot infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these assassin bug maggots. After this time, the maggots are too far under the skin to be burned. + If a target infested by assassin bug maggots ends its turn with 0 hit points, it dies as the maggots burrow into its heart and kill it. Any effect that cures disease kills all assassin bug maggots infesting the target. + + Assassin bugs plague the frontier and the wilderness, where they seek to hatch their voracious maggots within incapacitated hosts. Resembling giant bluebottle flies, these insectile terrors bear stunted humanoid limbs hinting at the bizarre ceremonies that created them. +Dangerous Cultivation. While the exact origins of the assassin bug are uncertain, rumors speak of an ancient sect of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous corpses or a more insidious means of ridding the wilderness of growing humanoid populations. Little information survives regarding this sect, but the assassin bugs' unsettling humanoid-like limbs and limited language ability suggests that the druids might have engaged in self-sacrifice to achieve their creation. +Horrific Egg Layers. An assassin bug attacks with a paralytic bite to first incapacitate its prey, making it easy to infect that paralyzed victim with eggs. However, they are able to infest any target as needed, and will do so to eliminate threats. Given their need to lay eggs in a living host, assassin bugs generally flee from constructs and undead. Once deposited within a living host, assassin bug eggs immediately hatch into assassin bug maggots that burrow toward their victim's heart, consuming it and killing the host unless they are quickly destroyed. After gorging themselves on the host's body over several days, the maggots emerge as juvenile assassin bugs, ready to continue their horrid life cycle. +An Unnatural Plague. Whole settlements along the frontier have been wiped out by plagues of assassin bugs. Without a quickly organized defense, even a single bug can infest and overwhelm an unprepared population. Desperate rulers discovering that settlements are at risk often order entire neighborhoods or whole villages burned at the first sign of infestation. Within infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running headfirst into wildfires often reveal an infestation of assassin bugs, as they immolate themselves in an instinctive effort to rid themselves of this scourge. +Monstrous Interactions. Few creatures are able to survive an assassin bug's infestation without immediately being treated with magic or fire. Incredibly hardy monsters such as catoblepas and gorgons have sometimes been observed with deep pockmarks showing where juvenile assassin bugs have emerged from their bodies. Vile creatures such as hags sometimes cultivate assassin bugs to use their maggots in horrid recipes. And trolls have been known to intentionally allow assassin bugs to infest their bodies, which heal against the wounds of a maggot infestation and allow those maggots to be pulled out and consumed. +Source: Mordenkainen’s Fiendish Folio p. 4 + + + + Blindheim + M + humanoid (blindheim) + Chaotic Neutral + 14 (natural armor) + 26 (4d8+8) + walk 30 ft. + 13 + 16 + 15 + 8 + 10 + 9 + + Athletics +3, Perception +2 + 12 + Undercommon + 2 + + + + + + + Radiant Eyes + While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that can see the blindheim have disadvantage on attack rolls anywhere in the area of bright light. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Radiant Blast + Radiant energy erupts from the blindheim's eyes in a 15-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or take 7 (2d6) radiant damage and be blinded until the end of the blindheim's next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw. + Radiant Blast||2d6 + + These frog-like humanoids have the ability to project intense, blinding light from their eyes. Dwelling on the fringes of the Underdark, blindheims are opportunistic ambushers who can be swayed into service with payment of fresh food and metal weapons. A blindheim's radiant eyes make these creatures a unique source of light in the Underdark depths, and are bright enough to hinder creatures that suffer in the presence of bright light—or to destroy their foes. +Searing Eyes. A blindheim projects searing light in a cone from its leering, bulging eyes. The intensity of this light is equivalent to natural sunlight, and can disturb or disrupt many creatures acclimated to the lightless depths. If a blindheim chooses to focus its gaze, this energy can even char flesh and bone. +Opportunistic Mercenaries. Blindheims have a fascination with tales and objects from the surface world, particularly plants and other natural items. They gather in the depths of the Underdark near routes used by merchants and other brave travelers. They typically make a cautious approach to stronger creatures, speaking in halting, croaking Undercommon to offer their services in return for fresh food, metal weapons, and trinkets from the surface world. But when they have superior numbers or engage creatures that appear weak, blindheims will often ambush to take what they want. +Strange Outcasts. The blindheims speak of an ancient era when their folk dwelled upon the surface. According to their tales, their ancestors stole a piece of the sun, then fled to the Underdark before devouring it and gaining the ability to project radiant energy from their eyes. +Blindheims fear that some day the sun will venture underground and have its revenge upon them. When dealing with surface dwellers, they insist that visitors swear to never tell the sun about them, and ask endless questions about the sun's actions, its anger, and its attitudes. But surface folk who attempt to soothe the blindheims' fears often cause these creatures great offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain infamous and feared by all folk of the surface rouses their anger. +Pitiable Slaves. Some Underdark creatures, particularly the drow and kuo-toa, raid blindheim settlements in search of slaves. Although the light from these creatures' eyes is a formidable threat to these raiders, a captured blindheim is a useful living weapon. +Source: Mordenkainen’s Fiendish Folio p. 5 + + + + Crab Folk + L + giant + Neutral + 16 (natural armor) + 68 (8d10+24) + walk 40 ft., swim 40 ft. + 19 + 10 + 17 + 7 + 9 + 9 + + + 9 + Common, Giant + 3 + + + + + + + Limited Amphibiousness + The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating. + + + Multiattack + The crab folk makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends, the crab folk can automatically hit the target with its claw, and the crab folk can't make attacks with that claw against other targets. The crab folk has two claws, each of which can grapple only one target. + Claw|+6|1d6+4 + + The crab folk are the result of a magical ritual used long ago by a mighty green hag to transform her ogre minions into more useful servants. All crab folk that now exist are descended from those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right. +Aquatic Vassals. Long ago, a green hag gathered a small army of ogres to serve as her enforcers along the desolate coast she had claimed. The hag found the ogres' simple minds and brutal strength useful, but too often, their lack of cunning foiled her plans. Many tumbled into the sea and drowned, too simpleminded and impatient to learn how to swim. Others smashed caravans and crushed their defenders most effectively, but looted cheap, bulky trade goods while leaving valuable smaller treasures behind. +Frustrated by her servants, the hag wove a spell to adapt them to the coastal terrain while planting in their minds a few simple commands to help them with their tasks. She gave them the tenacity and toughness of a crab to augment their strength, grasping claws to help them claim the treasures she loved, and a deeply embedded magical compulsion to obedience. +Treasure Hungry. The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her spell gave the crab folk an insatiable love for silver. When they see it, all crab folk feel an irresistible urge to seize it and carry it back to their lairs. If necessary, they resort to violence to claim the metal. +Brutal Raiders. Each year, when the warm summer gives way to the chill of autumn, the crab folk look to the sky for omens. In ancient days, the green hag kept close watch on the fishing villages and towns near her domain. If those settlements grew too strong, she sent her familiar, a cruel seagull, to harangue the crab folk with its cries and drive them to war. Today, by a stroke of bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up this ancient compulsion. Driven to action, the crab folk rampage along the coast, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives. +Deep-Seated Memories. When a coastal raid or a theft of silver is done, crab folk gather the treasures they have won and place them at the feet of a simple effigy of their hag creator, made from driftwood and other scrap and kept in their communal lair. The crab folk have little sense of what drives them, but they understand that the effigy represents a mother and creator who must be obeyed. +Legend holds that the green hag preferred to travel in the guise of a regal hobgoblin queen. If the crab folk ever encounter someone who bears a strong resemblance to that form, their magical compulsion might force them to worship that creature, obeying their every command. +Source: Mordenkainen’s Fiendish Folio p. 6 + + + + Dire Corby + M + humanoid (dire corby) + Neutral Evil + 13 (natural armor) + 16 (3d8+3) + walk 40 ft., climb 40 ft. + 13 + 14 + 13 + 6 + 8 + 7 + + Acrobatics +4, Perception +3 + 13 + Undercommon + 1/2 + + + thunder + frightened + + + Dire Cacophony + Any creature other than a dire corby that starts its turn within 60 feet of a dire corby and can hear it must make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn. + + + Keen Hearing + The dire corby has advantage on Wisdom (Perception) checks that rely on hearing. + + + Multiattack + The dire corby makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage. + Claw|+4|1d8+2 + + Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire corby flock, knowing of how these creatures' bizarre song disrupts, disorients, and ultimately overwhelms their prey. +Flocks of Doom. Dire corbies wander the Underdark in vast flocks, following predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus, and vermin that comprise their diet before moving on to a fresh feeding ground. Underdark travelers prize accurate charts illustrating the movements of these flocks, since trailing a day behind them all but guarantees that the dire corbies will have cleared out many monsters and other threats. +Horrid Songs The denizens of the Underdark hear an approaching flock of dire corbies long before it comes into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their minds swim, leaving them unable to use anything but their simplest magic. The dire corbies' disorienting song has left countless Underdark creatures and travelers unable to flee as these monsters fall upon them. +Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock's song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with these creatures' simple minds making success surprisingly easy. Accepted as part of the flock, a traveler can range across the Underdark escorted by hundreds of humanoid creatures that the other predators of the depths take pains to avoid. +Unwitting Explorers. As old pathways become impassable or a flock sustains heavy losses in a particular area, dire corbies will sometimes chart a new migratory course. Depending on their new route, a mob of these creatures might emerge in a dungeon connecting the Underdark and the surface world. Rampaging through such a dungeon, the flock often forces its monstrous inhabitants to flee for safer lairs. When they inevitably emerge on the surface, the dire corbies' voracious appetites cause them to quickly strip their new environment—including any nearby settlements—of life. +Source: Mordenkainen’s Fiendish Folio p. 7 + + + + Eye of Fear and Flame + M + undead + Chaotic Evil + 15 (natural armor) + 136 (16d8+64) + walk 30 ft. + 16 + 14 + 18 + 18 + 17 + 18 + Str +7, Con +8, Wis +7, Cha +8 + Perception +7 + 17 + Common, all languages known by any creature within 30 feet of it + 9 + necrotic, psychic + poison + + blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60 ft. + + Turn Immunity + The eye of fear and flame is immune to effects that turn undead. + + + Multiattack + The eye of fear and flame makes two claw attacks and uses its Gemstone Eyes. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Claw|+7|1d12+3 + + + Gemstone Eyes + The eye of fear and flame shoots one of the following magical eye rays, choosing one target it can see within 90 feet of it. + • Eye of Fear: The target and up to four other creatures of the eye of fear and flame's choice within 10 feet of the target must each succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Eye of Flame: The target must make a DC 16 Dexterity saving throw. On a failed save, the target takes 44 (8d10) fire damage, and if it is a creature or a flammable object, it ignites. On a successful save, the target takes half as much damage and does not ignite. A target that ignites takes 5 (1d10) fire damage at the start of each of its turns until a creature takes an action to douse the fire. + Gemstone Eyes||8d10 + + + Innate Spellcasting + The eye of fear and flame's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: + At will: detect evil and good, detect thoughts + 1/day each: etherealness, true seeing + + detect evil and good, detect thoughts, etherealness, true seeing + An eye of fear and flame stalks the world of the living, commanding individuals to perform evil deeds of the undead's choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal its skull—set with gems of red and black in each eye socket—then attacks. +Spectral Visage. An eye of fear and flame resembles a hooded, skeletal humanoid figure. The interior of its hood cannot be seen except as an opaque black void. Ominous tales speak of these creatures prowling city streets in the darkest nights and during times of unease and unrest. It is said that eyes of fear and flame were created by chaotic gods to foment the destruction of lawful creatures, or by lawful gods for the testing of their followers. Rumors state that only twenty of these creatures exist, but much of the truth about them remains unknown. +Cruel Puppet Masters. An eye of fear and flame often chooses to appear during times of uncertainty, such as after a group's devastating defeat or when an individual contemplates some momentous decision. The undead seeks to corrupt vulnerable individuals, especially those of lawful or good alignments, by setting tasks that test its targets' moral foundations. A paladin might be ordered to murder an innocent, with the argument that not doing so will result in some greater evil taking place. Ultimately, the success or failure of the task is of less interest to the eye of fear and flame than the instigation of the evil act—and the general spread of chaos and misery that comes with it. +Mystic Gemstones. An eye of fear and flame casts its magic powers through its gemstone eyes. In combat, it targets not only its opponents but also innocent bystanders, seeking to cause the greatest amount of confusion and destruction. If the creature is destroyed, these gems can be recovered, though they are treated as dangerous, cursed trophies akin to a demilich's soul gems. Still, they might be sold to certain discerning—and brazen—collectors. +Source: Mordenkainen’s Fiendish Folio p. 8, Infernal Machine Rebuild + + + + Fog Giant + H + giant + Neutral Evil + 16 (chain mail) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 12 + 16 + 16 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7, Persuasion +7 + 17 + Common, Giant + 11 + + + + + + + Denizen of the Mist + During its turn, the fog giant ignores the effects of fog cloud spells cast by it or other allied fog giants. + + + Keen Smell + The giant has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The giant makes two greatsword attacks and casts fog cloud. + + + Greatsword + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 29 (6d6 + 8) slashing damage. + Greatsword|+12|6d6+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+12|4d10+8 + + + Petty Tyrant (Recharge 6) + The fog giant shouts bloodcurdling threats at the creatures that serve it. Each medium or smaller ally of the giant within 120 feet of it that can see or hear it can use its reaction to make a melee attack. + + + Innate Spellcasting + The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, misty step + + detect magic, fog cloud, light, feather fall, misty step + The place of cloud giants in the ordning—the set of values and expectations that determines their rank in giant society—is driven by wealth. Those cloud giants foolish or unlucky enough to have their treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their treasure or start a new hoard—by any means possible. +Beleaguered Moguls. Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their former wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the giant's desires. Instead, they seek out grand works of art, wondrous jewelry, and beautiful sculptures. +Reasonable Offers. Fog giants are powerful warriors, but they prefer to use threats and intimidation to get their way. A fog giant seeks out news and rumors of treasures that appeal to its sense of refinement, then tracks down and treats owners of those treasures to a show of force. Kicking down the gate of a backwater duke's castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return for a treasure or two. +Bandit Kings. Forced to dwell in exile in the lands of the small folk, many fog giants develop an interest in those folk. Using a combination of threats and the promise of vast reward once they return to their proper station, a fog giant lures desperate criminals, cunning bandits, and other raiders into their service in the dismal wilds they inhabit. These giants prefer to work with ambitious humans, renegade elves, and greedy dwarves—all folk they see as properly civilized. They treat orcs, goblinoids, and other "barbarian" types as pesky vermin, best killed or driven away. +Calculating Masters. When a fog giant accumulates followers, it sets them to the task of rebuilding the giant's collection of wondrous, expensive treasures. Its favored servants are civilized folk who can mingle among the rich and refined. These agents take note of treasures that might interest the fog giant, who then plots heists, raids, and other stratagems to seize the chosen prize. A giant might undertake a carefully planned robbery, making extensive use of magic to cover their presence. Or it might engage in a brute-force raid that involves tearing off the roof of a merchant's home, seizing what they seek, and stalking away before the town watch can rally. +Intricate Networks. Clever, ambitious, and greedy, many fog giants build up whole networks of bandits, raiders, spies, and criminals. In some cases, such a network might grow large enough that minions in the lower ranks are ignorant of their leader's true nature. Fog giants who amass such organizations think of themselves as exiled nobles, and often take on such fanciful titles as Duke of Robbery, Baron of Bandits, or Lord of Larceny. +Source: Mordenkainen’s Fiendish Folio p. 10 + + + + Forlarren + M + fey + Chaotic Neutral + 16 (natural armor) + 45 (6d8+18) + walk 40 ft. + 14 + 16 + 17 + 12 + 11 + 18 + + Acrobatics +5, Deception +8, Stealth +5 + 10 + Common, Sylvan + 3 + + + + + + + Magic Resistance + The forlarren has advantage on saving throws against spells and other magical effects. + + + Multiattack + The forlarren makes two claw attacks and one gore attack, or it makes three chromatic ray attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+5|1d6+3 + + + Gore + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Gore|+5|1d8+3 + + + Chromatic Ray + Ranged Spell Attack: +6 to hit, range 60 ft., one target. 3 (1d6) lightning damage plus 3 (1d6) fire damage plus 3 (1d6) cold damage. + Chromatic Ray|+6|1d6 + + + Innate Spellcasting + The forlarren's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: + At will: expeditious retreat, false life, minor illusion, prestidigitation + 3/day each: aid, misty step, Tasha's hideous laughter + 1/day each: heal, heat metal, mirror image + + expeditious retreat, false life, minor illusion, prestidigitation, aid, misty step, Tasha's hideous laughter, heal, heat metal, mirror image + The descendants of satyrs corrupted by infernal power, forlarren are miserable creatures—an unhappy union between the rigid demands of the Nine Hells and the impulsive hedonism of the Feywild. Driven by dramatic and unpredictable emotions, these feral creatures wreak havoc wherever they go. +Corrupted Essence. The devils of Avernus attempted an expedition to the Feywild long ago, and the forlarren are the bitter reminder of that doomed excursion. The archdevil Fierna—co-ruler of Phlegethos, the fourth layer of the Nine Hells—courted a mighty fey in hopes of luring him into trading away his soul. The attempt failed, but not before a troop of satyrs were corrupted by the dark delights of Phlegethos. The satyrs were bound to their fey lord and unable to bargain away their souls. So rather than claim them, Fierna warped and twisted them before returning them to the Feywild, content that the corruption of the satyrs would be adequate compensation for her failure. +Bifurcated Souls. The divided nature of the forlarren reflects their origin, marking each one as two entities trapped in a single form. One forlarren might present itself as a friendly, agreeable guide that helps travelers survive the Nine Hells. Another is a howling beast that attempts to destroy all in its path. One will show mercy and empathy peppered with a parental attitude toward strangers. Another is a mirthful sybarite with an unfettered love of food, drink, and romance. When dealing with the forlarren, the only constant is the malleable, chaotic, and temperamental nature they all share. +When its diabolical aspect shines through, a forlarren is a cunning, calculating, and brutal enemy. It might use its natural charm to worm its way into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak, set itself up as a petty lord, and rule over all those who fall into its grasp. +A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in its nature. That aspect might drive it to drink itself nearly to death, or to throw itself into caring for others with such relentless energy that it eventually collapses from exhaustion. Unfortunately, when it reaches that breaking point, its diabolical nature asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed with fear and shame, the forlarren's diabolical nature fades and its fey aspect emerges once again. +Several ballads of the Feywild recount the dramatic fall of valiant forlarren. In all these tales, the hero achieves some great deed only to see their sinister, diabolical side surface. Deceiving their companions during their most daunting trials, the forlarren then betrays those companions at the worst moment possible. +Source: Mordenkainen’s Fiendish Folio p. 9 + + + + Jermlaine + T + humanoid (jermlaine) + Neutral Evil + 11 + 3 (1d4+1) + walk 30 ft. + 4 + 12 + 13 + 10 + 11 + 7 + + Stealth +5 + 10 + Undercommon + 1/8 + + + + + darkvision 30 ft. + + Lurkers in Shadow + Jermlaine are invisible to darkvision. + + + Magic Resistance + The jermlaine has advantage on saving throws against spells and other magical effects. + + + Vermin Friend + The jermlaine can speak to and understand rats and giant rats. + + + Swarming Rush + A jermlaine adds 1d4 to its weapon damage rolls while within 5 feet of another, conscious jermlaine. + + + Club + Melee Weapon Attack: +-1 to hit, reach 5 ft., one target. 1 (1d4 - 3) bludgeoning damage. + Club|-1|1d4-3 + + + Dart + Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dart|+3|1d4+1 + + Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the odds are in their favor, they strike with a vicious determination that can overwhelm even a heavily armed drow patrol or duergar war party. +Hateful Ambushers. Jermlaine hate and resent all larger creatures. They are acutely aware that their small size and weakness in combat makes them prey for countless Underdark creatures. This anger and resentment is channeled into vengeful scheming against creatures that enter their domain. The jermlaine keep careful watch, waiting for just the right moment to fall upon their enemies. When they strike, they emerge from their tunnels to attack in overwhelming waves. In the heat of battle, individual jermlaine gladly throw themselves on their enemies' weapons to clear the way for their allies' attacks. +Hidden Threat. The jermlaine's skin is rough, leathery, and textured like stone. Whether by the design of some sympathetic god or through sheer luck, their hide makes them appear invisible to darkvision. Part of the jermlaine's anger comes from attempts to hunt them down and fashion cloaks and other material from their skin. Such experiments have yet to yield a functional magic item, and the jermlaine's hatred of outsiders is driven in part by their assumption that any who meet them seek to harvest them for such experiments. +Secret Lairs. Because they are hunted for food or for their skin, jermlaine take care to hide their lairs away from prying eyes. They dig tunnels barely large enough to fit their 1-foot tall frames, making it almost impossible for their enemies to pursue them. Jermlaine dig their tunnels along dungeon hallways and Underdark passages, hiding the entrances to keep intruders out and set up their ambushes. The jermlaine create passages in the floor, along the walls, and in the upper part of the ceiling. When they attack, they spill upon their enemies from every direction in a bid to overwhelm them with sheer numbers. +Allied Rodents. The jermlaine can decipher the chitters and squeaks of rats, and in turn can communicate with such rodents. Underdark explorers know to keep a careful watch when encountering signs of a rat infestation. Those rodents, as creatures of the surface world, are rare in the deep Underdark. Their presence invariably signals the presence of a jermlaine colony. +Source: Mordenkainen’s Fiendish Folio p. 11 + + + + Khargra + S + elemental + Neutral + 20 (natural armor) + 11 (2d6+4) + walk 5 ft., fly 30 ft. + 13 + 10 + 14 + 5 + 11 + 6 + + Perception +2, Stealth +2 + 12 + Terran + 1/8 + + + + + darkvision 60 ft. + + Iron Scent + The khargra can scent the location of ferrous metal within 30 feet of it. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage, and if the target is wearing metal armor or carrying a metal shield, the khargra attaches to that armor or shield. While attached, the khargra doesn't attack. Instead, at the start of each of the khargra's turns, roll a d20. On a 10 or higher, the armor or shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. + Bite|+3|1d4+1 + The khargra can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the khargra. + + + Earth Phasing + Until the end of its next turn, the khargra can fly through nonmagical earth and stone. While doing so, it doesn't disturb the material it moves through. It can end its movement within earth or stone, but if it remains within earth or stone when this ability ends, it takes 14 (4d6) force damage and immediately moves to the nearest unoccupied space. + + + Opportunistic Hunger + When a creature the khargra can see within 5 feet of it hits it with a metal weapon, the khargra can make a bite attack against that creature. + + The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers refined and crafted metals to be particularly delectable. +Vexing Scavengers. Khargras are native to the Elemental Plane of Earth, where they are considered annoying pests. They arrive in the Material Plane by accident, usually by following an earth elemental or other creature that has been summoned into the world. +Khargras can eat and digest most metals, though they prefer iron, copper, and tin above others. They find gold bland and mushy, akin to a flavorless gruel. Though khargras digest metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending material is coughed up. +Reluctant Predators. Khargras find living flesh disgusting, and they attack creatures only when driven by hunger and a lack of safer options. After securing a meal of whatever tasty, refined metal their victim carries, they quickly flee—and will flee before that rather than risk death. +Stealthy Couriers. A number of clans among the dwarves, duergar, and azers have trained khargras as couriers. Making use of these creatures' odd digestive systems, their masters sprinkle iron dust on a scroll or other organic item that bears a message. The khargra devours the missive, digesting the dust but leaving the message lodged in its digestive tract. Trained over long years and with plentiful treats to learn the direction to different underground strongholds and outposts, the khargra carries its burden to its destination, then coughs up the message on command. +Source: Mordenkainen’s Fiendish Folio p. 12 + + + + Killmoulis + T + fey + Neutral + 14 + 7 (2d4+2) + walk 30 ft., climb 30 ft. + 4 + 19 + 13 + 12 + 14 + 13 + + History +3, Perception +4, Stealth +8 + 14 + Common, Sylvan, telepathy 60 ft. + 0 + + + + + + + Slam + Melee Weapon Attack: +-1 to hit, reach 5 ft., one target. 1 bludgeoning damage. + + + Blessing of Bountiful Generosity (1/Day) + The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit Dice and gains 10 temporary hit points. + + + Curse of Poor Hospitality (1/Day) + The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice. + + A killmoulis can be either a bane or boon to an adventuring party. When kept well fed with tasty treats, this creature is a helpful assistant that mends armor, collects herbs that make the blandest rations into a feast, and turns a dull, uncomfortable campsite into a welcoming refuge. But if a party abuses or neglects a killmoulis, the creature's mean-spirited thirst for revenge can turn even the simplest expedition into a draining ordeal that leaves adventurers tired, dispirited, and sullen. +Traveling Fey. A killmoulis arises spontaneously in the Feywild whenever someone commits an act of charity to help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return for the benefits of its magic. +Shy and solitary by nature, a killmoulis enjoys watching and listening to folk from distant places that it knows little about. Whether fierce raiders, enterprising merchants, or bold adventurers, all travelers have something interesting to offer a killmoulis. +Hungry Helpers. Despite their odd appearance and origins, killmoulis crave the same creature comforts as many folk of the world. They adore sweet candies, fresh fruit, and other delicacies. When a killmoulis encounters a party of travelers, it hides and keeps a careful watch on them. At night, it sneaks into the travelers' camp and looks through their supplies for tasty treats, but will settle for rations, nuts, and other snacks. If it finds them, it quickly snuffles up a single day's worth of food with its long nose. In return, it then uses its magic to enhance the travelers' comfort as they rest. +A Bitter Reproach. A killmoulis will follow after any party that has provided it with a tasty snack, slipping into camp each night to gorge itself and pay for its feast with its beneficial magic. But if the travelers attack, interfere with, or try to trap the killmoulis, it places a minor curse on the group and attempts to flee. For the rest of the characters' journey, their rations taste like ash and any camping spots are infested with lice and biting insects. Each character in the party wakes up sore and cramped, as rocks or sharp sticks somehow end up under their bedrolls. +Once a killmoulis is angered, it continues to tail a group and visit its curse upon them. Only an offering of fine food and an earnest apology can sooth an angry killmoulis. Without that, these creatures hold a grudge against a group's rude behavior that can last for days. +Source: Mordenkainen’s Fiendish Folio p. 13 + + + + Mite + S + fey + Lawful Evil + 12 + 7 (2d6) + walk 30 ft., burrow 10 ft., climb 30 ft. + 7 + 14 + 11 + 10 + 8 + 13 + + Deception +3, Stealth +6 + 9 + Sylvan, Undercommon + 1/4 + + + + + + + Vexing Presence + While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and Dexterity saving throws. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Blood Boiling Hex (Recharge 6) + The mite places a hex on a creature it can see within 60 feet of it for 1 minute. If the mite is hidden, using this ability does not reveal its location. While the creature is affected by this hex, whenever it makes an attack roll, an ability check, or a saving throw, it must roll a d6 and subtract the number rolled from the d20 roll. On any turn in which it suffers the effect of the hex, the target can attack an ally as a reaction, ignoring the effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn. + + Mites are vexing fey creatures that delight in causing minor havoc and playing irritating pranks, making even the coolest, most experienced adventurers prone to outbursts of destructive frustration. When mites are about, even the simplest task can turn into a disaster, and a mild disagreement can quickly become a brawl. +Heralds of Frustration. Mites are natives of the Feywild that arise when a creature becomes so irritated with a situation or event that it lashes out in violence. That creature experiences strange dreams the next time it sleeps, then sleepwalks to the nearest tree or other large plant, digs a small hole, screams into the depression, and refills the hole. When it awakes the next morning, the creature feels strangely refreshed. Then on the night of the next new moon, the dug-up earth stirs and a pack of mites emerges. Born of frustration and anger, these creatures exist only to replicate in others the emotions that created them. +Nettlesome Pranksters. Mites prefer to live underground, seeking out dungeons and cave warrens where they dig a network of hidden burrows that wrap around existing passages and chambers. They use these hiding spots to watch the comings and goings of monsters and adventurers, setting traps to vex and annoy whenever possible. A trip wire might be set at the top of a flight of stairs to send creatures crashing down. Locks might be jammed with debris, gems replaced with fakes, and prized treasures stolen away. Mites aim to kill only if threatened with direct violence, content to otherwise take joy in watching mundane or simple tasks become frustrating, painful experiences. +Fey Influence. When mites are about, creatures become irritable and easily frustrated to the point of violence. For such creatures, every minor failure feels like gross incompetence. Simple tasks become increasingly difficult. Those who undertake those tasks become overwhelmed with a sense of unresolved anger and frustration that demands an outlet—usually violence and destruction. The mites' influence can thus turn even the most orderly group into a mob of surly brawlers. Within even the most tight-knit adventuring party, morale plummets, arguments boil over into fights, and discipline becomes spotty at best. +Chaotic Battlegrounds. Dungeons infested with mites for a long period of time devolve into chaotic battlegrounds. Even under the control of a strong leader, any faction in such a dungeon can see its members turn against each other as their frustration and antipathy build. When adventurers enter the dungeon, the mites go to work to exploit the added chaos. They use their magic to drag visitors into their web of anger and frustration, luring explorers deeper into the site and into situations and locations that promise to yield up the most havoc. +Source: Mordenkainen’s Fiendish Folio p. 14 + + + + Needle Lord + L + plant + Chaotic Evil + 15 (natural armor) + 45 (6d10+12) + walk 40 ft. + 18 + 11 + 14 + 11 + 15 + 12 + + Athletics +6, Perception +4, Stealth +2 + 14 + Sylvan + 3 + + + + blinded, deafened, exhaustion + blindsight 30 ft. + + Needle Defense + Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage. + + + Multiattack + The nettle lord makes 2 raking vine attacks. + + + Needle Volley + The needle lord makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn. + + + Raking Vine + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target. + Raking Vine|+6|2d6+4 + + + Needle + Ranged Weapon Attack: +2 to hit, range 60 ft., one target. 2 (1d4) piercing damage. + Needle|+2|1d4 + + A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest. +Roving Corpses. Needle spawn are created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie. +Invasive Species. When a great battle is fought in a fey woodland, the plants of the wood sometimes take on the thirst for violence and conquest that propels the fey to war. These plants become needle lords—ogre-shaped masses of thorny vines covered with long, cruel needles that pierce flesh. +A needle lord fancies itself a conquering general, wandering in search of a forest to conquer and claim. When it sets its sights on a forest, it first focuses on spreading the seed pods that give rise to its needle spawn vassals. It then prowls the wood in search of weak or defenseless humanoids to kill, converting their corpses into needle spawn to begin growing its army. +Unnatural Ally. A needle lord is an implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with hobgoblins, kobolds, and other creatures willing to obey it, but it sees any alliance that casts it as a lesser partner as only a temporary measure. The needle lord betrays any allies at the first opportunity, as it believes that only one creature can claim dominion over a forest. +Source: Mordenkainen’s Fiendish Folio p. 16 + + + + Needle Spawn + M + plant + Chaotic Evil + 13 + 16 (3d8+3) + walk 30 ft., climb 20 ft. + 13 + 17 + 12 + 6 + 13 + 6 + + Stealth +5 + 11 + Sylvan + 1/2 + + + + blinded, deafened, exhaustion + blindsight 30 ft. + + Close Quarters Shooting + The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack is also within 5 feet of the needle spawn. + + + Needle Volley + The needle spawn makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+5|1d6+3 + + + Needle + Ranged Weapon Attack: +5 to hit, range 60 ft., one target. 5 (1d4 + 3) piercing damage. + Needle|+5|1d4+3 + + A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest. +Roving Corpses. Needle spawn are created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie. +Invasive Species. When a great battle is fought in a fey woodland, the plants of the wood sometimes take on the thirst for violence and conquest that propels the fey to war. These plants become needle lords—ogre-shaped masses of thorny vines covered with long, cruel needles that pierce flesh. +A needle lord fancies itself a conquering general, wandering in search of a forest to conquer and claim. When it sets its sights on a forest, it first focuses on spreading the seed pods that give rise to its needle spawn vassals. It then prowls the wood in search of weak or defenseless humanoids to kill, converting their corpses into needle spawn to begin growing its army. +Unnatural Ally. A needle lord is an implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with hobgoblins, kobolds, and other creatures willing to obey it, but it sees any alliance that casts it as a lesser partner as only a temporary measure. The needle lord betrays any allies at the first opportunity, as it believes that only one creature can claim dominion over a forest. +Source: Mordenkainen’s Fiendish Folio p. 16 + + + + Norker + S + humanoid (goblinoid) + Chaotic Evil + 17 (natural armor) + 16 (3d8+3) + walk 30 ft. + 13 + 10 + 13 + 8 + 8 + 7 + + Athletics +3 + 9 + Common, Goblin + 1/2 + + + + + + + Multiattack + The norker makes one mace and one bite attack. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Bite|+3|1d6+1 + + + Mace + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Mace|+3|1d6+1 + + + Defensive Rebuke + If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 4 piercing damage to it. + + Cruel, vicious, and lazy even by the standards of goblinoids, norkers are tough humanoids whose long, sharp fangs and thick, bony exoskeletons make them well-suited to the ranks of hobgoblin armies. Unfortunately for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip. +Denizens of the Deep Earth. In the ancient days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a distance. This long-lost god may have been Maglubiyet's first conquest and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason alone, hobgoblin warlords are loath to use these creatures, preferring to keep them around as disposable labor in mines and quarries. +Nasty, Brutish, and Short. Even goblins bully and harass norkers, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous foes even when relegated to menial labor. Only the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures. +A Legacy of Hatred. Given their ancient defeat and terrible treatment at the hands of other goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a cruel test. Those norkers whose skin can withstand any blow and whose fangs sink deep into their enemies will be shepherded to paradise. To the norkers, all other creatures are enemies. Strong creatures can be mollified with servitude and obsequious begging, while weaker ones are victims for their fangs and clubs. +Source: Mordenkainen’s Fiendish Folio p. 17 + + + + Norker War Leader + S + humanoid (goblinoid) + Chaotic Evil + 17 (natural armor) + 39 (6d8+12) + walk 30 ft. + 16 + 10 + 15 + 12 + 11 + 13 + + Athletics +5, Intimidation +3, Perception +2 + 12 + Common, Goblin + 3 + + + + + + + Multiattack + The norker war leader makes one greataxe and one bite attack, and also uses Fight On, You Slugs. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite|+5|1d6+3 + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + + Fight On, You Slugs + The norker war leader picks up to three allied goblinoids within 60 feet that can see it. The chosen creatures can each use their reactions to make a single melee attack. + + + Defensive Rebuke + If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 6 piercing damage to it. + + Cruel, vicious, and lazy even by the standards of goblinoids, norkers are tough humanoids whose long, sharp fangs and thick, bony exoskeletons make them well-suited to the ranks of hobgoblin armies. Unfortunately for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip. +Denizens of the Deep Earth. In the ancient days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a distance. This long-lost god may have been Maglubiyet's first conquest and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason alone, hobgoblin warlords are loath to use these creatures, preferring to keep them around as disposable labor in mines and quarries. +Nasty, Brutish, and Short. Even goblins bully and harass norkers, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous foes even when relegated to menial labor. Only the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures. +A Legacy of Hatred. Given their ancient defeat and terrible treatment at the hands of other goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a cruel test. Those norkers whose skin can withstand any blow and whose fangs sink deep into their enemies will be shepherded to paradise. To the norkers, all other creatures are enemies. Strong creatures can be mollified with servitude and obsequious begging, while weaker ones are victims for their fangs and clubs. +Source: Mordenkainen’s Fiendish Folio p. 17 + + + + Screaming Devilkin + S + fey + Lawful Evil + 17 (natural armor) + 18 (4d6+4) + walk 0 ft., fly 40 ft. + 4 + 16 + 13 + 5 + 8 + 11 + + + 9 + Sylvan + 1 + + + + + + + Agile Flier + Opportunity attacks against the screaming devilkin have disadvantage while it is flying. + + + Ceaseless Screaming + Any creature other than a screaming devilkin that starts its turn within 30 feet of one or more screaming devilkins and can hear it must make a DC 10 + Wisdom saving throw. On a failure the creature is incapacitated until the start of its next turn. On a success, the creature suffers no effect. + + + Stunted Legs + The screaming devilkin has disadvantage on attack rolls and all attack rolls made against it gain advantage while the devilkin isn't flying. + + + Barbed Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Barbed Tail|+5|1d4+3 + + The ferocious screaming devilkin are bizarre fey creatures spawned by overwhelming moments of panic. Despite their diabolic appearance and name, are denizens of the Feywild. Sages believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature. +Screaming Terrors. A screaming devilkin sometimes arises when a creature in the Feywild is overcome with panic to the point that it screams, babbles, and otherwise loses control of its faculties. When such an event occurs, the creature's scream echoes through the Feywild. If it echoes at just the right angle between a rocky outcropping in the dead of night, the scream gains intensity and volume until it reaches a piercing crescendo. At that moment, the stone of the outcropping shatters as a small flock of screaming devilkins erupts from the earth and take to the air. +Wicked Tormentors. As befits creatures born from a moment of panic, screaming devilkins love to spread fear and confusion across the world. They gather in small flocks, lurking along lonely forest roads and mountain passes. When their victims approach, the devilkins swoop down upon them to lash them with their long, barbed tails. Their horrid shrieking overwhelms a creature's senses, inspiring a combination of panic, sensory overload, and confusion that leaves creatures reeling. Despite their evil nature, screaming devilkins rarely attack to kill. They much prefer to leave their victims badly injured and shorn of all hope. The devilkin steal treasures, weapons, and supplies, dooming an expedition to a slow death. The devilkin fly near their victims, taunting them with the items they stole. Predators in the area learn that the devilkin's screeching is a sure sign that easy prey draws near. +Opportunistic Alliances. A flock of screaming devilkins can appreciate vicious cruelty in other creatures. If they see signs of an evil presence in the land, such as a cruel overlord or a vicious necromancer, they may offer an alliance if the villain offers plenty of opportunities for them to engage in wanton destruction and torment. These creatures serve as horrid mascots of a sort, capering about their new master and following orders to torment those who displease their leader with glee. +Source: Mordenkainen’s Fiendish Folio p. 19 + + + + Xill + M + monstrosity + Lawful Evil + 16 (natural armor) + 33 (6d8+6) + walk 40 ft. + 14 + 18 + 13 + 11 + 14 + 9 + + Acrobatics +6, Athletics +4, Perception +4 + 14 + Common + 3 + + + + + + + Ethereal Jaunt + As a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa. + + + Poison Stinger + The xill injects poison into one creature it hit with its claws this turn. The chosen creature must make a DC 11 Constitution saving throw, with disadvantage if the xill hit it more than once this turn, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way. + + + Multiattack + The xill makes four claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage. + Claw|+6|1d4+4 + + Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm, built for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master. +Gruesome Collectors. Xills are horrid, four-armed creatures that seem to be a cross between a lizard and insect. They emerge from the Ethereal Plane to fall upon their victims with their vicious claws, but their aim is no to kill. Instead, a xill injects its victim with a paralytic poison. When their the poison overwhelms their target, the xill snatches the victim and returns to the Ethereal. The ultimate fate of unfortunates carried off in this manner is not known, but plenty of speculation surrounds the xills' true nature and the demiplane that spawned them. +An Ancient Remnant. A variety of theories attempt to explain the xills and their origin. The one found most plausible by scholars of the planes concerns the enigmatic wizard Keraptis. Supposedly, Keraptis long ago crafted a demiplane to serve as personal domain from which he could dispatch his servitors to collect the powerful artifacts he longed to stockpile. The xills were his creation, servitors who could slip to and from the Ethereal plane and steal any artifact or kidnap any person he wished to collect. +A Mysterious Task. Little has been heard of Kerpatis. Save for the recent theft of three mighty items in the World of Greyhawk, he has remained primarily a figure of myth, rumor, and legend. As an inveterate collector of magic items, though, his demiplane is likely filled with powerful artifacts long thought lost to the multiverse. If the story is true, his demiplane is undoubtedly guarded by strange traps and logic-defying puzzles, along with a legion of brainwashed servitors and countless xills. As to the fate of the individuals seized by the xills, they perhaps form the bulk of Kerpatis's followers. Brainwashed by his magic and set to guard his many dungeons, these fanatics are among his most dangerous followers. It is telling that the xills rarely kidnap commoners. Instead, they target young but promising adventurers, those whose natural talent and aptitude point to a bright future but whose skills have not yet grown sharp enough to repel a dedicated assault. +Source: Mordenkainen’s Fiendish Folio p. 21 + + + + Ygorl, Lord of Entropy + L + aberration + Chaotic Neutral + 20 (natural armor) + 325 (26d10+182) + walk 40 ft., climb 40 ft., swim 40 ft. + 24 + 18 + 24 + 20 + 16 + 26 + Str +14, Con +14, Cha +15 + Arcana +12, Deception +15, Intimidation +15, Persuasion +15 + 13 + all, telepathy 120 ft. + 23 + acid, cold, fire, lightning, thunder + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Entropic Aura + Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage. + + + Legendary Resistance (3/Day) + If Ygorl fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Ygorl has advantage on saving throws against spells and other magical effects. + + + Multiattack + Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch. + + + Scythe + Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 18 (2d10 + 7) slashing damage plus 19 (3d12) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a wish spell. + Scythe|+14|2d10+7 + + + Entropic Touch + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 16 (2d8 + 7) necrotic damage, and the target must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion. + Entropic Touch|+14|2d8+7 + + + Summon Slaadi (1/Day) + Ygorl summons 1d4 + 1 death slaad. A summoned slaad appears in an unoccupied space within 60 feet of Ygorl, acts as an ally of Ygorl, and can't summon other slaadi. It remains for 1 minute, until it or Ygorl dies, or until Ygorl dismisses it as an action. + + + Teleport + Ygorl teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Ygorl, can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Ygorl, regains spent legendary actions at the start of its turn. + + + Scythe + Ygorl makes one attack with its scythe. + + + Teleport + Ygorl uses its Teleport action. + + + Call the Void (Costs 3 Actions) + Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy's attempt to unmake life, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. Ygorl then regains a number of hit points equal to half the total damage taken by all affected creatures. + + + Innate Spellcasting + Ygorl's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: blight, blink, chaos bolt*, detect magic, fly, shield + 3/day each: circle of death, enervation*, symbol (discord only) + 2/day each: finger of death, harm, mental prison* + 1/day each: power word kill, power word stun, symbol (death only), weird + * Spell from Xanathar's Guide to Everything + + blight, blink, chaos bolt, detect magic, fly, shield, circle of death, enervation, symbol, finger of death, harm, mental prison, power word kill, power word stun, symbol, weird + The enigmatic being known as Ygorl was one of the first slaadi created after Primus unleashed the Spawning Stone upon Limbo. A powerful being suffused with entropic power, Ygorl delights in the act of unmaking and bringing chaos to any ecosystem it visits. Lesser slaadi follow close behind the lord of entropy, delighting and furthering the destruction it brings. +Cycles of Chaos. As a personification of entropy, Ygorl is cursed to see things as they will become—broken and consumed by the march of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse's endless cycles of creation and destruction. +Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal creatures that have attempted to parley with Ygorl are known to have been driven to madness in the process. +Death and Destruction. Ygorl's most notable possession is an adamantine scythe with the slaad word for death inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living creatures wither and rot within the entropic energy emanated by Ygorl's magic. +Source: Mordenkainen’s Fiendish Folio p. 20 + + + diff --git a/FightClub5eXML/Sources/MordenkainensTomeOfFoes.xml b/FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml similarity index 100% rename from FightClub5eXML/Sources/MordenkainensTomeOfFoes.xml rename to FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml diff --git a/FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml b/FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml new file mode 100755 index 0000000..6f93192 --- /dev/null +++ b/FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml @@ -0,0 +1,9595 @@ + + + + Abyssal Wretch + M + fiend (demon) + Chaotic Evil + 11 + 18 (4d8) + walk 20 ft. + 9 + 12 + 11 + 5 + 8 + 5 + + + 9 + understands Abyssal but can't speak + 1/4 + cold, fire, lightning + poison + + charmed, frightened, poisoned + darkvision 120 ft. + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Bite|+3|1d8+1 + + +Source: Mordenkainen's Tome of Foes p. 136, Baldur's Gate: Descent Into Avernus + + + + Adult Kruthik + M + monstrosity + Unaligned + 18 (natural armor) + 39 (6d8+12) + walk 40 ft., burrow 20 ft., climb 40 ft. + 15 + 16 + 15 + 7 + 12 + 8 + + + 11 + Kruthik + 2 + + + + + darkvision 60 ft., tremorsense 60 ft. + + Keen Smell + The kruthik has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Tunneler + The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. + + + Multiattack + The kruthik makes two stab attacks or two spike attacks. + + + Stab + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Stab|+5|1d6+3 + + + Spike + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Spike|+5|1d4+3 + + +Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them. + — Mordenkainen + +Adult Kruthik. It takes six months of steady eating for a young kruthik to reach adult size. The natural life span of an adult kruthik is roughly seven years. +Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. +Kruthiks. Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. +Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. +Sharp Senses. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. +Sharper Weapons. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. +Shared Lair. Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. + +Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary. + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 212 + desert, mountain, underdark + + + Adult Oblex + M + ooze + Lawful Evil + 14 + 75 (10d8+30) + walk 20 ft. + 8 + 19 + 16 + 19 + 12 + 15 + Int +7, Cha +5 + Deception +5, Perception +4 + 14 + Common plus two more languages + 5 + + + + blinded, charmed, deafened, exhaustion, prone + blindsight 60 ft. (blind beyond this distance) + + Skills + plus one of the following: Arcana +7, History +7, Nature +7, Religion +7 + + + Amorphous + The oblex can move through a space as narrow as 1 inch wide without squeezing. + + + Aversion to Fire + If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Sulfurous Impersonation + As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. + + + Multiattack + The oblex makes one pseudopod attack and uses Eat Memories. + + + Pseudopod + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. + Pseudopod|+7|1d6+4 + + + Eat Memories + The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. + Eat Memories||4d8 + While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. + When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies. + + + Innate Spellcasting + The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + 3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell) + + charm person, color spray, detect thoughts, hold person + +Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex. + — Mordenkainen + +Adult and Elder Oblexes. Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims. +Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims. +Oblex. By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters. +Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused. +Ooze Nature. An oblex doesn't require sleep. + +An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims. + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 218, Infernal Machine Rebuild + swamp, underdark, urban + + + Air Elemental Myrmidon + M + elemental + Neutral + 18 (plate armor) + 117 (18d8+36) + walk 30 ft., fly 30 ft. + 18 + 14 + 14 + 9 + 10 + 10 + + + 10 + Auran, one language of its creator's choice + 7 + lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + poison + + paralyzed, petrified, poisoned, prone + darkvision 60 ft. + + Magic Weapons + The myrmidon's weapon attacks are magical. + + + Multiattack + The myrmidon makes three flail attacks. + + + Flail + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage. + Flail|+7|1d8+4 + + + Lightning Strike (Recharge 6) + The myrmidon makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon's next turn. + + Air Elemental Myrmidon. Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. +Source: Mordenkainen's Tome of Foes p. 202, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Princes of the Apocalypse p. 212 + + + + Alkilith + M + fiend (demon) + Chaotic Evil + 17 (natural armor) + 157 (15d8+90) + walk 40 ft. + 12 + 19 + 22 + 6 + 11 + 7 + Dex +8, Con +10 + Stealth +8 + 10 + understands Abyssal but can't speak + 11 + acid, cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, frightened, poisoned + darkvision 120 ft. + + Amorphous + The alkilith can move through a space as narrow as 1 inch wide without squeezing. + + + False Appearance + While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus. + + + Foment Madness + Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. + If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness. + + + Magic Resistance + The alkilith has advantage on saving throws against spells and other magical effects. + + + Multiattack + The alkilith makes three tentacle attacks. + + + Tentacle + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 18 (4d6 + 4) acid damage. + Tentacle|+8|4d6+4 + + Alkilith. An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade. +Symptoms of Doom. The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see "Planar Portals" in chapter 2 of the Dungeon Master's Guide). +Spawn of Juiblex. Alkiliths spring from the cast-off bits of Juiblex's hideous, shuddering body, then gradually become self-aware and set out to find their way onto the Material Plane. Since most cultists consider them too risky for summoning—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane. +Source: Mordenkainen's Tome of Foes p. 130, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake + underdark, urban + + + Allip + M + undead + Lawful Evil + 13 + 40 (9d8) + walk 0 ft., fly 40 ft. + 6 + 17 + 10 + 17 + 15 + 16 + Int +6, Wis +5 + Perception +5, Stealth +6 + 15 + the languages it knew in life + 5 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Incorporeal Movement + The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Maddening Touch + Melee Spell Attack: +6 to hit, reach 5 ft., one target. 17 (4d6 + 3) psychic damage. + Maddening Touch|+6|4d6+3 + + + Whispers of Madness + The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect. + Whispers of Madness||1d8+3 + + + Howling Babble (Recharge 6) + Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect. + Howling Babble (Recharge 6)||2d8+3 + + Allip. When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony. +Blasphemous Secrets. Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary madness. +The survivors of an allip's attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter. +Undead Nature. An allip doesn't require air, food, drink, or sleep. +Insidious Lore. An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by manic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world—and its terrible secret hides somewhere in the scholar's text, waiting to be discovered by its next victim. +Source: Mordenkainen's Tome of Foes p. 116, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath + swamp, urban + + + Amnizu + M + fiend (devil) + Lawful Evil + 21 (natural armor) + 202 (27d8+81) + walk 30 ft., fly 40 ft. + 11 + 13 + 16 + 20 + 12 + 18 + Dex +7, Con +9, Wis +7, Cha +10 + Perception +7 + 17 + Common, Infernal, telepathy 1,000 ft. + 18 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + charmed, poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the amnizu's darkvision. + + + Magic Resistance + The amnizu has advantage on saving throws against spells and other magical effects. + + + Multiattack + The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. + + + Taskmaster Whip + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage. + Taskmaster Whip|+11|2d4+5 + + + Disruptive Touch + Melee Spell Attack: +11 to hit, reach 5 ft., one target. 44 (8d10) necrotic damage. + Disruptive Touch|+11|8d10 + + + Poison Mind + The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and is blinded until the start of the amnizu's next turn. + Poison Mind||4d12 + + + Forgetfulness (Recharge 6) + The amnizu targets one creature it can see within 60 feet of it. That creature must make a DC 18 Intelligence saving throw and on a failure the target is stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target remains stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. + + + Instinctive Charm + When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours. + + + Variant: Devil Summoning + Some amnizus have an action that allows them to summon other devils. + Summon Devil (1/Day). The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action + + + Innate Spellcasting + The amnizu's innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: + At will: charm person, command + 3/day each: dominate person, fireball + 1/day each: dominate monster, feeblemind + + charm person, command, dominate person, fireball, dominate monster, feeblemind + Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they're also highly intelligent tacticians and unfailingly loyal—qualities that the hellish archdukes value. +Guarding the River Styx. Some amnizus perform the critical task of watching over the River Styx from fortresses along the river's blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of lemure have no personalities or memories; they're driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals' pitiful brains and marshal the lemures into legions. +Source: Mordenkainen's Tome of Foes p. 164, Baldur's Gate: Descent Into Avernus + + + + Armanite + L + fiend (demon) + Chaotic Evil + 16 (natural armor) + 84 (8d10+40) + walk 60 ft. + 21 + 18 + 21 + 8 + 12 + 13 + + + 11 + Abyssal, telepathy 120 ft. + 7 + cold, fire, lightning + poison + + poisoned + darkvision 120 ft. + + Magic Resistance + The armanite has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The armanite's weapon attacks are magical. + + + Multiattack + The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail. + + + Hooves + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage. + Hooves|+8|2d6+5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (2d4 + 5) slashing damage. + Claws|+8|2d4+5 + + + Serrated Tail + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 16 (2d10 + 5) slashing damage. + Serrated Tail|+8|2d10+5 + + + Lightning Lance (Recharge 5-6) + The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Lance (Recharge 5-6)||6d8 + + Armanite. Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws, hooves, and long, whip-like tails to tear apart their foes. +Live for War. In the armies of the demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies' flanks. Armanites fight all the time, even among themselves if they can't find another enemy. They make ideal shock troops, courageous to the point of stupidity and utterly savage. +Walking Arsenal. Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess sharp hooves, claws that end in curling talons, and long, serrated tails that can flense the flesh from a victim, and they use them all to carve through their foes. When they are up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in the enemy ranks. +Source: Mordenkainen's Tome of Foes p. 131 + underdark + + + Astral Dreadnought + G + monstrosity (titan) + Unaligned + 20 (natural armor) + 297 (17d20+119) + walk 15 ft., fly 80 ft. + 28 + 7 + 25 + 5 + 14 + 18 + Dex +5, Wis +9 + Perception +9 + 19 + + 21 + bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned + darkvision 120 ft. + + Antimagic Cone + The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded. + + + Astral Entity + The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane. + + + Demiplanar Donjon + Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. + The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible. + + + Legendary Resistance (3/Day) + If the astral dreadnought fails a saving throw, it can choose to succeed instead. + + + Magic Weapons + An astral dreadnought's weapon attacks are magical. + + + Sever Silver Cord + If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage. + + + Multiattack + The astral dreadnought makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. + Bite|+16|5d10+9 + + + Claw + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 19 (3d6 + 9) slashing damage. + Claw|+16|3d6+9 + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Claw + The astral dreadnought makes one claw attack. + + + Donjon Visit (Costs 2 Actions) + One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. + + + Psychic Projection (Costs 3 Actions) + Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one. + + +Astral dreadnoughts exist for one reason: hubris. Not the hubris of mortals, but the hubris of gods who deem themselves too mighty to be approached and looked upon. + — Mordenkainen + +Astral Dreadnought. Enormous and terrifying monstrosities known as astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. They have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter. +As big as an ancient red dragon and covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in razor-sharp pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine, armored tail trails off into the silvery void. +An astral dreadnought lives a solitary existence. On the rare occasion when two dreadnoughts meet, they typically fight until one tires of the conflict and departs. Some mighty villains have enslaved astral dreadnoughts and used them to terrifying effect. +Antimagic Eye. Astral sailors claim that insanity awaits anyone who gazes into the eye of an astral dreadnought. What one sees reflected in that starry void is the sudden, terrifying realization of one's own mortality. Spellcasters have cause to fear the eye more than others, since it emits a continuous antimagic field. The dreadnought can shut off the effect by simply closing its eye, though it seldom has reason to do so. +Astral Predator. A remorseless, indiscriminate hunter, an astral dreadnought employs terrifying, if unimaginative, tactics. It uses its teeth and claws to tear apart its prey. Instinctively aware of how dangerous spellcasters can be, it maneuvers to keep as many opponents as possible within its antimagic gaze. +An astral dreadnought doesn't have a gullet or a digestive system. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of dead planar travelers. The place has gravity and breathable air, and organic matter decays there. Although escape from the demiplane is possible with the aid of magic, most creatures arrive here only after they have died. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. +An astral dreadnought doesn't communicate. It simply consumes any prey it finds, then continues its silent patrol. It can't leave the Astral Plane, nor would it want to. +Titans of the Chained God. Tharizdun, the Chained God, created astral dreadnoughts to devour planar travelers who were seeking portals that lead from the Astral Plane to the Outer Planes—portals they might use to gaze upon their gods or realize some dream of godhood. +Astral dreadnoughts don't procreate, so their population can't grow. +Even though githyanki and other astral voyagers hunt the creatures, they rarely see any success, and the dreadnoughts aren't in danger of becoming extinct anytime soon. +Titanic Nature. Although it eats and sleeps if it so desires, an astral dreadnought doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 117 + + + + Autumn Eladrin + M + fey (elf) + Chaotic Neutral + 19 (natural armor) + 127 (17d8+51) + walk 30 ft. + 12 + 16 + 16 + 14 + 17 + 18 + + Insight +7, Medicine +7 + 13 + Common, Elvish, Sylvan + 10 + bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Enchanting Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature is charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours. + Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. + + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage plus 18 (4d8) psychic damage, or 6 (1d10 + 1) slashing damage plus 18 (4d8) psychic damage if used with two hands. + Longsword|+5|1d8+1 + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage. + Longbow|+7|1d8+3 + + + Foster Peace + If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker. + + + Innate Spellcasting + The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: calm emotions, sleep + 3/day each: cure wounds (as a 5th-level spell), lesser restoration + 1/day each: greater restoration, heal, raise dead + + calm emotions, sleep, cure wounds, lesser restoration, greater restoration, heal, raise dead + +To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all. + — Mordenkainen + +Autumn Eladrin. Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to heal, to cure, and to relieve any ailment that might afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign. +Eladrin. Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament. +The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety. +Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. +Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them. +Changeable Nature. Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. +Source: Mordenkainen's Tome of Foes p. 195 + forest + + + Bael + L + fiend (devil) + Lawful Evil + 18 (plate armor) + 189 (18d10+90) + walk 30 ft. + 24 + 17 + 20 + 21 + 24 + 24 + Dex +9, Con +11, Int +11, Cha +13 + Intimidation +13, Perception +13, Persuasion +13 + 23 + all, telepathy 120 ft. + 19 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Dreadful + Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn. + + + Legendary Resistance (3/Day) + If Bael fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Bael has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Bael's weapon attacks are magical. + + + Regeneration + Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Bael makes two melee attacks. + + + Hellish Morningstar + Melee Weapon Attack: +13 to hit, reach 20 ft., one target. 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage. + Hellish Morningstar|+13|2d8+7 + + + Infernal Command + Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn. + + + Teleport + Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Bael can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Bael regains spent legendary actions at the start of its turn. + + + Attack (Cost 2 Actions) + Bael attacks once with his hellish morningstar. + + + Awaken Greed + Bael casts charm person or major image. + + + Infernal Command + Bael uses his Infernal Command action. + + + Teleport + Bael uses his Teleport action. + + + Innate Spellcasting + Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image + 3/day each: counterspell, dispel magic, fly, suggestion, wall of fire + 1/day each: dominate monster, symbol (stunning only) + + alter self, animate dead, charm person, detect magic, inflict wounds, invisibility, major image, counterspell, dispel magic, fly, suggestion, wall of fire, dominate monster, symbol + +Bael, Geryon, Hutijin, Moloch—they are pawns. Even the lords of layers such as Zariel and Mammon are merely more powerful pieces. Archdevils may make dramatic moves, but it is Asmodeus who plays the game best. + — Mordenkainen + +Bael. With the Blood War raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle against the demons. Duke Bael, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devil, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael, because of his battle acumen, to safeguard his holdings. Mammon has never been ousted during a time when so many other archdevils have lost their positions, which is a testament to Bael's skill on the battlefield. +For his accomplishments, as well as for the hue of his skin, Baal has been granted the title of Bronze General. His accolades notwithstanding, Bael has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals. +Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to Bael's superior stratagems. Bael gladly spares the lives of those he defeats, but only if they pledge their souls and service to him. Although he is willing to corrupt almost any being in this way, he always destroys any demons he defeats. +Bael also welcomes mortals into his service if they can provide him with an advantage in his own politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon's court, which leaves Bael free to pursue his battle lust. +Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire, say that Bael revealed the invisibility spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a male human, or some combination of these forms, though none of these images reflect his true appearance. +Source: Mordenkainen's Tome of Foes p. 170 + + + + Balhannoth + L + aberration + Chaotic Evil + 17 (natural armor) + 114 (12d10+48) + walk 25 ft., climb 25 ft. + 17 + 8 + 18 + 6 + 15 + 8 + Con +8 + Perception +6 + 16 + understands Deep Speech, telepathy 1 mile + 11 + + + + blinded + blindsight 500 ft. (blind beyond this radius) + + Legendary Resistance (2/Day) + If the balhannoth fails a saving throw, it can choose to succeed instead. + + + Multiattack + The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 25 (4d10 + 3) piercing damage. + Bite|+7|4d10+3 + + + Tentacle + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles. + Tentacle|+7|2d6+3 + + + The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration regains spent legendary actions at the start of its turn. + + + Bite Attack + The balhannoth makes one bite attack against one creature it has grappled. + + + Teleport + The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. + + + Vanish + The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll. + + + Lair Actions + + + When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row: + • The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again. + • The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it. + • The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target. + + + Regional Effects + + + A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects: + • Creatures within 1 mile of the balhannoth's lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair. + • The balhannoth can sense the strongest desires of any humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, a temple, home, or somewhere else. + If the balhannoth dies, these effects end immediately. + + +There are no virtues in the Shadowfell. Thanks to the balhannoth, even hope is punished with death. + — Mordenkainen + +Balhannoth. Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. Once they step inside, the balhannoth springs its trap. +False Hope. Thanks to a limited form of telepathy, a balhannoth can sense the desires of other creatures and identify images of places where they expect those desires to be met. The balhannoth then warps reality around it, remaking its environment so that it matches the appearance of the place the creature seeks. +The balhannoth never quite gets all the details right, and plenty of incongruities might give away the deception, but the imitation is good enough to fool desperate creatures into stumbling into the monster's clutches. +Malevolent Entities. A balhannoth thrives on fear and despair, taking pleasure in the horror its victims experience. It terrorizes its prey by using its reality—warping powers to mask its presence until it can snatch the target. Then it teleports away to feed on its victims. +Useful Slaves. Drow hunting parties and other denizens of the Underdark sometimes venture into the Shadowfell to capture balhannoths. They install the creatures as guardians, protecting passages from enemy intruders and cutting off avenues of retreat or watching over slaves. +Source: Mordenkainen's Tome of Foes p. 119 + coastal, mountain, underdark + + + Baphomet + H + fiend (demon) + Chaotic Evil + 22 (natural armor) + 275 (19d12+152) + walk 40 ft. + 30 + 14 + 26 + 18 + 24 + 16 + Dex +9, Con +15, Wis +14 + Intimidation +17, Perception +14 + 24 + all, telepathy 120 ft. + 23 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Charge + If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. + + + Labyrinthine Recall + Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell. + + + Legendary Resistance (3/Day) + If Baphomet fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Baphomet has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Baphomet's weapon attacks are magical. + + + Reckless + At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. + + + Multiattack + Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack. + + + Heartcleaver + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) slashing damage. + Heartcleaver|+17|2d10+10 + + + Bite + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 19 (2d8 + 10) piercing damage. + Bite|+17|2d8+10 + + + Gore + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) piercing damage. + Gore|+17|2d6+10 + + + Frightful Presence + Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature. + If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours. + + + Baphomet can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions at the start of its turn. + + + Heartcleaver Attack + Baphomet makes a melee attack with Heartcleaver. + + + Charge (Costs 2 Actions) + Baphomet moves up to his speed, then makes a gore attack. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row: + • Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again. + • Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it. + • Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. + + + Regional Effects + + + The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects: + • Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes. + • Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby. + • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Baphomet dies, these effects fade over the course of 1d10 days. + Regional Effect: Madness of Baphomet + If a creature goes mad in Baphomet's lair or within line of sight of the demon lord, roll on the Madness of Baphomet table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. + Madness of Baphomet + d100 | Flaw (lasts until cured) + 01–20 | "My anger consumes me. I can't be reasoned with when my rage has been stoked." + 21–40 | "I degenerate into beastly behavior, seeming more like a wild animal than a thinking being." + 41–60 | "The world is my hunting ground. Others are my prey." + 61–80 | "Hate comes easily to me and explodes into rage." + 81–00 | "I see those who oppose me not as people, but as beasts meant to be preyed upon." + + + + Innate Spellcasting + Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: + At will: detect magic + 1/day: teleport + 3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone + + detect magic, teleport, dispel magic, dominate beast, hunter's mark, maze, wall of stone + Baphomet. Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires. +Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars. +Over time, Baphomet's cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts. +Baphomet appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization. +Baphomet wields a great glaive called Heartcleaver. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast. +Source: Mordenkainen's Tome of Foes p. 143, Out of the Abyss p. 235, Baldur's Gate: Descent Into Avernus + + + + Berbalang + M + aberration + Neutral Evil + 14 (natural armor) + 38 (11d8-11) + walk 30 ft., fly 40 ft. + 9 + 16 + 9 + 17 + 11 + 10 + Dex +5, Int +5 + Arcana +5, History +5, Insight +2, Perception +2, Religion +5 + 12 + all but rarely speaks + 2 + + + + + truesight 120 ft. + + Spectral Duplicate (Recharges after a Short or Long Rest) + As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). + The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage. + + + Multiattack + The berbalang makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. + Bite|+5|1d10+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage. + Claws|+5|2d4+3 + + + Innate Spellcasting + The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components: + At will: speak with dead + 1/day: plane shift (self only) + + speak with dead, plane shift + Berbalang. Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life. +Speakers of the Dead. Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. +Spectral Spy. The pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren't above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can't protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body. +Weird Oracles. The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have found a way to coexist with berbalangs, and sometimes use the creatures to spy on their enemies and to watch over their crèches on the Material Plane. +Source: Mordenkainen's Tome of Foes p. 120 + desert + + + Black Abishai + M + fiend (devil) + Lawful Evil + 15 (natural armor) + 58 (9d8+18) + walk 30 ft., fly 40 ft. + 14 + 17 + 14 + 13 + 16 + 11 + Dex +6, Wis +6 + Perception +6, Stealth +6 + 16 + Draconic, Infernal, telepathy 120 ft. + 7 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + acid, fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the abishai's darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai's weapon attacks are magical. + + + Shadow Stealth + While in dim light or darkness, the abishai can take the Hide action as a bonus action. + + + Multiattack + The abishai makes three attacks: two with its scimitar and one with its bite. + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|+6|1d6+3 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage. + Bite|+6|1d10+3 + + + Creeping Darkness (Recharge 6) + The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action. + + Black Abishai. Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location from where they can deliver a fatal strike to their targets. +Abishai. Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. +Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed. +Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. +There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction. + +Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers? + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 160 + urban + + + Blue Abishai + M + fiend (devil) + Lawful Evil + 19 (natural armor) + 195 (26d8+78) + walk 30 ft., fly 50 ft. + 15 + 14 + 17 + 22 + 23 + 18 + Int +12, Wis +12 + Arcana +12 + 16 + Draconic, Infernal, telepathy 120 ft. + 17 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, lightning, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the abishai's darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai's weapon attacks are magical. + + + Multiattack + The abishai makes two attacks: one with its quarterstaff and one with its bite. + + + Quarterstaff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. + Quarterstaff|+8|1d6+2 + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage. + Bite|+8|2d10+2 + + + Spellcasting + The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared: + Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp + • 1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave + • 2nd level (3 slots): darkness, mirror image, misty step + • 3rd level (3 slots): dispel magic, fear, lightning bolt + • 4th level (3 slots): dimension door, greater invisibility, ice storm + • 5th level (2 slots): cone of cold, wall of force + • 6th level (1 slots): chain lightning + • 7th level (1 slots): teleport + + 4, 3, 3, 3, 2, 1, 1 + friends, mage hand, message, minor illusion, shocking grasp, chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave, darkness, mirror image, misty step, dispel magic, fear, lightning bolt, dimension door, greater invisibility, ice storm, cone of cold, wall of force, chain lightning, teleport + Blue Abishai. Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes and grimoires plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate their mistress's enemies. +Abishai. Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. +Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed. +Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. +There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction. + +Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers? + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 161 + coastal, urban + + + Boneclaw + L + undead + Chaotic Evil + 16 (natural armor) + 127 (17d10+34) + walk 40 ft. + 19 + 16 + 15 + 13 + 15 + 9 + Dex +7, Con +6, Wis +6 + Perception +6, Stealth +7 + 16 + Common plus the main language of its master + 12 + cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Rejuvenation + While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master. + + + Shadow Stealth + While in dim light or darkness, the boneclaw can take the Hide action as a bonus action. + + + Multiattack + The boneclaw makes two claw attacks. + + + Piercing Claw + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target. + Piercing Claw|+8|3d10+4 + + + Shadow Jump + If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. + Shadow Jump||5d12+2 + The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness. + + + Deadly Reach + In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target. + + Boneclaw. A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling undead share a few of the lich's attributes—but where liches are immortal masters of the arcane, boneclaws are slaves to darkness, hatred, and pain. +The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master—a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires. +Limited Immortality. A boneclaw can't be destroyed while its master lives. No matter what happens to a boneclaw's body, it re-forms within hours and returns to whatever duty its master assigned. +The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed. +Cackling Slayers. Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death. +Dark Reflections. A boneclaw's master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master's envy or hunger for revenge. +Undead Nature. A boneclaw doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 121, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak + arctic, desert, urban + + + Bronze Scout + M + construct + Unaligned + 13 + 18 (4d8) + walk 30 ft., burrow 30 ft. + 10 + 16 + 11 + 3 + 14 + 1 + + Perception +6, Stealth +7 + 16 + understands one language of its creator but can't speak + 1 + + poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Earth Armor + The bronze scout doesn't provoke opportunity attacks when it burrows. + + + Magic Resistance + The bronze scout has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage. + Bite|+5|1d4+3 + + + Lightning Flare (Recharges after a Short or Long Rest) + Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Flare (Recharges after a Short or Long Rest)||4d6 + + The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations. +Constructed Nature. A clockwork doesn't require air, food, drink, or sleep. +Individual Designs. A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. +A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder. +Clockwork Enhancements +d10 | Enhancement +1 | Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine. +2 | Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it. +3 | Improved Armor. The clockwork's AC increases by 2. +4 | Increased Speed. The clockwork's speed increases by 10 feet. +5 | Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. +6 | Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn. +7 | Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice. +8 | Suction. The clockwork gains a climbing speed of 30 feet. +9 | Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice). +10 | Water Propulsion. The clockwork gains a swimming speed of 30 feet. + +Clockwork Malfunctions +d10 | Malfunction +1 | Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn. +2 | Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. +3 | Ground Fault. The clockwork has vulnerability to lightning damage. +4 | Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. +5 | Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to. +6 | Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn. +7 | Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting. +8 | Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. +9 | Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. +10 | Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine. + +Source: Mordenkainen's Tome of Foes p. 125 + forest, grassland, hill, mountain + + + Bulezau + M + fiend (demon) + Chaotic Evil + 14 (natural armor) + 52 (7d8+21) + walk 40 ft. + 15 + 14 + 17 + 8 + 9 + 6 + + + 9 + Abyssal, telepathy 60 ft. + 3 + cold, fire, lightning + poison + + charmed, frightened, poisoned + darkvision 120 ft. + + Rotting Presence + When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it. + + + Standing Leap + The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Sure-Footed + The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Barbed Tail + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0. + Barbed Tail|+4|1d12+2 + + Bulezau. Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, bulezaus lurk in deep canyons and lofty crags, and many find a place in the ranks of the demon lords' armies, serving as foot soldiers in the Abyss's endless warring. +Bloodlust. Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of any demon lord's entourage. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience. +Repulsive. Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go. +Source: Mordenkainen's Tome of Foes p. 131, Baldur's Gate: Descent Into Avernus + + + + Cadaver Collector + L + construct + Lawful Evil + 17 (natural armor) + 189 (18d10+90) + walk 30 ft. + 21 + 14 + 20 + 5 + 11 + 8 + + + 10 + understands all languages but can't speak + 14 + + necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Magic Resistance + The cadaver collector has advantage on saving throws against spells and other magical effects. + + + Summon Specters (Recharges after a Short or Long Rest) + As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specter (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed. + + + Multiattack + The cadaver collector makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage. + Slam|+10|3d8+5 + + + Paralyzing Breath (Recharge 5-6) + The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. + + +Cadaver collectors cannot summon specters of those they have not slain, nor will slain specters return to one. Starve it of victims, and then do not attack until you can be sure you'll destroy it. Meteor swarm works well. + — Mordenkainen + +Cadaver Collector. The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home. +Sweeping the Dead. Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor. +Conjured Berserkers. Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time. +Constructed Nature. A cadaver collector doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 122 + grassland + + + Canoloth + M + fiend (yugoloth) + Neutral Evil + 16 (natural armor) + 120 (16d8+48) + walk 50 ft. + 18 + 10 + 17 + 5 + 17 + 12 + + Investigation +3, Perception +9 + 19 + Abyssal, Infernal, telepathy 60 ft. + 8 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + poisoned + darkvision 60 ft., truesight 120 ft. + + Dimensional Lock + Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted. + + + Magic Resistance + The canoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The canoloth's weapon attacks are magical. + + + Uncanny Senses + The canoloth can't be surprised while it isn't incapacitated. + + + Multiattack + The canoloth makes two attacks: one with its tongue or its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 25 (6d6 + 4) piercing damage. + Bite|+7|6d6+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) slashing damage. + Claws|+7|2d10+4 + + + Tongue + Ranged Weapon Attack: +7 to hit, range 30 ft., one target. 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and is restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue. + Tongue|+7|2d12+4 + + +Canoloths are fundamentally lazy creatures. Given no reason to attack, they rarely rise to the bait. + — Mordenkainen + +Canoloth. Canoloths prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more, never any less. +With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting. +Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds onto its prisoner, but if given the order to do so, it tears its prey limb from limb. +Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. +Source: Mordenkainen's Tome of Foes p. 247 + coastal, underdark, urban + + + Choker + S + aberration + Chaotic Evil + 16 (natural armor) + 13 (3d6+3) + walk 30 ft. + 16 + 14 + 13 + 4 + 12 + 7 + + Stealth +6 + 11 + Deep Speech + 1 + + + + + darkvision 60 ft. + + Aberrant Quickness (Recharges after a Short or Long Rest) + The choker can take an extra action on its turn. + + + Boneless + The choker can move through and occupy a space as narrow as 4 inches wide without squeezing. + + + Spider Climb + The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The choker makes two tentacle attacks. + + + Tentacle + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends. + Tentacle|+5|1d4+3 + + +Chokers are cowardly and dimwitted creatures, useless as guard beasts, and utterly awful as servants. Yet for wizards of shorter stature, securing one as a familiar does negate the need for a ladder. + — Mordenkainen + +Choker. The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest. +Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by. +Sly Trappers. A choker's usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious humanoids—explorers, drow, duergar, or the choker's favorite prey, goblins—to come within reach. +When a target presents itself, the choker's starfish-shaped hands dart out of its hiding spot, wrap around the victim's throat, and pin the unfortunate creature against the cavern wall while choking out its life. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons. +Lone Hunters. Chokers tend to set their ambushes alone, rather than working in concert, but where one creature is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through rock but are difficult to identify or locate in a typical echo-filled cavern. +Source: Mordenkainen's Tome of Foes p. 123, Tales from the Yawning Portal p. 232 + forest, mountain, underdark + + + Corpse Flower + L + plant + Chaotic Evil + 12 + 127 (15d10+45) + walk 20 ft., climb 20 ft. + 14 + 14 + 16 + 7 + 15 + 3 + + + 12 + + 8 + + + + blinded, deafened + blindsight 120 ft. (blind beyond this radius) + + Corpses + When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. + While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following: + • The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space. + • The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait). + + + Spider Climb + The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Stench of Death + Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours. + + + Multiattack + The corpse flower makes three tentacle attacks. + + + Tentacle + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage. + Tentacle|+5|2d6+2 + Tentacle||4d6 + + + Harvest the Dead + The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait. + + +Corpse-flower seedlings are quite useful for various purposes. Simply kill and bury a necromancer, and you should have a good crop in about a week. + — Mordenkainen + +Corpse Flower. A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful undead. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body and feeds on carrion to repair itself. The plant has a malevolent bent and despises the living. +Horrible Odor. With or without humanoid corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades 2d4 days after the corpse flower dies. +Source: Mordenkainen's Tome of Foes p. 127 + forest, swamp, urban + + + Deathlock + M + undead + Lawful Evil + 12 (15 with mage armor) + 36 (8d8) + walk 30 ft. + 11 + 15 + 10 + 14 + 12 + 16 + Int +4, Cha +5 + Arcana +4, History +4 + 11 + the languages it knew in life + 4 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + + exhaustion, poisoned + darkvision 60 ft. + + Turn Resistance + The deathlock has advantage on saving throws against any effect that turns undead. + + + Deathly Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) necrotic damage. + Deathly Claw|+4|2d6+2 + + + Variant: Patron-Specific Spells + You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples. + Archfey patron: blink, faerie fire, hunger of Hadar, hypnotic pattern, phantasmal force, sleep + Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray + Great Old One patron: armor of Agathys, detect thoughts, dissonant whispers, hunger of Hadar, Tasha's hideous laughter, phantasmal force + + + Innate Spellcasting + The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: detect magic, disguise self, mage armor + + + Spellcasting + The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast, mage hand + • 3rd level (2 slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb + + 2 + detect magic, disguise self, mage armor, chill touch, eldritch blast, mage hand, arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb + Deathlock. The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. +An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron. +Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock. The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own. +Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. +Undead Nature. A deathlock doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 128 + urban + + + Deathlock Mastermind + M + undead + Lawful Evil + 13 (16 with mage armor) + 110 (20d8+20) + walk 30 ft. + 11 + 16 + 12 + 15 + 12 + 17 + Int +5, Cha +6 + Arcana +5, History +5, Perception +4 + 14 + the languages it knew in life + 8 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + + exhaustion, poisoned + darkvision 120 ft. (including magical darkness) + + Turn Resistance + The deathlock has advantage on saving throws against any effect that turns undead. + + + Deathly Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (3d6 + 3) necrotic damage). + Deathly Claw|+6|3d6+3 + + + Grave Bolts + Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. + Grave Bolts|+6|4d8 + + + Variant: Patron-Specific Spells + You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples. + Archfey patron: blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep + Fiend patron: blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire + Great Old One patron: clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard's black tentacles, hunger of Hadar, phantasmal force, sending, Tasha's hideous laughter, telekinesis + + + Innate Spellcasting + The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: + At will: detect magic, disguise self, mage armor + + + Spellcasting + The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): chill touch, mage hand, minor illusion, poison spray + • 5th level (2 slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility + + 2 + detect magic, disguise self, mage armor, chill touch, mage hand, minor illusion, poison spray, arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility + Deathlock Mastermind. Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics and carrying out their plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil. +Deathlock. The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. +An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron. +Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock. +The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own. +Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. +Undead Nature. A deathlock doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 129, Essentials Kit: Sleeping Dragon's Wake + urban + + + Deathlock Wight + M + undead + Lawful Evil + 12 (15 with mage armor) + 37 (5d8+15) + walk 30 ft. + 11 + 14 + 16 + 12 + 14 + 16 + Wis +4 + Arcana +3, Perception +4 + 14 + the languages it knew in life + 3 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, poisoned + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The wight attacks twice with Grave Bolt. + + + Grave Bolt + Ranged Spell Attack: +5 to hit, range 120 ft., one target. 7 (1d8 + 3) necrotic damage. + Grave Bolt|+5|1d8+3 + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+4|2d6+2 + A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombie under its control at one time. + + + Innate Spellcasting + The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: + At will: detect magic, disguise self, mage armor + 1/day each: fear, hold person, misty step + + detect magic, disguise self, mage armor, fear, hold person, misty step + Deathlock Wight. Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight—a special punishment meted out by certain patrons and necromancers. +Deathlock. The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. +An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron. +Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock. +The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own. +Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. +Undead Nature. A deathlock doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 129, Tales from the Yawning Portal p. 233 + + + + Demogorgon + H + fiend (demon) + Chaotic Evil + 22 (natural armor) + 406 (28d12+224) + walk 50 ft., swim 50 ft. + 29 + 14 + 26 + 20 + 17 + 25 + Dex +10, Con +16, Wis +11, Cha +15 + Insight +11, Perception +19 + 29 + all, telepathy 120 ft. + 26 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Demogorgon fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Demogorgon has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Demogorgon's weapon attacks are magical. + + + Two Heads + Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. + + + Multiattack + Demogorgon makes two tentacle attacks. + + + Tentacle + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + Tentacle|+17|3d12+9 + + + Gaze + Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save. + If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random: + 1. Beguiling Gaze. The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight. + 2. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn. + 3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell. + + + Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions at the start of its turn. + + + Tail + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage. + + + Maddening Gaze + Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect. + + + Lair Actions + + + On Initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects: Demogorgon can't use the same effect two rounds in a row: + • Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, hitting him with an attack), there is a 50 percent chance that it is the illusory duplicate that is being affected, not Demogorgon himself, in which case the illusion disappears. + • Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. + + + Regional Effects + + + The region containing Demogorgon's lair is warped by his magic, creating one or more of the following effects: + • The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts. + • Beasts within 1 mile of the lair become violent and crazed-even creatures that are normally docile. + • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Demogorgon dies, these effects fade over the course of 1d10 days. + Regional Effect: Madness of Demogorgon + If a creature goes mad in Demogorgon's lair or within line of sight of the demon lord, roll on the Madness of Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. + Madness of Demogorgon + d100 | Flaw (lasts until cured) + 01–20 | "Someone is plotting to kill me. I need to strike first to stop them!" + 21–40 | "There is only one solution to my problems: kill them all!" + 41–60 | "There is more than one mind inside my head." + 61–80 | "If you don't agree with me, I'll beat you into submission to get my way." + 81–00 | "I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!" + + + + Innate Spellcasting + Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components: + At will: detect magic, major image + 3/day each: dispel magic, fear, telekinesis + 1/day each: feeblemind, project image + + detect magic, major image, dispel magic, fear, telekinesis, feeblemind, project image + Demogorgon. Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, madness, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss. +The demon lord is a meld of different forms, with a saurian lower body and clawed, webbed feet, as well as suckered tentacles sprouting from the shoulders of a great apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it. +Similarly, the spiraling Y sign of Demogorgon's cult can inspire madness in those who contemplate it for too long. All the followers of the Prince of Demons go mad, sooner or later. +Source: Mordenkainen's Tome of Foes p. 144, Out of the Abyss p. 236 + + + + Derro + S + humanoid (derro) + Chaotic Evil + 13 (leather armor) + 13 (3d6+3) + walk 30 ft. + 10 + 14 + 12 + 11 + 5 + 9 + + Stealth +4 + 7 + Dwarvish, Undercommon + 1/4 + + + + + darkvision 120 ft. + + Magic Resistance + The derro has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Hooked Spear + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone. + Hooked Spear|+2|1d6 + + + Light Crossbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage. + Light Crossbow|+4|1d8+2 + + +Mad as hatters, every one of them. No derro has ever been sane, but neither is every form of madness a hindrance. + — Mordenkainen + +Derro. Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarfkin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion. +Madness and Sorcery. Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka. +Forgotten Duergar. Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don't recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth. +According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers' rule. They eventually also got away, but not before becoming demented and contorted. +The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren't always the enemy. Laduguer and Deep Duerra don't feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues. +Derro Madness. All derro suffer from a form of madness that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka. You can use the Derro Madness table to generate one or more odd qualities for a derro NPC. +Source: Mordenkainen's Tome of Foes p. 158, Out of the Abyss p. 224 + mountain, underdark + + + Derro Savant + S + humanoid (derro) + Chaotic Evil + 13 (leather armor) + 36 (8d6+8) + walk 30 ft. + 9 + 14 + 12 + 11 + 5 + 14 + + Stealth +4 + 7 + Dwarvish, Undercommon + 3 + + + + + darkvision 120 ft. + + Magic Resistance + The derro savant has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Quarterstaff + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage. + Quarterstaff|+1|1d6-1 + + + Spellcasting + The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells: + Cantrips (at will): acid splash, mage hand, message, prestidigitation, ray of frost + • 1st level (4 slots): burning hands, chromatic orb, sleep + • 2nd level (3 slots): invisibility, spider climb + • 3rd level (2 slots): lightning bolt + + 4, 3, 2 + acid splash, mage hand, message, prestidigitation, ray of frost, burning hands, chromatic orb, sleep, invisibility, spider climb, lightning bolt + +Mad as hatters, every one of them. No derro has ever been sane, but neither is every form of madness a hindrance. + — Mordenkainen + +Derro Savant. Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarfkin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion. +Madness and Sorcery. Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka. +Forgotten Duergar. Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don't recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth. +According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers' rule. They eventually also got away, but not before becoming demented and contorted. +The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren't always the enemy. Laduguer and Deep Duerra don't feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues. +Derro Madness. All derro suffer from a form of madness that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka. You can use the Derro Madness table to generate one or more odd qualities for a derro NPC. +Source: Mordenkainen's Tome of Foes p. 159, Out of the Abyss p. 225 + underdark + + + Dhergoloth + M + fiend (yugoloth) + Neutral Evil + 15 (natural armor) + 119 (14d8+56) + walk 30 ft. + 17 + 10 + 19 + 7 + 10 + 9 + Str +6 + + 10 + Abyssal, Infernal, telepathy 60 ft. + 7 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + poisoned + blindsight 60 ft., darkvision 60 ft. + + Magic Resistance + The dhergoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The dhergoloth's weapon attacks are magical. + + + Multiattack + The dhergoloth makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage. + Claw|+6|2d8+3 + + + Flailing Claws (Recharge 5-6) + The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage. + Flailing Claws (Recharge 5-6)||3d12+3 + + + Teleport + The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Innate Spellcasting + The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components: + At will: darkness, fear + 3/day: sleep + + darkness, fear, sleep + +A dhergoloth's head doesn't turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs. I'd like to vivisect one at some point to find out how this can be. + — Mordenkainen + +Dhergoloth. Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims' screams. +Since dhergoloths are little more than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don't take a lot of time to resolve. When given anything complex to do, they either forget what they're told or don't listen in the first place, and then bungle the task that was set for them. +Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. +Source: Mordenkainen's Tome of Foes p. 248 + underdark + + + Dire Troll + H + giant + Chaotic Evil + 15 (natural armor) + 172 (15d12+75) + walk 40 ft. + 22 + 15 + 21 + 9 + 11 + 5 + Wis +5, Cha +2 + Perception +5 + 15 + Giant + 13 + bludgeoning, piercing, slashing from nonmagical attacks + + + frightened, poisoned + darkvision 60 ft. + + Keen Senses + The troll has advantage on Wisdom (Perception) checks that rely on smell or sight. + + + Regeneration + The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points. + + + Multiattack + The troll makes five attacks: one with its bite and four with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage. + Bite|+11|1d8+6 + + + Claws + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 16 (3d6 + 6) slashing damage. + Claws|+11|3d6+6 + + + Whirlwind of Claws (Recharge 5-6) + Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one. + Whirlwind of Claws (Recharge 5-6)||8d10 + + Dire Troll. Trolls kill and eat almost anything—including, in rare cases, other trolls. This cannibalism has the effect of causing the troll to grow to an unusually large size. These dire trolls crave more and more troll flesh to fuel their continued growth. +Dire trolls also increase their size by grafting flesh and organs onto themselves. When a slab of quivering troll flesh is bound against a fresh wound on the dire troll, its regenerative capacity incorporates the new mass into its own musculature. Even more horrifying are the multiple arms, eyes, claws, and other organs that a dire troll tears from its victims and grafts onto itself. Over time, these creatures can accumulate many limbs. +Trolls. Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. +Source: Mordenkainen's Tome of Foes p. 243 + arctic, forest, hill, mountain, underdark + + + Drow Arachnomancer + M + humanoid (elf) + Chaotic Evil + 15 (studded leather armor) + 162 (25d8+50) + walk 30 ft., climb 30 ft. + 11 + 17 + 14 + 19 + 14 + 16 + Con +7, Int +9, Cha +8 + Arcana +9, Nature +9, Perception +7, Stealth +8 + 17 + Elvish, Undercommon, can speak with spiders + 13 + poison + + + + blindsight 10 ft., darkvision 120 ft. + + Change Shape (Recharges after a Short or Long Rest) + The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies. + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Spider Climb + The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Walker + The drow ignores movement restrictions caused by webbing. + + + Multiattack + The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target. + + + Poisonous Touch (Humanoid Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 28 (8d6) poison damage. + Poisonous Touch (Humanoid Form Only)|+8|8d6 + + + Bite (Giant Spider Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite (Giant Spider Form Only)|+7|2d8+3 + Bite (Giant Spider Form Only)||4d12 + + + Web (Giant Spider Form Only Recharge 5–6) + Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + 1/day: eyebite, etherealness, dominate monster + Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray + • 5th level (3 slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt + + 3 + dancing lights, darkness, faerie fire, levitate, eyebite, etherealness, dominate monster, chill touch, eldritch blast, mage hand, poison spray, conjure animals, crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt + +Drow mages can be quite learned and skilled in magic. Some of them can even cast my spells. + — Mordenkainen + +Drow Arachnomancer. Drow spellcasters who seek to devote themselves wholly to the Spider Queen sometimes walk the dark path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place. +Source: Mordenkainen's Tome of Foes p. 182 + underdark + + + Drow Favored Consort + M + humanoid (elf) + Neutral Evil + 15 (18 with mage armor) + 225 (30d8+90) + walk 30 ft. + 15 + 20 + 16 + 18 + 15 + 18 + Dex +11, Con +9, Cha +10 + Acrobatics +11, Athletics +8, Perception +8, Stealth +11 + 18 + Elvish, Undercommon + 18 + + + + + darkvision 120 ft. + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + War Magic + When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action. + + + Multiattack + The drow makes three scimitar attacks. + + + Scimitar + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn. + Scimitar|+11|1d6+5 + + + Hand Crossbow + Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. + Hand Crossbow|+11|1d6+5 + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost + • 1st level (4 slots): burning hands, mage armor, magic missile, shield + • 2nd level (3 slots): gust of wind, invisibility, misty step, shatter + • 3rd level (3 slots): counterspell, fireball, haste + • 4th level (3 slots): dimension door, Otiluke's resilient sphere + • 5th level (2 slots): cone of cold + • 6th level (1 slots): chain lightning + + 4, 3, 3, 3, 2, 1 + dancing lights, darkness, faerie fire, levitate, mage hand, message, poison spray, shocking grasp, ray of frost, burning hands, mage armor, magic missile, shield, gust of wind, invisibility, misty step, shatter, counterspell, fireball, haste, dimension door, Otiluke's resilient sphere, cone of cold, chain lightning + +Many creatures enjoy torture, but the dark elves have made it into an exquisite art. + — Mordenkainen + +Drow Favored Consort. Nearly all priestesses of Lolth, including the powerful matron mothers, take attractive drow as their consorts. Often these individuals serve no purpose beyond pleasure, breeding, or both, but sometimes consorts can gain the ear of their priestess and be relied on to provide useful advice. No position of consort is assured for long; priestesses are infamous for being fickle with their favor, which are they are especially glad to lavish on a consort who combines beauty with magical might. +Source: Mordenkainen's Tome of Foes p. 183 + underdark + + + Drow House Captain + M + humanoid (elf) + Neutral Evil + 16 (chain mail) + 162 (25d8+50) + walk 30 ft. + 14 + 19 + 15 + 12 + 14 + 13 + Dex +8, Con +6, Wis +6 + Perception +6, Stealth +8 + 16 + Elvish, Undercommon + 9 + + + + + darkvision 120 ft. + + Battle Command + As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow. + + + Scimitar + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage. + Scimitar|+8|1d6+4 + + + Whip + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn. + Whip|+8|1d4+4 + + + Hand Crossbow + Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. + Hand Crossbow|+8|1d6+4 + + + Parry + The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon. + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + dancing lights, darkness, faerie fire, levitate + +Many creatures enjoy torture, but the dark elves have made it into an exquisite art. + — Mordenkainen + +Drow House Captain. Each drow noble house entrusts the leadership of its military forces to a house captain, a position normally held by the matriarch's first or second son. The house captain commands the drow and slaves making up the family's army and has made extensive study of strategy and tactics to become an effective leader in battle. +Source: Mordenkainen's Tome of Foes p. 184 + underdark + + + Drow Inquisitor + M + humanoid (elf) + Neutral Evil + 16 (breastplate) + 143 (22d8+44) + walk 30 ft. + 11 + 15 + 14 + 16 + 21 + 20 + Con +7, Wis +10, Cha +10 + Insight +10, Perception +10, Religion +8, Stealth +7 + 20 + Elvish, Undercommon + 14 + + + + frightened + darkvision 120 ft. + + Discern Lie + The drow knows when she hears a creature speak a lie in a language she knows. + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Magic Resistance + The drow has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes three death lance attacks. + + + Death Lance + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + Death Lance|+10|1d6+5 + + + Variant: Demon Summoning + Some drow inquisitors have an action that allows them to summon a demon. + Summon Demon (1/Day). The drow attempts to magically summon a yochlol, with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. (see notes for link) + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: + At will: dancing lights, detect magic + 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion + + + Spellcasting + The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared: + Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy + • 1st level (4 slots): bane, cure wounds, inflict wounds + • 2nd level (3 slots): blindness/deafness, silence, spiritual weapon + • 3rd level (3 slots): bestow curse, dispel magic, magic circle + • 4th level (3 slots): banishment, divination, freedom of movement + • 5th level (2 slots): contagion, dispel evil and good, insect plague + • 6th level (1 slots): harm, true seeing + + 4, 3, 3, 3, 2, 1 + dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate, suggestion, guidance, message, poison spray, resistance, thaumaturgy, bane, cure wounds, inflict wounds, blindness/deafness, silence, spiritual weapon, bestow curse, dispel magic, magic circle, banishment, divination, freedom of movement, contagion, dispel evil and good, insect plague, harm, true seeing + +Drow mages can be quite learned and skilled in magic. Some of them can even cast my spells. + — Mordenkainen + +Drow Inquisitor. Drow expect treachery. After all, the Spider Queen encourages it. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, drow priestesses employ inquisitors. Chosen from the ranks of the priesthood, these female drow possess authority equaled only by the matrons of the noble houses. Anyone they decide is at odds with the hierarchy faces torture and usually an excruciating death. +Source: Mordenkainen's Tome of Foes p. 184 + underdark + + + Drow Matron Mother + M + humanoid (elf) + Neutral Evil + 17 (half plate armor) + 262 (35d8+105) + walk 30 ft. + 12 + 18 + 16 + 17 + 21 + 22 + Con +9, Wis +11, Cha +12 + Insight +11, Perception +11, Religion +9, Stealth +10 + 21 + Elvish, Undercommon + 20 + + + + charmed, frightened, poisoned + darkvision 120 ft. + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Lolth's Fickle Favor + As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn. + + + Magic Resistance + The drow has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The matron mother makes two demon staff attacks or three tentacle rod attacks. + + + Demon Staff + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Demon Staff|+10|1d6+4 + + + Tentacle Rod + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. + Tentacle Rod|+9|1d6 + + + Summon Servant (1/Day) + The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + + The humanoid (elf) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (elf) regains spent legendary actions at the start of its turn. + + + Demon Staff + The drow makes one attack with her demon staff. + + + Compel Demon (Costs 2 Actions) + An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see. + + + Cast a Spell (Costs 1–3 Actions) + The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell. + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: + At will: dancing lights, detect magic + 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion + + + Spellcasting + The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared: + Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy + • 1st level (4 slots): bane, command, cure wounds, guiding bolt + • 2nd level (3 slots): hold person, silence, spiritual weapon + • 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians + • 4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith + • 5th level (3 slots): contagion, flame strike, geas, mass cure wounds + • 6th level (2 slots): blade barrier, harm + • 7th level (2 slots): divine word, plane shift + • 8th level (1 slots): holy aura + • 9th level (1 slots): gate + + 4, 3, 3, 3, 3, 2, 2, 1, 1 + dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate, suggestion, guidance, mending, resistance, sacred flame, thaumaturgy, bane, command, cure wounds, guiding bolt, hold person, silence, spiritual weapon, bestow curse, clairvoyance, dispel magic, spirit guardians, banishment, death ward, freedom of movement, guardian of faith, contagion, flame strike, geas, mass cure wounds, blade barrier, harm, divine word, plane shift, holy aura, gate + +Matron mother is a strange title for a cruel tyrant, but given what drow consider to be a goddess, perhaps we shouldn't be surprised. + — Mordenkainen + +Drow Matron Mother. At the head of each drow noble house sits a matron mother, an influential priestess of Lolth charged with carrying out the god's will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, drow, spiders, and slaves positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen's favor, and the dark god sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power. +Source: Mordenkainen's Tome of Foes p. 186 + underdark + + + Drow Shadowblade + M + humanoid (elf) + Neutral Evil + 17 (studded leather armor) + 150 (20d8+60) + walk 30 ft. + 14 + 21 + 16 + 12 + 14 + 13 + Dex +9, Con +7, Wis +6 + Perception +6, Stealth +9 + 16 + Elvish, Undercommon + 11 + + + + + darkvision 120 ft. + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Shadow Step + While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn. + + + Shadow Sword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute. + Shadow Sword|+9|1d6+5 + + + Hand Crossbow + Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. + Hand Crossbow|+9|1d6+5 + + + Variant: Shadow Demon Summoning + Some drow shadowblades have an action that allows them to summon a demon. + Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + dancing lights, darkness, faerie fire, levitate + +Many creatures enjoy torture, but the dark elves have made it into an exquisite art. + — Mordenkainen + +Drow Shadowblade. Drow shadowblades steal down the darkened passages of the Underdark, bound on errands of mayhem. Ruthless killers, shadowblades find employment with a noble house, usually involving the elimination of a rival in another house. Shadowblades also protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In whatever role they serve, they move undetected until the moment they attack. And then they are the last thing their victims see. +A shadowblade harnesses a dark magic that is said to arise from a fiendish ritual in which the drow kills a lesser demon and mystically prevents it from reforming in the Abyss. This ritual creates a shadow demon and infuses the drow with shadow magic. +Source: Mordenkainen's Tome of Foes p. 187 + underdark + + + Duergar Despot + M + humanoid (dwarf) + Lawful Evil + 21 (natural armor) + 119 (14d8+56) + walk 25 ft. + 20 + 5 + 19 + 15 + 14 + 13 + Con +8, Wis +6 + + 12 + Dwarvish, Undercommon + 12 + + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 120 ft. + + Magic Resistance + The duergar has advantage on saving throws against spells and other magical effects. + + + Psychic Engine + When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it. + + + Sunlight Sensitivity + While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet. + + + Iron Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target is knocked prone and then takes 10 (3d6) bludgeoning damage. + Iron Fist|+9|2d8+5 + Iron Fist||3d6 + + + Stomping Foot + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) bludgeoning damage to a prone target. + Stomping Foot|+9|1d8+5 + + + Flame Jet + The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. + Flame Jet||4d8 + + + Innate Spellcasting (Psionics) + The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components: + At will: mage hand, minor illusion + 1/day each: counterspell, misty step, stinking cloud + + mage hand, minor illusion, counterspell, misty step, stinking cloud + +You think dwarves are dour and unpleasant? Wait until you meet a duergar. + — Mordenkainen + +The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles. +Source: Mordenkainen's Tome of Foes p. 188 + mountain, underdark + + + Duergar Hammerer + M + construct + Lawful Evil + 17 (natural armor) + 33 (6d8+6) + walk 20 ft. + 17 + 7 + 12 + 5 + 5 + 5 + + + 7 + understands Dwarvish but can't speak + 2 + + poison + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Engine of Pain + Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. + + + Siege Monster + The hammerer deals double damage to objects and structures. + + + Multiattack + The hammerer makes two attacks: one with its claw and one with its hammer. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Claw|+5|1d6+3 + + + Hammer + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Hammer|+5|2d6+3 + + +You think dwarves are dour and unpleasant? Wait until you meet a duergar. + — Mordenkainen + +The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles. +Source: Mordenkainen's Tome of Foes p. 188, Icewind Dale: Rime of the Frostmaiden + mountain, underdark + + + Duergar Kavalrachni + M + humanoid (dwarf) + Lawful Evil + 16 (scale mail, shield) + 26 (4d8+8) + walk 25 ft. + 14 + 11 + 14 + 11 + 10 + 9 + + + 10 + Dwarvish, Undercommon + 2 + poison + + + + darkvision 120 ft. + + Cavalry Training + When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make one melee attack against the same target as a reaction. + + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The duergar makes two war pick attacks. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage. + War Pick|+4|1d8+2 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + + Shared Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted on a female steeder, the steeder is invisible as well. The invisibility ends early on the steeder immediately after it attacks. + + +You think dwarves are dour and unpleasant? Wait until you meet a duergar. + — Mordenkainen + +The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles. +Source: Mordenkainen's Tome of Foes p. 189, Out of the Abyss p. 226 + mountain, underdark + + + Duergar Mind Master + M + humanoid (dwarf) + Lawful Evil + 14 (leather armor, 19 while reduced) + 39 (6d8+12) + walk 25 ft. + 11 + 17 + 14 + 15 + 10 + 12 + Wis +2 + Perception +2, Stealth +5 + 12 + Dwarvish, Undercommon + 2 + poison + + + + darkvision 120 ft., truesight 30 ft. + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery. + + + Mind-Poison Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced. + Mind-Poison Dagger|+5|1d4+3 + + + Invisibility (Recharge 4-6) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + + Mind Mastery + The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect. + + + Reduce (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action. + + +You think dwarves are dour and unpleasant? Wait until you meet a duergar. + — Mordenkainen + +The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles. +Source: Mordenkainen's Tome of Foes p. 189, Icewind Dale: Rime of the Frostmaiden + mountain, underdark + + + Duergar Screamer + M + construct + Lawful Evil + 15 (natural armor) + 38 (7d8+7) + walk 20 ft. + 18 + 7 + 12 + 5 + 5 + 5 + + + 7 + understands Dwarvish but can't speak + 3 + + poison + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Engine of Pain + Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction. + + + Multiattack + The screamer makes one drill attack and uses its Sonic Scream. + + + Drill + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d12 + 4) piercing damage. + Drill|+6|1d12+4 + + + Sonic Scream + The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone. + Sonic Scream||2d6 + + +You think dwarves are dour and unpleasant? Wait until you meet a duergar. + — Mordenkainen + +The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles. +Source: Mordenkainen's Tome of Foes p. 190 + underdark + + + Duergar Soulblade + M + humanoid (dwarf) + Lawful Evil + 14 (leather armor) + 18 (4d8) + walk 25 ft. + 11 + 16 + 10 + 11 + 10 + 12 + + + 10 + Dwarvish, Undercommon + 1 + poison + + + + darkvision 120 ft. + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Create Soulblade + As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Soulblade + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage. + Soulblade|+5|1d6+3 + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + + Innate Spellcasting (Psionics) + The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: blade ward, true strike + 3/day each: jump, hunter's mark + + blade ward, true strike, jump, hunter's mark + +You think dwarves are dour and unpleasant? Wait until you meet a duergar. + — Mordenkainen + +The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles. +Source: Mordenkainen's Tome of Foes p. 190, Out of the Abyss p. 227 + mountain, underdark + + + Duergar Stone Guard + M + humanoid (dwarf) + Lawful Evil + 18 (chain mail, shield) + 39 (6d8+12) + walk 25 ft. + 18 + 11 + 14 + 11 + 10 + 9 + + + 10 + Dwarvish, Undercommon + 2 + poison + + + + darkvision 120 ft. + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Phalanx Formation + The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + King's Knife (Shortsword) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. + King's Knife (Shortsword)|+6|1d6+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. + Javelin|+6|1d6+4 + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + +You think dwarves are dour and unpleasant? Wait until you meet a duergar. + — Mordenkainen + +The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles. +Source: Mordenkainen's Tome of Foes p. 191, Out of the Abyss p. 227 + mountain, underdark + + + Duergar Warlord + M + humanoid (dwarf) + Lawful Evil + 20 (plate armor, shield) + 75 (10d8+30) + walk 25 ft. + 18 + 11 + 17 + 12 + 12 + 14 + + + 11 + Dwarvish, Undercommon + 6 + poison + + + + darkvision 120 ft. + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available. + + + Psychic-Attuned Hammer + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) bludgeoning damage plus 5 (1d10) psychic damage, or 15 (2d10 + 4) bludgeoning damage plus 5 (1d10) psychic damage while enlarged, + Psychic-Attuned Hammer|+7|1d10+4 + + + Javelin + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. + Javelin|+7|1d6+4 + + + Call to Attack + Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + Invisibility (Recharge 4-6) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + + Scouring Instruction + When an ally that the duergar can see makes a d20 roll, the duergar can roll a 1d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction. + + +You think dwarves are dour and unpleasant? Wait until you meet a duergar. + — Mordenkainen + +The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles. +Source: Mordenkainen's Tome of Foes p. 192 + mountain, underdark + + + Duergar Xarrorn + M + humanoid (dwarf) + Lawful Evil + 18 (plate armor) + 26 (4d8+8) + walk 25 ft. + 16 + 11 + 14 + 11 + 10 + 9 + + + 10 + Dwarvish, Undercommon + 2 + poison + + + + darkvision 120 ft. + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Fire Lance + Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. 9 (1d12 + 3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged. + Fire Lance|+5|1d12+3 + + + Fire Spray (Recharge 5-6) + From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Spray (Recharge 5-6)||3d6 + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + +You think dwarves are dour and unpleasant? Wait until you meet a duergar. + — Mordenkainen + +The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles. +Source: Mordenkainen's Tome of Foes p. 193, Out of the Abyss p. 226 + mountain, underdark + + + Dybbuk + M + fiend (demon) + Chaotic Evil + 14 + 37 (5d8+15) + walk 0 ft., fly 40 ft. + 6 + 19 + 16 + 16 + 15 + 14 + + Deception +6, Intimidation +4, Perception +4 + 14 + Abyssal, Common, telepathy 120 ft. + 4 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 120 ft. + + Incorporeal Movement + The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Magic Resistance + The dybbuk has advantage on saving throws against spells and other magical effects. + + + Violate Corpse + The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours. + + + Tendril + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0. + Tendril|+6|2d8+4 + + + Possess Corpse (Recharge 6) + The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life. + While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any. + The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse. + + + Innate Spellcasting + The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: dimension door + 3/day each: fear, phantasmal force + + dimension door, fear, phantasmal force + Dybbuk. Dybbuks terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities. +Puppet Masters. In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tendrils as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices. +Dark Masquerade. By plundering a corpse's memories and accessing its capabilities, a dybbuk can impersonate the creature as it was in life. But the truth of the matter quickly becomes apparent to those around it, because a dybbuk can't resist pursuing its vices with a maniacal single-mindedness that betrays its true nature. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground. +Source: Mordenkainen's Tome of Foes p. 132 + desert, urban + + + Earth Elemental Myrmidon + M + elemental + Neutral + 18 (plate armor) + 127 (17d8+51) + walk 30 ft. + 18 + 10 + 17 + 8 + 10 + 10 + + + 10 + Terran, one language of its creator's choice + 7 + bludgeoning, piercing, slashing from nonmagical attacks + poison + + paralyzed, petrified, poisoned, prone + darkvision 60 ft. + + Magic Weapons + The myrmidon's weapon attacks are magical. + + + Multiattack + The myrmidon makes two maul attacks. + + + Maul + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Maul|+7|2d6+4 + + + Thunderous Strike (Recharge 6) + The myrmidon makes one maul attack. On a hit, the target takes an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. + + Earth Elemental Myrmidon. Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. +Source: Mordenkainen's Tome of Foes p. 202, Princes of the Apocalypse p. 212 + + + + Eidolon + M + undead + Any alignment + 9 + 63 (18d8-18) + walk 0 ft., fly 40 ft. + 7 + 8 + 9 + 14 + 19 + 16 + Wis +8 + Perception +8 + 18 + the languages it knew in life + 12 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Incorporeal Movement + The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue. + + + Sacred Animation (Recharge 5-6) + When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own. + + + Turn Resistance + The eidolon has advantage on saving throws against any effect that turns undead. + + + Divine Dread + Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours. + + +It's not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for instance. + — Mordenkainen + +Eidolon. The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had proven their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a graven vessel, a statue specially prepared to house the souls of these protectors. The eidolon then animates the effigy and uses the borrowed body to drive out the intruders bent on plundering the relics it is charged with guarding. +Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion—that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves. +Animated Statues. An eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. +Undead Nature. An eidolon doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 194, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Infernal Machine Rebuild + coastal, desert, forest, grassland, mountain, urban + + + Elder Oblex + H + ooze + Lawful Evil + 16 + 115 (10d12+50) + walk 20 ft. + 15 + 16 + 21 + 22 + 13 + 18 + Int +10, Cha +8 + Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10 + 15 + Common plus six more + 10 + + + + blinded, charmed, deafened, exhaustion, prone + blindsight 60 ft. (blind beyond this distance) + + Amorphous + The oblex can move through a space as narrow as 1 inch wide without squeezing. + + + Aversion to Fire + If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Sulfurous Impersonation + As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed. + + + Multiattack + The elder oblex makes two pseudopod attacks and uses Eat Memories. + + + Pseudopod + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage. + Pseudopod|+7|4d6+3 + + + Eat Memories + The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. + Eat Memories||8d10 + While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. + When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies. + + + Innate Spellcasting + The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: + At will: charm person (as 5th-level spell), detect thoughts, hold person + 3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis + + charm person, detect thoughts, hold person, confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis + +Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex. + — Mordenkainen + +Adult and Elder Oblexes. Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims. +Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims. +Oblex. By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters. +Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused. +Ooze Nature. An oblex doesn't require sleep. + +An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims. + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 219 + swamp, underdark, urban + + + Elder Tempest + G + elemental + Neutral + 19 + 264 (16d20+96) + walk 0 ft., fly 120 ft. + 23 + 28 + 23 + 2 + 21 + 18 + Wis +12, Cha +11 + + 15 + + 23 + bludgeoning, piercing, slashing from nonmagical attacks + lightning, poison, thunder + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 60 ft. + + Air Form + The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Flyby + The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Legendary Resistance (3/Day) + If the tempest fails a saving throw, it can choose to succeed instead. + + + Living Storm + The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. + In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog. + + + Siege Monster + The tempest deals double damage to objects and structures. + + + Multiattack + The tempest makes two attacks with its thunderous slam. + + + Thunderous Slam + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 23 (4d6 + 9) thunder damage. + Thunderous Slam|+16|4d6+9 + + + Lightning Storm (Recharge 6) + All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. + Lightning Storm (Recharge 6)||6d8 + + + The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn. + + + Move + The tempest moves up to its speed. + + + Lightning Strike (Costs 2 Actions) + The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. + + + Screaming Gale (Costs 3 Actions) + The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. + + Elder Tempest. Terrifying storms manifest in the body of the elder tempest. A being carved from clouds, wind, rain, and lightning, the elder tempest assumes the shape of a serpent that slithers through the sky. The tempest drowns the land beneath it with rain and stabs the earth with lances of lightning. Punishing winds scream around it as it flies, feeding the chaos it creates. +Elder Elementals. On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. +Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. +Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 200 + arctic, coastal, grassland, hill, mountain + + + Female Steeder + L + monstrosity + Unaligned + 14 (natural armor) + 30 (4d10+8) + walk 30 ft., climb 30 ft. + 15 + 16 + 14 + 2 + 10 + 3 + + Stealth +7, Perception +4 + 14 + + 1 + + + + + darkvision 120 ft. + + Spider Climb + The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Extraordinary Leap + The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage. + Bite|+5|1d8+3 + + + Sticky Leg + Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. The target is stuck to the steeder's leg and is grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time. + + +Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin. + — Mordenkainen + +Steeders. Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar. +Female Dominance. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle. +Lone Predators. Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they're put to work to keep them from attacking each other. +Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast's predatory instincts. +Deadly Hunters. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey. +Source: Mordenkainen's Tome of Foes p. 238, Out of the Abyss p. 231 + underdark + + + Fire Elemental Myrmidon + M + elemental + Neutral + 18 (plate armor) + 123 (19d8+38) + walk 40 ft. + 13 + 18 + 15 + 9 + 10 + 10 + + + 10 + Ignan, one language of its creator's choice + 7 + bludgeoning, piercing, slashing from nonmagical attacks + fire, poison + + paralyzed, petrified, poisoned, prone + darkvision 60 ft. + + Illumination + The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. + + + Magic Weapons + The myrmidon's weapon attacks are magical. + + + Water Susceptibility + For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage. + + + Multiattack + The myrmidon makes three scimitar attacks. + + + Scimitar + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Scimitar|+7|1d6+4 + + + Fiery Strikes (Recharge 6) + The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage. + + Fire Elemental Myrmidon. Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. +Source: Mordenkainen's Tome of Foes p. 203, Princes of the Apocalypse p. 213 + + + + Fraz-Urb'luu + L + fiend (demon) + Chaotic Evil + 18 (natural armor) + 337 (27d10+189) + walk 40 ft., fly 40 ft. + 29 + 12 + 25 + 26 + 24 + 26 + Dex +8, Con +14, Int +15, Wis +14 + Deception +15, Perception +14, Stealth +8 + 24 + all, telepathy 120 ft. + 23 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Fraz-Urb'luu has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Fraz-Urb'luu's weapon attacks are magical. + + + Undetectable + Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends. + + + Multiattack + Fraz-Urb'luu makes three attacks: one with his bite and two with his fists. + + + Bite + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 19 (3d6 + 9) piercing damage. + Bite|+16|3d6+9 + + + Fist + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 22 (3d8 + 9) bludgeoning damage. + Fist|+16|3d8+9 + + + Fraz-Urb'luu can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Fraz-Urb'luu regains spent legendary actions at the start of its turn. + + + Tail + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 20 (2d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time. + + + Phantasmal Killer (Costs 2 Actions) + Fraz-Urb'luu casts phantasmal killer, no concentration required. + + + Lair Actions + + + On Initiative count 20 (losing initiative ties), Fraz-Urb'luu can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row: + • Fraz-Urb'luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none. + • Fraz-Urb'luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20. + • Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage. + + + Regional Effects + + + The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects: + • Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse. + • Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult. + • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Fraz-Urb'luu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Fraz-Urb'luu dies, these effects fade over the course of 1d10 days. + Regional Effect: Madness of Fraz-Urb'luu + If a creature goes mad in Fraz-Urb'luu's lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb'luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. + Madness of Fraz-Urb'luu + d100 | Flaw (lasts until cured) + 01–20 | "I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me." + 21–40 | "I have intermittent hallucinations and fits of catatonia." + 41–60 | "My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream." + 61–80 | "I convince myself that things are true, even in the face of overwhelming evidence to the contrary." + 81–00 | "My perception of reality doesn't match anyone else's. It makes me prone to violent delusions that make no sense to anyone else." + + + + Innate Spellcasting + Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components: + At will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force + 3/day each: confusion, dream, mislead, programmed illusion, seeming + 1/day each: mirage arcane, modify memory, project image + + alter self, detect magic, dispel magic, phantasmal force, confusion, dream, mislead, programmed illusion, seeming, mirage arcane, modify memory, project image + Fraz-Urb'luu. All demons are liars, but Fraz-Urb'luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. +Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise. +The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time. +Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own. +Source: Mordenkainen's Tome of Foes p. 146, Out of the Abyss p. 238 + + + + Frost Salamander + H + elemental + Unaligned + 17 (natural armor) + 168 (16d12+64) + walk 60 ft., burrow 40 ft., climb 40 ft. + 20 + 12 + 18 + 7 + 11 + 7 + Con +8, Wis +4 + Perception +4 + 14 + Primordial + 9 + + cold + fire + + darkvision 60 ft., tremorsense 60 ft. + + Burning Fury + When the salamander takes fire damage, its Freezing Breath automatically recharges. + + + Multiattack + The salamander makes five attacks: four with its claws and one with its bite. + + + Claws + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 8 (1d6 + 5) piercing damage. + Claws|+9|1d6+5 + + + Bite + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage. + Bite|+9|1d8+5 + + + Freezing Breath (Recharge 6) + The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. + Freezing Breath (Recharge 6)||8d10 + + Salamander, Frost. Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates. +Devourers of Heat. The frost salamanders' aggression appetite for any heat source leads them to attack settlements they come across. They might mistake the fire of a forge or a campfire for a large, tasty meal, drawing them to attack expeditions and settlements that other predators would avoid. Azers sometimes venture into the Frostfell, where they use large fires to lure frost salamanders into traps to kill them and collect their hides and fangs for use in crafting weapons and armor. +False Refuge. Although frost salamanders can burrow their way through loose soil, they prefer to dig into the ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, becoming ever larger as they claw fresh chunks of ice from the walls of their lairs. +A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs. +On rare occasions, frost giant capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses. +Source: Mordenkainen's Tome of Foes p. 223 + arctic + + + Geryon + H + fiend (devil) + Lawful Evil + 19 (natural armor) + 300 (24d12+144) + walk 30 ft., fly 50 ft. + 29 + 17 + 22 + 19 + 16 + 23 + Dex +10, Con +13, Wis +10, Cha +13 + Deception +13, Intimidation +13, Perception +10 + 20 + all, telepathy 120 ft. + 22 + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + cold, fire, poison + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Geryon fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Geryon has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Geryon's weapon attacks are magical. + + + Regeneration + Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Geryon makes two attacks: one with his claws and one with his stinger. + + + Claws + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and is restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage. + Claws|+16|4d6+9 + + + Stinger + Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed. + Stinger|+16|2d4+9 + Stinger||2d12 + + + Teleport + Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Variant: Sound the Horn + Geryon can have an action that allows him to summon enslaved minotaurs. + Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them. + + + Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of its turn. + + + Infernal Glare + Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn. + + + Swift Sting (Costs 2 Actions) + Geryon attacks with his stinger. + + + Teleport + Geryon uses his Teleport action. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: + • Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. + • Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies. + • Geryon casts the banishment spell. + + + Regional Effects + + + The region containing Geryon's lair is warped by his magic, creating one or more of the following effects: + • Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia. + • Freezing strong winds howl around the area within 1 mile of the lair. + • Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest. + If Geryon dies, these effects fade over the course of 1d10 days. + + + Innate Spellcasting + Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: + At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice + 1/day each: divine word, symbol (pain only) + + alter self, detect magic, geas, ice storm, invisibility, locate object, suggestion, wall of ice, divine word, symbol + +Which is less worthy: the archdevil who leads a layer while being trapped in a block of ice, or the archdevil who can't outmaneuver a frozen adversary? + — Mordenkainen + +Geryon. Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought each other for centuries, each displacing the other innumerable times. Currently, Geryon occupies an odd position in the infernal hierarchy. Although Levistus still claims lordship over Stygia, he has been trapped in an enormous block of ice at the command of Asmodeus. For his part, Geryon marshals his followers and seeks to discover the means to replace his hated rival. +Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a relentless tracker. Other devils command legions and bid their followers to battle their enemies. Geryon loves the feeling of flesh and steel being sundered beneath his claws, and the taste of his foes' blood. +His ferocity serves him well in Stygia's frozen waste, but it has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe that the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus, or at the very least opening the door for a competent replacement for both to rise from the ranks. +Source: Mordenkainen's Tome of Foes p. 173 + + + + Giff + M + humanoid + Lawful Neutral + 16 (breastplate) + 60 (8d8+24) + walk 30 ft. + 18 + 14 + 17 + 11 + 12 + 12 + + + 11 + Common + 3 + + + + + + + Headfirst Charge + The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. + + + Firearms Knowledge + The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols. + + + Multiattack + The giff makes two pistol attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|+6|1d8+4 + + + Musket + Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. 8 (1d12 + 2) piercing damage. + Musket|+4|1d12+2 + + + Pistol + Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. 7 (1d10 + 2) piercing damage. + Pistol|+4|1d10+2 + + + Fragmentation Grenade (1/Day) + The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. + Fragmentation Grenade (1/Day)||5d6 + + Giff. It's easy to spot the giff in a room: a group of 7-foot-tall, hippopotamus-headed humanoids attired in gaudy military uniforms, with gleaming pistols and muskets on display. These spacefaring mercenaries are renowned for their martial training and their love of explosives. +Military Organization. Every aspect of giff society is organized along military lines. From birth until death, every giff has a military rank. It must follow orders from those of superior rank, and it can give orders to those of lower rank. Promotions don't depend on age but are granted by a superior as a reward for valor. Giff are devoted to their children, even as most of their education is geared toward fighting and war. +Mercenaries Extraordinaire. Giff are in high demand as warriors for hire, but they insist on serving in units composed entirely of giff; a giff hiring itself out individually is unheard of. Giff refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its own life. Life is fleeting, but the regiment endures for generations or even centuries. +A Whiff of Gunpowder. Muskets and grenades are the favorite weapons of every giff. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the more giff love a weapon. Their skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of building a bomb big enough to level a fortification. They gladly accept payment in kegs of gunpowder in preference to gold, gems, or other currency. +No Honor in Magic. Some giff become wizards, clerics, and other kinds of spellcasters, but they're so infrequent that most giff mercenary units have no magical capability. Typical giff are as smart as the average human, but their focus on military training to the exclusion of all other areas of study can make them seem dull-witted to those who have more varied interests. +Gunpowder by the Keg. Aside from their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or any time a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff's next turn. Each creature within 20 feet of the exploding keg must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. +Every other keg of gunpowder within 20 feet of an exploding keg has a 50 chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it. +Source: Mordenkainen's Tome of Foes p. 204 + urban + + + Githyanki Gish + M + humanoid (gith) + Lawful Evil + 17 (half plate armor) + 123 (19d8+38) + walk 30 ft. + 17 + 15 + 14 + 16 + 15 + 16 + Con +6, Int +7, Wis +6 + Insight +6, Perception +6, Stealth +6 + 16 + Gith + 10 + + + + + + + War Magic + When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action. + + + Multiattack + The githyanki makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage plus 18 (4d8) psychic damage, or 8 (1d10 + 3) slashing damage plus 18 (4d8) psychic damage if used with two hands. + Longsword|+7|1d8+3 + + + Innate Spellcasting (Psionics) + The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: mage hand (the hand is invisible) + 3/day each: jump, misty step, nondetection (self only) + 1/day each: plane shift, telekinesis + + + Spellcasting + The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared: + Cantrips (at will): blade ward, light, message, true strike + • 1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave + • 2nd level (3 slots): blur, invisibility, levitate + • 3rd level (3 slots): counterspell, fireball, haste + • 4th level (2 slots): dimension door + + 4, 3, 3, 2 + mage hand, jump, misty step, nondetection, plane shift, telekinesis, blade ward, light, message, true strike, expeditious retreat, magic missile, sleep, thunderwave, blur, invisibility, levitate, counterspell, fireball, haste, dimension door + +What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought? + — Mordenkainen + +Githyanki Gish. Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage. +Gith. The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes. +Source: Mordenkainen's Tome of Foes p. 205, Waterdeep: Dungeon of the Mad Mage + desert, mountain, urban + + + Githyanki Kith'rak + M + humanoid (gith) + Lawful Evil + 18 (plate armor) + 180 (24d8+72) + walk 30 ft. + 18 + 16 + 17 + 16 + 15 + 17 + Con +7, Int +7, Wis +6 + Intimidation +7, Perception +6 + 16 + Gith + 12 + + + + + + + Rally the Troops + As a bonus action, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it. + + + Multiattack + The githyanki makes three greatsword attacks. + + + Greatsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage. + Greatsword|+8|2d6+4 + + + Parry + The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. + + + Innate Spellcasting (Psionics) + The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: mage hand (the hand is invisible) + 3/day each: blur, jump, misty step, nondetection (self only) + 1/day each: plane shift, telekinesis + + mage hand, blur, jump, misty step, nondetection, plane shift, telekinesis + +What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought? + — Mordenkainen + +Githyanki Kith'rak. The githyanki's militarized culture assigns ranks and responsibilities to its citizens. Groups of ten warriors follow the commands of the sarths (githyanki warriors), while ten sarths obey the commands of the mighty kith'rak. These champions earn their status through torturous training and psionic testing until they can command the respect of their underlings. +Gith. The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes. +Source: Mordenkainen's Tome of Foes p. 205 + desert, mountain, urban + + + Githyanki Supreme Commander + M + humanoid (gith) + Lawful Evil + 18 (plate armor) + 187 (22d8+88) + walk 30 ft. + 19 + 17 + 18 + 16 + 16 + 18 + Con +9, Int +8, Wis +8 + Insight +8, Intimidation +9, Perception +8 + 18 + Gith + 14 + + + + + + + Multiattack + The githyanki makes two greatsword attacks. + + + Silver Greatsword + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage. + Silver Greatsword|+12|2d6+7 + + + Parry + The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. + + + The humanoid (gith) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (gith) regains spent legendary actions at the start of its turn. + + + Attack (2 Actions) + The githyanki makes a greatsword attack. + + + Command Ally + The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll. + + + Teleport + The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space. + + + Innate Spellcasting (Psionics) + The githyanki's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: mage hand (the hand is invisible) + 3/day each: jump, levitate (self only), misty step, nondetection (self only) + 1/day each: Bigby's hand, mass suggestion, plane shift, telekinesis + + mage hand, jump, levitate, misty step, nondetection, Bigby's hand, mass suggestion, plane shift, telekinesis + +What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought? + — Mordenkainen + +Githyanki Supreme Commander. Supreme commanders lead the githyanki armies, each one commanding ten kith'raks, who in turn lead the rest of their forces. Most supreme commanders ride red dragons into battle. +Gith. The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes. +Source: Mordenkainen's Tome of Foes p. 206 + desert, mountain, urban + + + Githzerai Anarch + M + humanoid (gith) + Lawful Neutral + 20 + 144 (17d8+68) + walk 30 ft., fly 40 ft. + 16 + 21 + 18 + 18 + 20 + 14 + Str +8, Dex +10, Int +9, Wis +10 + Arcana +9, Insight +10, Perception +10 + 20 + Gith + 16 + + + + + + + Psychic Defense + While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The anarch makes three unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage. + Unarmed Strike|+10|2d8+5 + + + The humanoid (gith) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (gith) regains spent legendary actions at the start of its turn. + + + Strike + The anarch makes one unarmed strike. + + + Teleport + The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. + + + Change Gravity (Costs 3 Actions) + The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area. + + + Lair Actions + + + An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row: + • The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects. + • The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks. + • The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. + + + Regional Effects + + + The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects: + • In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created. + • The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required). + If the anarch dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later. + + + Innate Spellcasting (Psionics) + The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: mage hand (the hand is invisible) + 3/day each: feather fall, jump, see invisibility, shield, telekinesis + 1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force + + mage hand, feather fall, jump, see invisibility, shield, telekinesis, globe of invulnerability, plane shift, teleportation circle, wall of force + +The githzerai are a check on the githyanki and the illithids. The githyanki are a check on the githzerai and the illithids. Thus, three unequal forces enforce the Balance. + — Mordenkainen + +Githzerai Anarch. The most powerful of the githzerai, anarchs lead communities and maintain the adamantine citadels that serve as strong points in planes beyond Limbo. They have formidable psionic capabilities, able to manipulate the unformed substance of their adopted plane with a thought. These rare githzerai are sages and mystics, and their word is law. +Gith. The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes. + +What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought? + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 207 + + + + Githzerai Enlightened + M + humanoid (gith) + Lawful Neutral + 18 + 112 (15d8+45) + walk 30 ft. + 14 + 19 + 16 + 17 + 19 + 13 + Str +6, Dex +8, Int +7, Wis +8 + Arcana +7, Insight +8, Perception +8 + 18 + Gith + 10 + + + + + + + Psychic Defense + While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The githzerai makes three unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage. + Unarmed Strike|+8|2d8+4 + + + Temporal Strike (Recharge 6) + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied. + Temporal Strike (Recharge 6)|+8|2d8+4 + + + Innate Spellcasting (Psionics) + The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: mage hand (the hand is invisible) + 3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield + 1/day each: haste, plane shift, teleport + + mage hand, blur, expeditious retreat, feather fall, jump, see invisibility, shield, haste, plane shift, teleport + +The githzerai are a check on the githyanki and the illithids. The githyanki are a check on the githzerai and the illithids. Thus, three unequal forces enforce the Balance. + — Mordenkainen + +Githzerai Enlightened. Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become one of the githzerai known as the enlightened. +Gith. The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes. + +What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought? + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 208 + desert, mountain, urban + + + Gloom Weaver + M + humanoid (elf) + Neutral + 14 (17 with mage armor) + 104 (16d8+32) + walk 30 ft. + 11 + 18 + 14 + 15 + 12 + 18 + Dex +8, Con +6 + + 11 + Common, Elvish + 9 + + necrotic + + charmed, exhaustion + darkvision 60 ft. + + Burden of Time + Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver. + + + Fey Ancestry + The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Multiattack + The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast. + + + Shadow Spear + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 26 (4d12) necrotic damage, or 8 (1d8 + 4) piercing damage plus 26 (4d12) necrotic damage if used with two hands. + Shadow Spear|+8|1d6+4 + + + Misty Escape (Recharges after a Short or Long Rest) + When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell. + + + Innate Spellcasting + The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: arcane eye, mage armor, speak with dead + 1/day each: arcane gate, bane, compulsion, confusion, true seeing + + + Spellcasting + The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): minor illusion, prestidigitation, chill touch, eldritch blast* + • 5th level (3 slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt + *3 beams +4 bonus to each damage roll + + 3 + arcane eye, mage armor, speak with dead, arcane gate, bane, compulsion, confusion, true seeing, minor illusion, prestidigitation, chill touch, eldritch blast, armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt + Gloom Weaver. Although a formidable fighter, a gloom weaver is often content to remain hidden in the shadows, watching with rapt attention as its very presence affects its victims. Its dark energy weighs down the heart, causing those within its oppressive aura to feel the approach of death. This torment alone is enough to please its master, the Raven Queen, but should it be detected, a gloom weaver uses its shadow magic to reduce its enemies to ghastly corpses. +Shadar-kai. In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally. +Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can. +Blighted Elves. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age. +Source: Mordenkainen's Tome of Foes p. 224 + underdark, urban + + + Gray Render + L + monstrosity + Chaotic Neutral + 19 (natural armor) + 189 (18d10+90) + walk 30 ft. + 19 + 13 + 20 + 3 + 6 + 8 + Str +8, Con +9 + Perception +2 + 12 + + 12 + + + + + darkvision 60 ft. + + Multiattack + The gray render makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone. + Bite|+8|2d12+4 + + + Claws + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 13 (2d8 + 4) slashing damage. If the target is prone an additional 7 (2d6) bludgeoning damage is dealt to the target. + Claws|+8|2d8+4 + + + Bloody Rampage + When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master. + + +I suspect gray renders owe their origin to the neogi, since they are often in their company. Those that appear in the wilderness are likely castaways from frustrated neogi masters. + — Mordenkainen + +Gray Render. A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, give its life to protect that creature. Great strength and a savage nature enable gray renders to be fierce guardians, but they lack even a shred of cunning. +A Spreading Plague. Gray renders reproduce by forming nodules on their bodies that, upon reaching maturity, break off to begin life as young gray renders. These monstrosities feel no obligation to their young, and they have no inclination to gather with others of their kind. +Chaotic Allies. As a side effect of its breeding, each gray render has an overpowering need to bond with an intelligent creature. When it encounters a suitable master, the render sings to it—a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms the bond, the render serves its master in all things. +Although this bond can be a great benefit, renders are inherently chaotic. In a battle, a render fights with all the savagery it can muster and never willingly harms its master, but outside battle, a gray render might present considerable difficulty for its master's associates. It might follow its master even after being told to stay put, destroy its master's house, burrow holes in the side of a ship, kill horses, attack when it feels jealous, and more. A gray render might be a boon companion, but it is always an unpredictable one. +The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired. +Grey Render Quirk +d12 | Quirk +1 | Hates horses and other mounts +2 | Roars loudly when its bonded creature is touched by another creature +3 | Likes to snuggle +4 | Uproots and chews on trees +5 | Has terrific and eye-watering flatulence +6 | Brings offerings of meat to its bonded creature +7 | Compulsively digs up the ground +8 | Attacks carts and wagons as if they were terrible monsters +9 | Howls when it rains +10 | Whines piteously in the dark +11 | Buries treasure it finds +12 | Chases birds, leaping into the air to catch them, heedless of the destruction it causes + +Source: Mordenkainen's Tome of Foes p. 209 + forest, hill + + + Graz'zt + L + fiend (demon, shapechanger) + Chaotic Evil + 20 (natural armor) + 346 (33d10+165) + walk 40 ft. + 22 + 15 + 21 + 23 + 21 + 26 + Dex +9, Con +12, Wis +12 + Deception +15, Insight +12, Perception +12, Persuasion +15 + 22 + all, telepathy 120 ft. + 24 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Shapechanger + Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. + + + Legendary Resistance (3/Day) + If Graz'zt fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Graz'zt has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Graz'zt's weapon attacks are magical. + + + Multiattack + Graz'zt attacks twice with Wave of Sorrow. + + + Wave of Sorrow (Greatsword) + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 20 (4d6 + 6) slashing damage plus 10 (3d6) acid damage. + Wave of Sorrow (Greatsword)|+13|4d6+6 + + + Teleport + Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. + + + Graz'zt can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of its turn. + + + Attack + Graz'zt attacks once with Wave of Sorrow. + + + Dance, My Puppet + One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs. + + + Sow Discord + Graz'zt casts crown of madness or dissonant whispers. + + + Teleport + Graz'zt uses his Teleport action. + + + Lair Actions + + + On Initiative count 20 (losing initiative ties), Graz'zt can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row: + • Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets. + • Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide. + + + Regional Effects + + + The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects: + • Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. + • Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. + • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Graz'zt table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Graz'zt dies, these effects fade over the course of 1d10 days. + Regional Effect: Madness of Graz'zt + If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness of Graz'zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. + Madness of Graz'zt + d100 | Flaw (lasts until cured) + 01–20 | "There is nothing in the world more important than me and my desires." + 21–40 | "Anyone who doesn't do exactly what I say doesn't deserve to live." + 41–60 | "Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you." + 61–80 | "I will not rest until I have made someone else mine, and doing so is more important to me than my own life—or the lives of others." + 81–90 | "My own pleasure is of paramount importance. Everything else, including social graces, is a triviality." + 91–00 | "Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later." + + + + Innate Spellcasting + Graz'zt's spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components: + At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers + 3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport + 1/day each: dominate monster, greater invisibility + + charm person, crown of madness, detect magic, dispel magic, dissonant whispers, counterspell, darkness, dominate person, sanctuary, telekinesis, teleport, dominate monster, greater invisibility + Graz'zt. The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz'zt strikes the perfect figure of untamed desire, every plane and curve of his body, every glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz'zt can also transform himself at will, appearing in any humanoid form that pleases him, or his onlookers, all equally tempting in their own ways. +Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness. +The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations. +Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command. +Source: Mordenkainen's Tome of Foes p. 149, Out of the Abyss p. 241 + + + + Green Abishai + M + fiend (devil) + Lawful Evil + 18 (natural armor) + 187 (25d8+75) + walk 30 ft., fly 40 ft. + 12 + 17 + 16 + 17 + 12 + 19 + Int +8, Cha +9 + Deception +9, Insight +6, Perception +6, Persuasion +9 + 16 + Draconic, Infernal, telepathy 120 ft. + 15 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the abishai's darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai's weapon attacks are magical. + + + Multiattack + The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. + Longsword|+6|1d8+1 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|+8|2d8+3 + Claws||2d10 + + + Innate Spellcasting + The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: alter self, major image + 3/day each: charm person, detect thoughts, fear + 1/day each: confusion, dominate person, mass suggestion + + alter self, major image, charm person, detect thoughts, fear, confusion, dominate person, mass suggestion + Green Abishai. The envoys of Tiamat's armies, green abishais represent the god's interests in the Nine Hells and beyond. Their keen senses make them adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure that they can manipulate even the shrewdest opponents. +Abishai. Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. +Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed. +Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. +There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction. + +Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers? + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 162 + urban + + + Hellfire Engine + H + construct + Lawful Evil + 18 (natural armor) + 216 (16d12+112) + walk 40 ft. + 20 + 16 + 24 + 2 + 10 + 1 + Dex +8, Wis +5, Cha +0 + + 10 + understands Infernal but can't speak + 16 + cold, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious + darkvision 120 ft. + + Immutable Form + The hellfire engine is immune to any spell or effect that would alter its form. + + + Magic Resistance + The hellfire engine has advantage on saving throws against spells and other magical effects. + + + Flesh-Crushing Stride + The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. + Flesh-Crushing Stride||8d6 + If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained. + + + Hellfire Weapons + The hellfire engine uses one of the following options: + • • Bonemelt Sprayer: The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel. + Hellfire Weapons||2d10 + • • Lightning Flail: Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. + Hellfire Weapons|+11|3d8+5 + Hellfire Weapons||5d8 + • • Thunder Cannon: The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. + Hellfire Weapons||5d10 + If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. + + Hellfire Engine. Hellfire engines are semi-autonomous bringers of destruction. amnizu and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these mechanical and magical hybrids gets loose, driven berserk by its need to destroy. +Many Forms, One Purpose. Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense. +Soul Trapping. Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far. +Constructed Nature. A hellfire engine doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 165 + + + + Howler + L + fiend + Chaotic Evil + 16 (natural armor) + 90 (12d10+24) + walk 40 ft. + 17 + 16 + 15 + 5 + 20 + 6 + + Perception +8 + 15 + understands Abyssal but can't speak + 8 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + + + frightened + darkvision 60 ft. + + Pack Tactics + A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The howler makes two bite attacks. + + + Rending Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. If the target is frightened it takes an additional 22 (4d10) psychic damage. This attack ignores damage resistance. + Rending Bite|+6|2d6+3 + + + Mind-Breaking Howl (Recharge 6) + The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours. + + +Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear. + — Mordenkainen + +Howler. A far-off wail precedes the sight of a howler. Even at a distance, one's mind cringes at the sound and fills with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn't enough to stand up against them, and even one's sanity is at risk. +Prowlers from Pandemonium. These nightmare creatures, native to Pandemonium, can also be found on most of the Lower Planes, because of the many fiends that capture them and train them as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training during which they are forced to recognize the trainer as the pack's undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals who have the power and the savagery to command their loyalty. +Brutal Hunters. Howlers rely on speed, numbers, and their mind-numbing howl to corner prey before they tear it apart. The howl floods the minds of its victims, making complex thought impossible. They can do little more than stare in horror and stumble around the battlefield in a search for safety. Any task more demanding than that is beyond their capability. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy's ability to use spells and other powers. +Source: Mordenkainen's Tome of Foes p. 210 + desert, grassland, hill, underdark + + + Hutijin + L + fiend (devil) + Lawful Evil + 19 (natural armor) + 200 (16d10+112) + walk 30 ft., fly 60 ft. + 27 + 15 + 25 + 23 + 19 + 25 + Dex +9, Con +14, Wis +11 + Intimidation +14, Perception +11 + 21 + all, telepathy 120 ft. + 21 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Infernal Despair + Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage. + + + Legendary Resistance (3/Day) + If Hutijin fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Hutijin has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Hutijin's weapon attacks are magical. + + + Regeneration + Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail. + + + Bite + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|+15|2d6+8 + Bite||3d6 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage. + Claw|+15|2d8+8 + + + Mace + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 15 (2d6 + 8) bludgeoning damage. + Mace|+15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 19 (2d10 + 8) bludgeoning damage. + Tail|+15|2d10+8 + + + Teleport + Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Fearful Voice (Recharge 5-6) + In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours. + + + Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of its turn. + + + Attack + Hutijin attacks once with his mace. + + + Lightning Storm (Costs 2 Actions) + Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. + + + Teleport + Hutijin uses his Teleport action. + + + Innate Spellcasting + Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components: + At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire + 3/day: dispel magic + 1/day each: heal, symbol (hopelessness only) + + alter self, animate dead, detect magic, hold monster, invisibility, lightning bolt, suggestion, wall of fire, dispel magic, heal, symbol + +What price would you put on your life? How much then, for your soul? Bargain with Hutijin, and it will cost you both. I hope it is worth it. + — Mordenkainen + +Hutijin. Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, the devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles. +Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends, which make up Cania's aristocracy. With such soldiers under his command, Hutijin can easily crush any rival who gets in his way, while also providing Mephistopheles with security against armies that might seek to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him. +Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death. +Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death. +Source: Mordenkainen's Tome of Foes p. 175 + + + + Hydroloth + M + fiend (yugoloth) + Neutral Evil + 15 + 135 (18d8+54) + walk 20 ft., swim 40 ft. + 12 + 21 + 16 + 19 + 10 + 14 + + Insight +4, Perception +4 + 14 + Abyssal, Infernal, telepathy 60 ft. + 9 + cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + fire + poisoned + blindsight 60 ft., darkvision 60 ft. + + Amphibious + The hydroloth can breathe air and water. + + + Magic Resistance + The hydroloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The hydroloth's weapon attacks are magical. + + + Secure Memory + The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts. + + + Watery Advantage + While submerged in liquid, the hydroloth has advantage on attack rolls. + + + Multiattack + The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast. + + + Claws + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claws|+9|2d8+5 + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 16 (2d10 + 5) piercing damage. + Bite|+9|2d10+5 + + + Steal Memory (1/Day) + The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early. + + + Teleport + The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Innate Spellcasting + The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: darkness, detect magic, dispel magic, invisibility (self only), water walk + 3/day each: control water, crown of madness, fear, phantasmal killer, suggestion + + darkness, detect magic, dispel magic, invisibility, water walk, control water, crown of madness, fear, phantasmal killer, suggestion + Hydroloth. Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away their thoughts for delivery to whatever master they happen to serve. Hydroloths are skilled at finding lost things, especially those that have been swallowed up in the deeps. +For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements. +Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. +Source: Mordenkainen's Tome of Foes p. 249 + + + + Iron Cobra + M + construct + Unaligned + 13 + 45 (7d8+14) + walk 30 ft. + 12 + 16 + 14 + 3 + 10 + 1 + + Stealth +7 + 10 + understands one language of its creator but can't speak + 4 + + poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Magic Resistance + The iron cobra has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect: + Bite|+5|1d6+3 + 1. Poison Damage: The target takes 13 (3d8) poison damage. + 2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. + 3. Paralysis: The target is paralyzed until the end of its next turn. + + The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations. +Constructed Nature. A clockwork doesn't require air, food, drink, or sleep. +Individual Designs. A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. +A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder. +Clockwork Enhancements +d10 | Enhancement +1 | Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine. +2 | Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it. +3 | Improved Armor. The clockwork's AC increases by 2. +4 | Increased Speed. The clockwork's speed increases by 10 feet. +5 | Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. +6 | Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn. +7 | Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice. +8 | Suction. The clockwork gains a climbing speed of 30 feet. +9 | Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice). +10 | Water Propulsion. The clockwork gains a swimming speed of 30 feet. + +Clockwork Malfunctions +d10 | Malfunction +1 | Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn. +2 | Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. +3 | Ground Fault. The clockwork has vulnerability to lightning damage. +4 | Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. +5 | Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to. +6 | Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn. +7 | Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting. +8 | Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. +9 | Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. +10 | Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine. + +Source: Mordenkainen's Tome of Foes p. 125, Ghosts of Saltmarsh + forest, grassland, hill, mountain + + + Juiblex + H + fiend (demon) + Chaotic Evil + 18 (natural armor) + 350 (28d12+168) + walk 30 ft. + 24 + 10 + 23 + 20 + 20 + 16 + Dex +7, Con +13, Wis +12 + Perception +12 + 22 + all, telepathy 120 ft. + 23 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical attacks + + blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious + truesight 120 ft. + + Foul + Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. + + + Legendary Resistance (3/Day) + If Juiblex fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Juiblex has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Juiblex's weapon attacks are magical. + + + Regeneration + Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Spider Climb + Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + Juiblex makes three acid lash attacks. + + + Acid Lash + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute. + Acid Lash|+14|4d6+7 + + + Eject Slime (Recharge 5-6) + Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed. + Eject Slime (Recharge 5-6)||10d10 + + + Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Juiblex regains spent legendary actions at the start of its turn. + + + Acid Splash + Juiblex casts acid splash. + + + Attack + Juiblex makes one acid lash attack. + + + Corrupting Touch (Costs 2 Actions) + Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target. + + + Lair Actions + + + On Initiative count 20 (losing initiative ties), Juiblex can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row: + • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. + • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. + • A green slime (see the Dungeon Master's Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour. + + + Regional Effects + + + The region containing Juiblex's lair is warped by his magic, creating one or more of the following effects: + • Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it. + • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Juiblex dies, these effects fade over the course of 1d10 days. + Regional Effect: Madness of Juiblex + If a creature goes mad in Juiblex's lair or within line of sight of the demon lord, roll on the Madness of Juiblex table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. + Madness of Juiblex + d100 | Flaw (lasts until cured) + 01–20 | "I must consume everything I can!" + 21–40 | "I refuse to part with any of my possessions." + 41–60 | "I'll do everything I can to get others to eat and drink beyond their normal limits." + 61–80 | "I must possess as many material goods as I can." + 81–00 | "My personality is irrelevant. I am defined by what I consume." + + + + Innate Spellcasting + Juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components: + At will: acid splash (17th level), detect magic + 3/day each: blight, contagion, gaseous form + + acid splash, detect magic, blight, contagion, gaseous form + Juiblex. Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself. +A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated. +Only the truly insane worship Juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former flesh-and-blood creatures form Juiblex's extended physical body, while the demon lord slowly digests and savors their identities over time. +Source: Mordenkainen's Tome of Foes p. 151, Out of the Abyss p. 243 + + + + Kruthik Hive Lord + L + monstrosity + Unaligned + 20 (natural armor) + 102 (12d10+36) + walk 40 ft., burrow 20 ft., climb 40 ft. + 19 + 16 + 17 + 10 + 14 + 10 + + + 12 + Kruthik + 5 + + + + + darkvision 60 ft., tremorsense 60 ft. + + Keen Smell + The kruthik has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Tunneler + The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The kruthik makes two stab attacks or two spike attacks. + + + Stab + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 9 (1d10 + 4) piercing damage. + Stab|+7|1d10+4 + + + Spike + Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage. + Spike|+6|1d6+4 + + + Acid Spray (Recharge 5-6) + The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. + Acid Spray (Recharge 5-6)||4d10 + + +Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them. + — Mordenkainen + +Kruthik Hive Lord. A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards. +Kruthiks. Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. +Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. +Sharp Senses. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. +Sharper Weapons. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. +Shared Lair. Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. + +Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary. + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 212 + desert, mountain, underdark + + + Leviathan + G + elemental + Neutral + 17 + 328 (16d20+160) + walk 40 ft., swim 120 ft. + 30 + 24 + 30 + 2 + 18 + 17 + Wis +10, Cha +9 + + 14 + + 20 + bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 60 ft. + + Legendary Resistance (3/Day) + If the leviathan fails a saving throw, it can choose to succeed instead. + + + Partial Freeze + If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. + + + Siege Monster + The leviathan deals double damage to objects and structures (included in Tidal Wave). + + + Water Form + The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Multiattack + The leviathan makes two attacks: one with its slam and one with its tail. + + + Slam + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) acid damage. + Slam|+16|1d10+10 + + + Tail + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage. + Tail|+16|1d12+10 + + + Tidal Wave (Recharge 6) + While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one. + Tidal Wave (Recharge 6)||6d10 + At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. + Tidal Wave (Recharge 6)||5d10 + A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn. + + + The elemental can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn. + + + Slam (Costs 2 Actions) + The leviathan makes one slam attack. + + + Move + The leviathan moves up to its speed. + + Leviathan. A towering wall of water that drags ships down to the ocean's depths and washes away coastal settlements—that phenomenon typifies the destruction a leviathan can unleash on the world. When called forth, a leviathan arises from a large body of water to form an immense serpent-shaped creature. +Elder Elementals. On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. +Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. +Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 198 + coastal, underwater + + + Male Steeder + M + monstrosity + Unaligned + 12 (natural armor) + 13 (2d8+4) + walk 30 ft., climb 30 ft. + 15 + 12 + 14 + 2 + 10 + 3 + + Stealth +5, Perception +4 + 14 + + 1/4 + + + + + darkvision 120 ft. + + Spider Climb + The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Extraordinary Leap + The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. + Bite|+4|1d8+2 + + + Sticky Leg + Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. The target is stuck to the steeder's leg and is grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time. + + +Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin. + — Mordenkainen + +Steeders. Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar. +Female Dominance. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle. +Lone Predators. Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they're put to work to keep them from attacking each other. +Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast's predatory instincts. +Deadly Hunters. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey. +Source: Mordenkainen's Tome of Foes p. 238, Out of the Abyss p. 231 + underdark + + + Marut + L + construct (inevitable) + Lawful Neutral + 22 (natural armor) + 432 (32d10+256) + walk 40 ft., fly 30 ft. + 28 + 12 + 26 + 19 + 15 + 18 + Int +12, Wis +10, Cha +12 + Insight +10, Intimidation +12, Perception +10 + 20 + all but rarely speaks + 25 + thunder; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, frightened, paralyzed, poisoned, unconscious + darkvision 60 ft. + + Immutable Form + The marut is immune to any spell or effect that would alter its form. + + + Legendary Resistance (3/Day) + If the marut fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The marut has advantage on saving throws against spells and other magical effects. + + + Multiattack + The marut makes two slam attacks. + + + Unerring Slam + Melee Weapon Attack: automatic hit, reach 5 ft., one target. 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller. + + + Blazing Edict (Recharge 5-6) + Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn. + + + Justify + The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle. + After teleporting in this way, the marut can't use this action again until it finishes a short or long rest. + + + Innate Spellcasting + The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components. + At will: plane shift (self only) + + plane shift + Marut. The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. Many creatures, including yugoloths, will enter into a contract with inevitables if asked. +Cosmic Enforcers. The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, two parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked. +Word Is Law. Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn't care whether both parties understand what they're agreeing to. A small army of solicitors waits outside the Hall of Concordance, eager to sell their expertise in the crafting or vetting of contracts. +Constructed Nature. A marut doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 213 + + + + Maurezhi + M + fiend (demon) + Chaotic Evil + 15 (natural armor) + 88 (16d8+16) + walk 30 ft. + 14 + 17 + 12 + 11 + 12 + 15 + + Deception +5 + 11 + Abyssal, Elvish, telepathy 120 ft. + 7 + cold, fire, lightning, necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, poisoned + darkvision 120 ft. + + Assume Form + The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body. + + + Magic Resistance + The maurezhi has advantage on saving throws against spells and other magical effects. + + + Multiattack + The maurezhi makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed. + Bite|+6|2d10+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|+6|2d8+3 + + + Raise Ghoul (Recharge 5-6) + The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points. + + Maurezhi. When Doresain, the King of Ghouls, corrupted a society of elves, he created a new breed of demons to lead packs of ghoul and ghast in the material world. +Horrid Infiltrators. When a maurezhi consumes the corpse of a humanoid it has slain—a process that takes about 10 minutes—it instantly assumes the creature's appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon's original form. +A Plague of Ghouls. . Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. +Source: Mordenkainen's Tome of Foes p. 133 + swamp, urban + + + Meazel + M + humanoid (meazel) + Lawful Evil + 13 + 35 (10d8-10) + walk 30 ft. + 8 + 17 + 9 + 14 + 13 + 10 + + Perception +3, Stealth +5 + 13 + Common + 1 + + + + + darkvision 120 ft. + + Shadow Stealth + While in dim light or darkness, the meazel can take the Hide action as a bonus action. + + + Garrote + Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way. + Garrote|+5|1d6+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage. + Shortsword|+5|1d6+3 + + + Shadow Teleport (Recharge 5-6) + The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. + Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. + + Meazel. In places where the Shadowfell washes against the shores of the Material Plane dwell meazels, hateful hermits who left behind their old lives to contemplate their misery in shadow. Now evil burns in their hearts, and they resent any intrusion into their suffering. +Hateful Hermit. Meazels are all that remain of people who fled into the Shadowfell to escape their mortal existence. There the darkness transformed them, and their bitterness made them twisted and cruel. Now, they loiter near Shadowfell crossings to waylay travelers who venture too close to their lairs. +Divide and Conquer. The stain of darkness responsible for the existence of meazels imparts to them magical powers that allow them to move through shadows with ease. Merely stepping into one pool of darkness allows a meazel to move to another one. They use this talent to ambush creatures, snatching them around the throat with their strangling cords and then stepping away. Meazels also use this ability to ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there. +Creatures that are drawn through the shadows by meazels are cursed by the meazels' baleful magic. The curse acts as a beacon; sorrowsworn, undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart. +Source: Mordenkainen's Tome of Foes p. 214 + desert, forest, grassland, hill, mountain, swamp, underdark, urban + + + Merregon + M + fiend (devil) + Lawful Evil + 16 (natural armor) + 45 (6d8+18) + walk 30 ft. + 18 + 14 + 17 + 6 + 12 + 8 + + + 11 + understands Infernal but can't speak, telepathy 120 ft. + 4 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + frightened, poisoned + darkvision 60 ft. + + Devil's Sight + Magical darkness doesn't impede the merregon's darkvision. + + + Magic Resistance + The merregon has advantage on saving throws against spells and other magical effects. + + + Multiattack + The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks. + + + Halberd + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 9 (1d10 + 4) slashing damage. + Halberd|+6|1d10+4 + + + Heavy Crossbow + Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. 7 (1d10 + 2) piercing damage. + Heavy Crossbow|+4|1d10+2 + + + Loyal Bodyguard + When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead. + + +Merregons can't speak, and their telepathy is one-to-one. Their orderly ranks are easily confused if you slay their shouting masters. + — Mordenkainen + +Merregon. The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the hells' legionnaires, tasked with protecting the realm and its rulers against intruders. +Masks of Uniformity. Merregons have no individuality, and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: its commander and the layer of the Nine Hells it serves. +Fearless Obedience. Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they retreat from no fight. +Source: Mordenkainen's Tome of Foes p. 166, Baldur's Gate: Descent Into Avernus + + + + Merrenoloth + M + fiend (yugoloth) + Neutral Evil + 13 + 40 (9d8) + walk 30 ft., swim 40 ft. + 8 + 17 + 10 + 17 + 14 + 11 + Dex +5, Int +5 + History +5, Nature +5, Perception +4, Survival +4 + 14 + Abyssal, Infernal, telepathy 60 ft. + 3 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + poisoned + blindsight 60 ft., darkvision 60 ft. + + Magic Resistance + The merrenoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The merrenoloth's weapon attacks are magical. + + + Teleport + As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Multiattack + The merrenoloth uses Fear Gaze once and makes one oar attack. + + + Oar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage. + Oar|+5|2d4+3 + + + Fear Gaze + The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Lair Actions + + + Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row: + • The ship regains 22 (4d10) hit points. + • A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round. + • The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Regional Effects + + + A merrenoloth imbues its vessel with powerful magic that creates one or more of the following effects: + • The ship doesn't sink even if its hull is breached. + • The ship always stays on course to the destination the merrenoloth names. + • Creatures the merrenoloth chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage. + If the merrenoloth dies, these effects fade over the course of 1d6 hours. + + + Innate Spellcasting + The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: charm person, darkness, detect magic, dispel magic, gust of wind + 1/day: control weather + 3/day: control water + + charm person, darkness, detect magic, dispel magic, gust of wind, control weather, control water + Merrenoloth. The grim, gaunt captains of the ferries on the River Styx, merrenoloths have total command of their vessels, ensuring that their passengers reach their destinations safely. Sometimes merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection. +Whenever a merrenoloth takes on a contract to captain a ship, it bonds with the vehicle to make sure nothing goes awry with it during the journey. A merrenoloth can navigate its ship safely through the worst storms, always stays on course, and never runs afoul of the myriad hazards that can thwart lesser captains. +A merrenoloth can hold its own in a fight, but it prefers to avoid combat when possible. In fact, it typically specifies in its contracts that it is under no obligation to fight. A merrenoloth's first duty is always to its vessel. +Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. +Source: Mordenkainen's Tome of Foes p. 250 + coastal + + + Moloch + L + fiend (devil) + Lawful Evil + 19 (natural armor) + 253 (22d10+132) + walk 30 ft. + 26 + 19 + 22 + 21 + 18 + 23 + Dex +11, Con +13, Wis +11, Cha +13 + Deception +13, Intimidation +13, Perception +11 + 21 + all, telepathy 120 ft. + 21 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + + Legendary Resistance (3/Day) + If Moloch fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Moloch has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Moloch's weapon attacks are magical. + + + Regeneration + Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Moloch makes three attacks: one with his bite, one with his claw, and one with his whip. + + + Bite + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 26 (4d8 + 8) piercing damage. + Bite|+15|4d8+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage. + Claw|+15|2d8+8 + + + Many-Tailed Whip + Melee Weapon Attack: +15 to hit, reach 30 ft., one target. 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch. + Many-Tailed Whip|+15|2d4+8 + + + Breath of Despair (Recharge 5-6) + Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends. + Breath of Despair (Recharge 5-6)||5d10 + + + Teleport + Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of its turn. + + + Stinking Cloud + Moloch casts stinking cloud. + + + Teleport + Moloch uses his Teleport action. + + + Whip + Moloch makes one attack with his whip. + + + Innate Spellcasting + Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: + At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire + 1/day each: flame strike, symbol (stunning only) + + alter self, animate dead, burning hands, confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire, flame strike, symbol + +Moloch obsesses over power he lost rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential. + — Mordenkainen + +Moloch. Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating Moloch to the rulership of Malbolge. +For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement began to unravel, however, when Moloch took the night hag named Malagard for his advisor. Her words were poison, and gradually she convinced Moloch to direct his efforts to topple Asmodeus. +Although the conspiracy nearly succeeded, it was thwarted. Moloch was stripped of his station and sentenced to death—and only the timely use of a planar portal allowed him to escape. +Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to a distant Material Plane in the hope of finding an artifact that would ensure his success. While there, he became trapped, leaving his armies at the mercy of his enemies. In short order they were destroyed. +Now, Moloch has been rendered nearly powerless after his last failure. He endlessly schemes of ways to return to his former status, but every time he enters the Nine Hells, he is demoted to an imp and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes scheming in Malbolge or other layers of the Hells and at other times wandering the planes searching for magical might or secrets that might help him win back his title. +Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes. +Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains. +Source: Mordenkainen's Tome of Foes p. 177 + + + + Molydeus + H + fiend (demon) + Chaotic Evil + 19 (natural armor) + 216 (16d12+112) + walk 40 ft. + 28 + 22 + 25 + 21 + 24 + 24 + Str +16, Con +14, Wis +14, Cha +14 + Perception +21 + 31 + Abyssal, telepathy 120 ft. + 21 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + blinded, charmed, deafened, frightened, poisoned, stunned + truesight 120 ft. + + Legendary Resistance (3/Day) + If the molydeus fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The molydeus has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The molydeus's weapon attacks are magical. + + + Multiattack + The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite. + + + Demonic Weapon + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit. + Demonic Weapon|+16|2d10+9 + + + Wolf Bite + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 16 (2d6 + 9) piercing damage. + Wolf Bite|+16|2d6+9 + + + Snakebite + Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. + Snakebite|+16|1d6+9 + + + Variant: Demon Summoning + You can give a molydeus the ability to summon other demons. + Summon Demon (1/Day). As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasme, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action. + + + The fiend (demon) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn. + + + Attack + The molydeus makes one attack, either with its demonic weapon or with its snakebite. + + + Move + The molydeus moves without provoking opportunity attacks. + + + Cast a Spell + The molydeus casts one spell from its Innate Spellcasting trait. + + + Innate Spellcasting + The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: + At will: dispel magic, polymorph, telekinesis, teleport + 1/day: imprisonment + 3/day: lightning bolt + + dispel magic, polymorph, telekinesis, teleport, imprisonment, lightning bolt + Molydeus. The most ruthless and dangerous of demons—more feared than the dreaded balor—the molydeus speaks with the authority of the demon lord it serves as it enforces its master's will. Standing some 12 feet tall, a molydeus has a red-skinned, humanoid body and two heads—one that of a slavering wolf and the other that of a serpent with dripping fangs perched atop a long neck. +Molydei might guard their masters' possessions, roam the battlefields of the Abyss to ensure the loyalty of troops, or bring swift death to their enemies. +Branded and Bound. When a demon earns the attention of a demon lord through ferocity, cunning, or an act of surprising devotion, the demon lord might reward such service by snatching up the fiend and subjecting it to excruciating torments to remake it into a molydeus. +Voice of the Master. A demon lord has a direct link to its molydeus and uses the serpent head to communicate its wishes. A molydeus is, therefore, said to utter its master's will, commanding other demons to carry out orders and using violence to ensure they obey. A molydeus must constantly be ready for the scrutiny of its master, for the demon lord can decide at any moment to observe the molydeus through the serpent. Thus, there is no room for treachery in a molydeus. +Special Weapon. As part of a demon lord's trust in its molydeus, it bestows a powerful weapon upon the guardian demon. The demon lord fashions the weapon from a portion of the fiend's essence, so that the demon and its weapon are forever bound. If the molydeus dies, the weapon dissolves into a pool of foul-smelling slime. It's possible to steal such a weapon, but a molydeus deprived of its weapon will stop at nothing to regain it. +The weapon a molydeus wields reflects the nature of its master. Those that serve Baphomet carry a glaive; Demogorgon, a whip; Fraz-Urb'luu, a battleaxe; Graz'zt, a greatsword; Orcus, a morningstar; and Yeenoghu, a flail. The weapon's form doesn't affect its capabilities. +Dark Guardians. One of the chief tasks of any molydeus is to help protect its master's amulet—the most prized possession of any demon lord. Each of these dangerous relics allows a demon lord to return to life in the Abyss if the unthinkable occurs and its abyssal form is destroyed. As useful as these amulets are, they are also liabilities—because, armed with an amulet, a creature can coerce the demon lord to which it belongs into doing its bidding, or can strand it in the Abyss if the amulet is destroyed. +Source: Mordenkainen's Tome of Foes p. 134 + + + + Nabassu + M + fiend (demon) + Chaotic Evil + 18 (natural armor) + 190 (20d8+100) + walk 40 ft., fly 60 ft. + 22 + 14 + 21 + 14 + 15 + 17 + Str +11, Dex +7 + Perception +7 + 17 + Abyssal, telepathy 120 ft. + 15 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 60 ft. + + Demonic Shadows + The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light. + + + Devour Soul + A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell. + + + Magic Resistance + The nabassu has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The nabassu's weapon attacks are magical. + + + Multiattack + The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite. + + + Claws + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 17 (2d10 + 6) slashing damage. + Claws|+11|2d10+6 + + + Bite + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 32 (4d12 + 6) piercing damage. + Bite|+11|4d12+6 + + + Soul-Stealing Gaze + The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) damage and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control. + + Nabassu. The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack—even if that other creature is a demon, including another nabassu. +Hated Outcasts. Demons have few rules, and the murder of other demons hardly raises an eyebrow among these fiends. The act of devouring souls is something else. For this reason, most demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords' amulets. +Demonic Infiltrators. Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. If a nabassu is summoned, it tries to break free so that it can devour the soul of its summoner and then set out to feed on the souls of whatever creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which can cause the demon to be cooperative—for as long as the supply lasts. +Source: Mordenkainen's Tome of Foes p. 135 + swamp, underdark, urban + + + Nagpa + M + humanoid (nagpa) + Lawful Evil + 19 (natural armor) + 187 (34d8+34) + walk 30 ft. + 9 + 15 + 12 + 23 + 18 + 21 + Int +12, Wis +10, Cha +11 + Arcana +12, Deception +11, History +12, Insight +10, Perception +10 + 20 + Common plus up to five other languages + 17 + + + + + truesight 120 ft. + + Corruption + As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours. + + + Paralysis (Recharge 6) + As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. + + + Staff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage. + Staff|+8|2d6+2 + + + Spellcasting + The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared: + Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion + • 1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt + • 2nd level (3 slots): hold person, ray of enfeeblement, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): confusion, hallucinatory terrain, wall of fire + • 5th level (2 slots): dominate person, dream, geas + • 6th level (1 slots): circle of death, disintegrate + • 7th level (1 slots): etherealness, prismatic spray + • 8th level (1 slots): feeblemind + + 4, 3, 3, 3, 2, 1, 1, 1 + chill touch, fire bolt, mage hand, message, minor illusion, charm person, detect magic, protection from evil and good, witch bolt, hold person, ray of enfeeblement, suggestion, counterspell, fireball, fly, confusion, hallucinatory terrain, wall of fire, dominate person, dream, geas, circle of death, disintegrate, etherealness, prismatic spray, feeblemind + +Nagpas can't learn from that which isn't destroyed. Imagine how bewildering and terrifying a city full of life must be to them. Is it any wonder that they seek the ruin of such places? + — Mordenkainen + +Nagpa. Long ago, the Raven Queen cursed a cabal of thirteen powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She stripped them of their beauty, turning them into scabrous, birdlike monstrosities. The nagpas now plot as they ever did, but they now strive to bring about terrible, world-shaking calamities so they can pry secrets and power from the wreckage their conspiracies create. +The nagpas fear the Raven Queen and do their best to avoid her and her agents. When it's impossible to do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive. +Looters of Civilization. The curse the Raven Queen placed on the nagpas restricts the ways in which they can acquire new lore and magical power, barring them from any source except for the ruins left behind from fallen civilizations and great calamities. For this reason, nagpas turn their efforts to bringing about such ends, so they can loot the libraries, plunder the vaults, and gather up secrets of arcane lore from the wreckage. +Puppet Masters. Nagpas work in the shadows, manipulating events to bring about ruin. As accomplished magic-users, they can bring to bear an array of spells to make agents of other creatures, influencing their decisions in subtle ways and pulling on strings to make them into unwitting accomplices in their own destruction. Nagpas show great patience in their plots and have several schemes working simultaneously, each at different stages of completion, so if one plan goes awry, they can shift their focus to another. Typically, nagpas only show their handiwork and emerge from the shadows when they can deliver a finishing blow and then revel in the grand devastation their plotting brought about. +Source: Mordenkainen's Tome of Foes p. 215 + coastal, desert, forest, swamp, underdark, urban + + + Narzugon + M + fiend (devil) + Lawful Evil + 20 (plate armor, shield) + 112 (15d8+45) + walk 30 ft. + 20 + 10 + 17 + 16 + 14 + 19 + Dex +5, Con +8, Cha +9 + Perception +7 + 17 + Common, Infernal, telepathy 120 ft. + 13 + acid, cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + charmed, frightened, poisoned + darkvision 120 ft. + + Diabolical Sense + The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures. + + + Infernal Tack + The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion. + + + Magic Resistance + The narzugon has advantage on saving throws against spells and other magical effects. + + + Multiattack + The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks. + + + Hellfire Lance + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. + Hellfire Lance|+10|1d12+5 + If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. + + + Infernal Command + Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn. + + + Terrifying Command + Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. + A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours. + + + Healing (1/Day) + The narzugon, or one creature it touches, regains up to 100 hit points. + + Narzugon. Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells, who want unquestioning champions to lead their legions in war. These narzugons, wielding lances of hellfire and riding nightmare steeds like horrific perversions of knights errant, roam across the infernal layers and other planes to carry out the will of their masters. +Death in Hellfire. A narzugon's lances are forged in hellfire. The soul of anyone killed by such a lance is shunted to the River Styx for rebirth as a lemure. Each lance is unique to its owner, bearing the marks of both the narzugon and its master. +Nightmare Riders. Each narzugon claims a nightmare as its mount. These nightmares are bound by infernal tack and must respond to summons and commands from the wearer of the spurs. +Source: Mordenkainen's Tome of Foes p. 167, Baldur's Gate: Descent Into Avernus + + + + Nightwalker + H + undead + Chaotic Evil + 14 + 297 (22d12+154) + walk 40 ft., fly 40 ft. + 22 + 19 + 24 + 6 + 9 + 8 + Con +13 + + 9 + + 20 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + + exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 120 ft. + + Annihilating Aura + Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura. + + + Life Eater + A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a wish spell. + + + Multiattack + The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available. + + + Enervating Focus + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. + Enervating Focus|+12|5d8+6 + + + Finger of Doom (Recharge 6) + The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours. + Finger of Doom (Recharge 6)||4d12 + + Nightwalker. The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power, to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. +Mighty Spawn. One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into the Shadowfell in a place where the barrier between the planes is thin. +Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape. +Beings of Anti-Life. One can discern the nature of creatures trapped in the Negative Plane from the sites that nightwalkers frequent. Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation. Such interest doesn't indicate a willingness to engage with the world; nightwalkers exist to make life extinct and never to serve living things. +Undead Nature. A nightwalker doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 216 + arctic, desert, swamp, underdark + + + Nupperibo + M + fiend (devil) + Lawful Evil + 13 (natural armor) + 11 (2d8+2) + walk 20 ft. + 16 + 11 + 13 + 3 + 8 + 1 + + Perception +1 + 11 + understands Infernal but can't speak + 1/2 + acid, cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + blinded, charmed, frightened, poisoned + blindsight 10 ft. (blind beyond this radius) + + Cloud of Vermin + Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage. + + + Hunger-Driven + In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite|+5|1d6+3 + + +A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul. Those who lacked ambition cannot climb the hierarchical ladder of the Hells. They instead step down, becoming nupperibos. + — Mordenkainen + +Nupperibo. No soul is turned away from the Nine Hells, but the truly worthless—those whose evil acts in life arose from carelessness and sloth more than anything else—are suitable only to become nupperibos. These pitiful creatures shuffle mindlessly across the landscape: blind, bloated from unquenchable hunger, and groping for whatever scraps of fetid matter or swarming vermin they can scoop into their groaning mouths. +Nauseating Bulk. Individually, nupperibos are pathetic, but they're rarely alone and can be dangerous when gathered into packs. They herd together into throngs that can clog a vital passage or an entire valley. Clouds of stinging insects, stirges, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near. +Hunger Unending. A nupperibo knows nothing but the hunger that propels it on a blind quest for anything to devour. Once it senses a potential meal, it pursues that prey tirelessly until the food is consumed, the nupperibo is slain, or some other morsel crosses the fiend's path and distracts it. +Slavish Obedience. With no interest of its own beyond the need to consume, a nupperibo obeys unthinkingly any command it receives telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general's status. +Source: Mordenkainen's Tome of Foes p. 168, Baldur's Gate: Descent Into Avernus + + + + Oaken Bolter + M + construct + Unaligned + 16 (natural armor) + 58 (9d8+18) + walk 30 ft. + 12 + 18 + 15 + 3 + 10 + 1 + + + 10 + understands one language of its creator but can't speak + 5 + + poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Magic Resistance + The oaken bolter has advantage on saving throws against spells and other magical effects. + + + Multiattack + The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack. + + + Lancing Bolt + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. 15 (2d10 + 4) piercing damage. + Lancing Bolt|+7|2d10+4 + + + Harpoon + Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time. + Harpoon|+7|1d10+4 + + + Explosive Bolt (Recharge 5-6) + The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. + Explosive Bolt (Recharge 5-6)||5d6 + + The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations. +Constructed Nature. A clockwork doesn't require air, food, drink, or sleep. +Individual Designs. A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. +A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder. +Clockwork Enhancements +d10 | Enhancement +1 | Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine. +2 | Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it. +3 | Improved Armor. The clockwork's AC increases by 2. +4 | Increased Speed. The clockwork's speed increases by 10 feet. +5 | Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. +6 | Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn. +7 | Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice. +8 | Suction. The clockwork gains a climbing speed of 30 feet. +9 | Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice). +10 | Water Propulsion. The clockwork gains a swimming speed of 30 feet. + +Clockwork Malfunctions +d10 | Malfunction +1 | Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn. +2 | Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. +3 | Ground Fault. The clockwork has vulnerability to lightning damage. +4 | Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. +5 | Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to. +6 | Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn. +7 | Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting. +8 | Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. +9 | Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. +10 | Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine. + +Source: Mordenkainen's Tome of Foes p. 126 + forest, grassland, hill, mountain + + + Oblex Spawn + T + ooze + Lawful Evil + 13 + 18 (4d4+8) + walk 20 ft. + 8 + 16 + 15 + 14 + 11 + 10 + Int +4, Cha +2 + + 12 + + 1/4 + + + + blinded, charmed, deafened, exhaustion, prone + blindsight 60 ft. (blind beyond this distance) + + Amorphous + The oblex can move through a space as narrow as 1 inch wide without squeezing. + + + Aversion to Fire + If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage. + Pseudopod|+5|1d4+3 + + +Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex. + — Mordenkainen + +Oblex Spawn. An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature's personality—now twisted by the oblex's foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go insane. This act spawns a new oblex. +Oblex. By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters. +Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused. +Ooze Nature. An oblex doesn't require sleep. + +An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims. + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 217 + swamp, underdark, urban + + + Ogre Battering Ram + L + giant + Chaotic Evil + 14 (ring mail) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 4 + + + + + darkvision 60 ft. + + Siege Monster + The ogre deals double damage to objects and structures. + + + Bash + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller. + Bash|+6|2d10+4 + + + Block the Path + Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn. + + +Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however. + — Mordenkainen + +Ogre Battering Ram. An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications, and using their weapons to force an advancing enemy to halt. +Ogres. Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths. +Source: Mordenkainen's Tome of Foes p. 220 + grassland, hill, mountain + + + Ogre Bolt Launcher + L + giant + Chaotic Evil + 13 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 12 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Fist + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage. + Fist|+6|2d4+4 + + + Bolt Launcher + Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. 17 (3d10 + 1) piercing damage. + Bolt Launcher|+3|3d10+1 + + +Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however. + — Mordenkainen + +Ogre Bolt Launcher. A bolt launcher carries a gigantic crossbow—a weapon so large it's essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half-dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition runs low. +Ogres. Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths. +Source: Mordenkainen's Tome of Foes p. 220 + grassland, hill, mountain + + + Ogre Chain Brute + L + giant + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 3 + + + + + darkvision 60 ft. + + Fist + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage. + Fist|+6|2d4+4 + + + Chain Sweep + The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. + Chain Sweep||1d8+4 + + + Chain Smash (Recharge 6) + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 14 Constitution saving throw. On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. + Chain Smash (Recharge 6)|+6|2d8+4 + + +Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however. + — Mordenkainen + +Ogre Chain Brute. An ogre chain brute wields a great spiked chain. It swings this chain with both hands in a wide circle around itself to knock foes off their feet. Alternatively, it can swing the chain in a crushing overhead smash that's nearly impossible to block or deflect. +Ogres. Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths. +Source: Mordenkainen's Tome of Foes p. 221 + grassland, hill, mountain + + + Ogre Howdah + L + giant + Chaotic Evil + 13 (breastplate) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Howdah + The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre. + + + Mace + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Mace|+6|2d6+4 + + +Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however. + — Mordenkainen + +Ogre Howdah. The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort is big enough to serve as a fighting platform for up to four small humanoids. Ogre howdahs are most often seen bearing goblins equipped with bows and spears into battle, but they could just as easily transport kobolds, deep gnomes, or other humanoids of similar size. +Ogres. Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths. +Source: Mordenkainen's Tome of Foes p. 221 + grassland, hill + + + Oinoloth + M + fiend (yugoloth) + Neutral Evil + 17 (natural armor) + 126 (12d10+60) + walk 40 ft. + 19 + 17 + 18 + 17 + 16 + 19 + Con +8, Wis +7 + Deception +8, Intimidation +8, Perception +7 + 17 + Abyssal, Infernal, telepathy 60 ft. + 12 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + poisoned + blindsight 60 ft., darkvision 60 ft. + + Bringer of Plagues (Recharge 5-6) + As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. + Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. + The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times. + + + Magic Resistance + The oinoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The oinoloth's weapon attacks are magical. + + + Multiattack + The oinoloth uses its Transfixing Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage. + Claw|+8|3d6+4 + + + Corrupted Healing (Recharge 6) + The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0. + + + Teleport + The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Transfixing Gaze + The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth's next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours. + + + Innate Spellcasting + The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: darkness, detect magic, dispel magic, invisibility (self only) + 1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice + + darkness, detect magic, dispel magic, invisibility, feeblemind, globe of invulnerability, wall of fire, wall of ice + Oinoloth. Grim specters of death, oinoloths bring pestilence wherever they go. To armies who recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose. +Oinoloths provide the ultimate solution to thorny problems, usually by killing everyone involved. They are hired as a last resort, when a siege has gone on too long or an army has proved too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks. +Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. +Source: Mordenkainen's Tome of Foes p. 251 + desert, underdark + + + Orcus + H + fiend (demon) + Chaotic Evil + 17 (natural armor, 20 with the Wand of Orcus) + 405 (30d12+210) + walk 40 ft., fly 40 ft. + 27 + 14 + 25 + 20 + 20 + 25 + Dex +10, Con +15, Wis +13 + Arcana +13, Perception +13 + 22 + all, telepathy 120 ft. + 26 + cold, fire, lightning + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Wand of Orcus + The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn. + While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn. + + + Legendary Resistance (3/Day) + If Orcus fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Orcus has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Orcus's weapon attacks are magical. + + + Master of Undeath + When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night. + + + Multiattack + Orcus makes two Wand of Orcus attacks. + + + Wand of Orcus + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage. + Wand of Orcus|+19|3d8+8 + + + Tail + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage. + Tail|+16|3d8+8 + + + Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of its turn. + + + Tail + Orcus makes one tail attack. + + + A Taste of Undeath + Orcus casts chill touch (17th level). + + + Creeping Death (Costs 2 Actions) + Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage. + + + Lair Actions + + + On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row: + • Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn't see the creature, but he must be aware that the individual is in the lair. + • Orcus causes up to six corpses within the lair to rise as skeleton, zombie, or ghoul. These undead obey his telepathic commands, which can reach anywhere in the lair. + • Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required). + + + Regional Effects + + + The region containing Orcus's lair is warped by his magic, creating one or more of the following effects: + • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. + • The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found. + • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Orcus dies, these effects fade over the course of 1d10 days. + Regional Effect: Madness of Orcus + If a creature goes mad in Orcus's lair or within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. + Madness of Orcus + d100 | Flaw (lasts until cured) + 01–20 | "I often become withdrawn and moody, dwelling on the insufferable state of life." + 21–40 | "I am compelled to make the weak suffer." + 41–60 | "I have no compunction against tampering with the dead in my search to better understand death." + 61–80 | "I want to achieve the everlasting existence of undeath." + 81–00 | "I am awash in the awareness of life's futility." + + + + Innate Spellcasting + Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: chill touch (17th level), detect magic + 1/day: time stop + 3/day each: create undead, dispel magic + + chill touch, detect magic, time stop, create undead, dispel magic + Orcus. Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command. +Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. +Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in chapter 7 of the Dungeon Master's Guide. +Source: Mordenkainen's Tome of Foes p. 153, Out of the Abyss p. 245 + + + + Orthon + L + fiend (devil) + Lawful Evil + 17 (half plate armor) + 105 (10d10+50) + walk 30 ft., climb 30 ft. + 22 + 16 + 21 + 15 + 15 + 16 + Dex +7, Con +9, Wis +6 + Perception +10, Stealth +11, Survival +10 + 20 + Common, Infernal, telepathy 120 ft. + 10 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + charmed, exhaustion, poisoned + darkvision 120 ft., truesight 30 ft. + + Invisibility Field + The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack. + + + Magic Resistance + The orthon has advantage on saving throws against spells and other magical effects. + + + Infernal Dagger + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Infernal Dagger|+10|2d4+6 + Infernal Dagger||4d10 + + + Brass Crossbow + Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. 14 (2d10 + 3) piercing damage, plus one of the following effects: + Brass Crossbow|+7|2d10+3 + • 1. Acid: The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. + Brass Crossbow||5d6 + • 2. Blindness (1/Day): The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon's next turn. + • 3. Concussion: The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. + Brass Crossbow||2d12 + • 4. Entanglement: The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained. + • 5. Paralysis (1/Day): The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • 6. Tracking: For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there. + + + Explosive Retribution + When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow. + + Orthon. When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. Orthons are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse. +Unseen and All-Seeing. Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. The orthon's invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it. +A Sporting Chance. Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon's first loyalty is to its archduke, but if it has no immediate assignment, an orthon might work for anyone who offers it the promise of a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells. +Source: Mordenkainen's Tome of Foes p. 169, Baldur's Gate: Descent Into Avernus + desert, underdark, urban + + + Phoenix + G + elemental + Neutral + 18 + 175 (10d20+70) + walk 20 ft., fly 120 ft. + 19 + 26 + 25 + 2 + 21 + 18 + Wis +10, Cha +9 + + 15 + + 16 + bludgeoning, piercing, slashing from nonmagical attacks + fire, poison + + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned + darkvision 60 ft. + + Fiery Death and Rebirth + When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. + The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix. + + + Fire Form + The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required). + + + Flyby + The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Illumination + The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet. + + + Legendary Resistance (3/Day) + If the phoenix fails a saving throw, it can choose to succeed instead. + + + Siege Monster + The phoenix deals double damage to objects and structures. + + + Multiattack + The phoenix makes two attacks: one with its beak and one with its fiery talons. + + + Beak + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. + Beak|+13|2d6+8 + + + Fiery Talons + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 17 (2d8 + 8) fire damage. + Fiery Talons|+13|2d8+8 + + + The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn. + + + Peck + The phoenix makes one beak attack. + + + Move + The phoenix moves up to its speed. + + + Swoop (Costs 2 Actions) + The phoenix moves up to its speed and attacks with its fiery talons. + + +To rise like a phoenix from the ashes—so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth. + — Mordenkainen + +Phoenix. Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno. +Elder Elementals. On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. +Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. +Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 199, Mythic Odysseys of Theros + desert, mountain + + + Red Abishai + M + fiend (devil) + Lawful Evil + 22 (natural armor) + 255 (30d8+120) + walk 30 ft., fly 50 ft. + 23 + 16 + 19 + 14 + 15 + 19 + Str +12, Con +10, Wis +8 + Intimidation +10, Perception +8 + 18 + Draconic, Infernal, telepathy 120 ft. + 19 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the abishai's darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai's weapon attacks are magical. + + + Multiattack + The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 10 (1d8 + 6) piercing damage. + Morningstar|+12|1d8+6 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 17 (2d10 + 6) slashing damage. + Claw|+12|2d10+6 + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage plus 38 (7d10) fire damage. + Bite|+12|3d10+6 + + + Frightful Presence + Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours. + + + Incite Fanaticism + The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened. + + + Power of the Dragon Queen + The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target. + + Red Abishai. Red abishais have no equals among the abishais when it comes to leadership ability and raw power. They can invoke Tiamat's authority to bend even dragons to their will. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat's commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai's allies, filling them with a fanatical willingness to fight. +Abishai. Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. +Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed. +Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. +There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction. + +Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers? + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 160 + mountain, urban + + + Retriever + L + construct + Lawful Evil + 19 (natural armor) + 210 (20d10+100) + walk 40 ft., climb 40 ft. + 22 + 16 + 20 + 3 + 11 + 4 + Dex +8, Con +10, Wis +5 + Perception +5, Stealth +8 + 15 + understands Abyssal, Elvish, and Undercommon but can't speak + 14 + + necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, poisoned + blindsight 30 ft., darkvision 60 ft. + + Faultless Tracker + The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master. + + + Multiattack + The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available. + + + Foreleg + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 15 (2d8 + 6) slashing damage. + Foreleg|+11|2d8+6 + + + Force Beam + The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one. + Force Beam||5d10 + + + Paralyzing Beam (Recharge 5-6) + The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed. + + + Innate Spellcasting + The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components. + 3/day each: plane shift (only self and up to one incapacitated creature which is considered willing for the spell), web + + plane shift, web + Retriever. The retriever is a potent, spider-like construct conceived and built by the drow for one original purpose—to prowl the Abyss and capture demons for the drow to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions. +Demon-Infused. Although each retriever is a metal-and-magic construct, it houses the imprisoned spirit of a bebilith. Most of the demon's intellect has been distilled away, leaving only its cruelty and cunning. +Lethal Collectors. Though they were created to operate only in the Abyss, retrievers are sometimes dispatched when a powerful drow needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to a non-drow, since the dark elves don't want to take the chance that the construct will be turned against them. +Source: Mordenkainen's Tome of Foes p. 222 + desert, forest, underdark + + + Rot Troll + L + giant + Chaotic Evil + 16 (natural armor) + 138 (12d10+72) + walk 30 ft. + 18 + 13 + 22 + 5 + 8 + 4 + + Perception +3 + 13 + Giant + 9 + + necrotic + + + darkvision 60 ft. + + Rancid Degeneration + At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage. + Bite|+8|1d6+4 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage. + Claws|+8|2d6+4 + + Rot Troll. A troll that is infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll's body withers, and its flesh falls away from the body as quickly as it forms. Eventually a rot troll becomes unable to regenerate, though it still heals normally. The creature courses with necrotic energy that flows out of its withered form. Simply standing near a rot troll exposes other creatures to its lethal emanations. +Trolls. Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. +Source: Mordenkainen's Tome of Foes p. 244, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath + desert, forest, swamp, underdark + + + Rutterkin + M + fiend (demon) + Chaotic Evil + 12 + 37 (5d8+15) + walk 20 ft. + 14 + 15 + 17 + 5 + 12 + 6 + + + 11 + understands Abyssal but can't speak + 2 + cold, fire, lightning + poison + + charmed, frightened, poisoned + darkvision 120 ft. + + Crippling Fear + When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell. (See notes) + Bite|+4|3d6+2 + + Rutterkin. The rutterkins, a breed of warped demon, roam the Abyss in mobs that constantly search for intruders to surround and devour. +Abyssal Defenders. Rutterkins protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. +Warping Plague. Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims that succumb to the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of abyssal wretches that follow in the wake of the rutterkin mob that laid them low. +Source: Mordenkainen's Tome of Foes p. 136 + + + + Sacred Statue + L + construct + as the eidolon's alignment + 19 (natural armor) + 95 (10d10+40) + walk 25 ft. + 19 + 8 + 19 + 14 + 19 + 16 + Wis +8 + + 14 + the languages the eidolon knew in life + + acid, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + False Appearance + While the statue remains motionless, it is indistinguishable from a normal statue. + + + Ghostly Inhabitant + The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue. + + + Inert + When not inhabited by an eidolon, the statue is an object. + + + Multiattack + The statue makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 43 (6d12 + 4) bludgeoning damage. + Slam|+8|6d12+4 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 37 (6d10 + 4) bludgeoning damage. + Rock|+8|6d10+4 + + +It's not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for instance. + — Mordenkainen + +Sacred Statue. See Eidolon for details +Source: Mordenkainen's Tome of Foes p. 194, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Infernal Machine Rebuild + + + + Shadow Dancer + M + humanoid (elf) + Neutral + 15 (studded leather armor) + 71 (13d8+13) + walk 30 ft. + 12 + 16 + 13 + 11 + 12 + 12 + Dex +6, Cha +4 + Stealth +6 + 11 + Common, Elvish + 7 + necrotic + + + charmed, exhaustion + darkvision 60 ft. + + Fey Ancestry + The shadow dancer has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Shadow Jump + As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes. + + + Multiattack + The shadow dancer makes three spiked chain attacks. + + + Spiked Chain + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice: + Spiked Chain|+6|2d6+3 + • The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target. + • The target is knocked prone. + • The target takes 22 (4d10) necrotic damage. + + Shadow Dancer. Those who have fought shadow dancers describe the experience as similar to fighting a living darkness. Every dim alcove and darkened nook is a place from where the lithe and acrobatic shadow dancers can emerge to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, others move in to help dispatch the prey. Then they loot the corpse for trinkets, anything colorful and lively to gaze at after they return to the gloom of the Shadowfell. +Shadar-kai. In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally. +Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can. +Blighted Elves. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age. +Source: Mordenkainen's Tome of Foes p. 225 + forest, underdark, urban + + + Sibriex + H + fiend (demon) + Chaotic Evil + 19 (natural armor) + 150 (12d12+72) + walk 0 ft., fly 20 ft. + 10 + 3 + 23 + 25 + 24 + 25 + Int +13, Cha +13 + Arcana +13, History +13, Perception +13 + 23 + all, telepathy 120 ft. + 18 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + truesight 120 ft. + + Contamination + The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours. + + + Legendary Resistance (3/Day) + If the sibriex fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The sibriex has advantage on saving throws against spells and other magical effects. + + + Multiattack + The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. + + + Chain + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 20 (2d12 + 7) piercing damage. + Chain|+6|2d12+7 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d8) piercing damage plus 9 (2d8) acid damage. + Bite|+6|2d8 + + + Squirt Bile + The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. + Squirt Bile||10d6 + + + Warp Creature + The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell. + + + Variant: Flesh Warping + Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex's Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, the effect becomes a permanent feature of that body. + A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently. + Flesh Warping + d100 | Effect + 01-05 | The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned. + 06-10 | The target's eyes push out of its head at the end of stalks. + 11-15 | The target's hands grow claws, which can be used as daggers. + 16-20 | One of the target's legs grows longer than the other, reducing its walking speed by 10 feet. + 21-25 | The target's eyes become beacons, filling a 15-foot cone with dim light when they are open. + 26-30 | A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet. + 31-35 | The target's ears tear free from its head and scurry away; the target is deafened. + 36-40 | Two of the target's teeth turn into tusks. + 41-45 | The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1). + 46-50 | The target's arms and legs switch places, preventing the target from moving unless it crawls. + 51-55 | The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet. + 56-60 | The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet. + 61-65 | The target grows a whiplike tail, which it can use as a whip. + 66-70 | The target's eyes turn black, and it gains darkvision out to a range of 120 feet. + 71-75 | The target swells, tripling its weight. + 76-80 | The target becomes thin and skeletal, halving its weight. + 81-85 | The target's head doubles in size. + 86-90 | The target's ears become wings, giving it a flying speed of 5 feet. + 91-95 | The target's body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. + 96-00 | The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned. + + + + The fiend (demon) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn. + + + Cast a Spell + The sibriex casts a spell. + + + Spray Bile + The sibriex uses Squirt Bile. + + + Warp (Costs 2 Actions) + The sibriex uses Warp Creature. + + + Innate Spellcasting + The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: + At will: charm person, command, dispel magic, hold monster + 3/day: feeblemind + + charm person, command, dispel magic, hold monster, feeblemind + +No creature embodies the chaotic nature of the Abyss so well as the sibriex. Although the realm of the demons is already a place of infinite horrors, sibriexes for some reason make even more of these monstrosities. + — Mordenkainen + +Sibriex. Thought to be as old as the Abyss itself, sibriexes haunt remote parts of the plane, where they use their vile abilities to breed new horrors and apprehend forbidden lore. Rivulets of blood and bile cascade from a sibriex's body. Where these noxious fluids hit the ground, the land scape becomes polluted. +Keepers of Forbidden Lore. Sibriexes have spent eons amassing information from across the planes, hoarding knowledge for when it might be useful. Such is their incredible intellect that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans. +Demon Crafters. Sibriexes can channel the power of the Abyss to create new demons from other creatures. Over the course of days, they can create vast numbers of rutterkins to protect their lands and to ensure that the plane teems with destructive monsters. Some demons petition sibriexes for physical gifts, and if they are moved to do so, sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely; they demand a service or a treasure in return for the flesh-shaping they provide. +Source: Mordenkainen's Tome of Foes p. 137, Baldur's Gate: Descent Into Avernus + underdark + + + Skulk + M + humanoid + Chaotic Neutral + 14 + 18 (4d8) + walk 30 ft. + 6 + 19 + 10 + 10 + 7 + 1 + Con +2 + Stealth +8 + 8 + understands Common but can't speak + 1/2 + + radiant + + blinded + darkvision 120 ft. + + Fallible Invisibility + The skulk is invisible. This invisibility can be circumvented by three things: + • The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface. + • The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown. + • Humanoid children, aged 10 and under, can see through this invisibility. + + + Trackless + The skulk leaves no tracks to indicate where it has been or where it's headed. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage. + Claws|+6|1d4+4 + + +Some children have imaginary friends that their parents can't see. Sometimes those invisible friends aren't imaginary. + — Mordenkainen + +Skulk. Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless humanoid. +Summoned Servants. A skulk can be summoned from the Shadowfell by performing a ritual. If the creature is given a portion of the summoner's identity, the skulk is bound to obey the summoner's commands for 30 days. If a skulk is visible, an astute observer might deduce who summoned it, because a skulk assumes a vague likeness of its master. +Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can't return to the Shadowfell until it dies, so it has every motivation to throw itself into creating bloodshed and mayhem. +Hollow Lives. After killing a person in the material world, a skulk sometimes takes up a silent imitation of that person's life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns, where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves. +Source: Mordenkainen's Tome of Foes p. 227 + coastal, forest, swamp, underdark, urban + + + Skull Lord + M + undead + Lawful Evil + 18 (plate armor) + 105 (14d8+42) + walk 30 ft. + 14 + 16 + 17 + 16 + 15 + 21 + + Athletics +7, History +8, Perception +12, Stealth +8 + 22 + all the languages it knew in life + 15 + cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious + darkvision 60 ft. + + Legendary Resistance (3/Day) + If the skull lord fails a saving throw, it can choose to succeed instead. + + + Master of the Grave + While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there. + + + Evasion + If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Multiattack + The skull lord makes three bone staff attacks. + + + Bone Staff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. + Bone Staff|+8|1d8+3 + + + The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Bone Staff (Costs 2 Actions) + The skull lord makes a bone staff attack. + + + Cantrip + The skull lord casts a cantrip. + + + Move + The skull lord moves up to its speed without provoking opportunity attacks. + + + Summon Undead (Costs 3 Actions) + Up to five skeleton or zombie appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time. + + + Spellcasting + The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells: + Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp + • 1st level (4 slots): magic missile, expeditious retreat, thunderwave + • 2nd level (3 slots): mirror image, scorching ray + • 3rd level (3 slots): fear, haste + • 4th level (3 slots): dimension door, ice storm + • 5th level (2 slots): cloudkill, cone of cold + • 6th level (1 slots): eyebite + • 7th level (1 slots): finger of death + + 4, 3, 3, 3, 2, 1, 1 + chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp, magic missile, expeditious retreat, thunderwave, mirror image, scorching ray, fear, haste, dimension door, ice storm, cloudkill, cone of cold, eyebite, finger of death + Skull Lord. The skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; as a combined being born from three hateful individuals, they constantly plot against themselves. +Creatures of Betrayal. Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters. +Undead Nature. A skull lord doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 230 + desert, swamp, underdark + + + Soul Monger + M + humanoid (elf) + Neutral + 15 (studded leather armor) + 123 (19d8+38) + walk 30 ft. + 8 + 17 + 14 + 19 + 15 + 13 + Dex +7, Wis +6, Cha +5 + Perception +6 + 17 + Common, Elvish + 11 + + necrotic, psychic + + charmed, exhaustion, frightened + darkvision 60 ft. + + Fey Ancestry + The soul monger has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Magic Resistance + The soul monger has advantage on saving throws against spells and other magical effects. + + + Soul Thirst + When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls. + + + Weight of Ages + Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn. + + + Multiattack + The soul monger makes two phantasmal dagger attacks. + + + Phantasmal Dagger + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn. + Phantasmal Dagger|+7|4d4+3 + + + Wave of Weariness (Recharge 4-6) + The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage. + Wave of Weariness (Recharge 4-6)||10d8 + + + Innate Spellcasting + The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: chill touch, poison spray + 1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming + + chill touch, poison spray, bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming + Soul Monger. Wracked with despair over the loss of memories of a brighter time, soul mongers now crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of anyone unfortunate enough to be in its presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound it makes—the moan of a tortured soul, lost in a bottomless well of tragedy. +Shadar-kai. In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally. +Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can. +Blighted Elves. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age. +Source: Mordenkainen's Tome of Foes p. 226 + underdark, urban + + + Spirit Troll + L + giant + Chaotic Evil + 17 (natural armor) + 97 (15d10+15) + walk 30 ft. + 1 + 17 + 13 + 8 + 9 + 16 + + Perception +3 + 13 + Giant + 11 + acid, cold, fire, lightning, thunder + bludgeoning, piercing, slashing from nonmagical attacks + + exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious + darkvision 60 ft. + + Incorporeal Movement + The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Regeneration + The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|+7|3d10+3 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 14 (2d10 + 3) psychic damage. + Claws|+7|2d10+3 + + Spirit Troll. A troll blasted with psychic energy can take a nonphysical form when it regenerates. Its psyche survives, but the body of a spirit troll is as insubstantial as shadow. The troll might be unaware of the transition—it still moves and attacks with teeth and claws as it always did—but now it strikes at its victim's mind. +Trolls. Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. +Source: Mordenkainen's Tome of Foes p. 244 + coastal, forest, swamp, underdark + + + Spring Eladrin + M + fey (elf) + Chaotic Neutral + 19 (natural armor) + 127 (17d8+51) + walk 30 ft. + 14 + 16 + 16 + 18 + 11 + 18 + + Deception +8, Persuasion +8 + 10 + Common, Elvish, Sylvan + 10 + bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Joyful Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours. + Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Multiattack + The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage plus 4 (1d8) psychic damage, or 7 (1d10 + 2) slashing damage plus 4 (1d8) psychic damage if used with two hands. + Longsword|+6|1d8+2 + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage. + Longbow|+7|1d8+3 + + + Innate Spellcasting + The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: charm person, Tasha's hideous laughter + 3/day each: confusion, enthrall, suggestion + 1/day each: hallucinatory terrain, Otto's irresistible dance + + charm person, Tasha's hideous laughter, confusion, enthrall, suggestion, hallucinatory terrain, Otto's irresistible dance + +To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all. + — Mordenkainen + +Spring-Eladrin. Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them. +Eladrin. Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament. +The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety. +Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. +Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them. +Changeable Nature. Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. +Source: Mordenkainen's Tome of Foes p. 196 + forest, grassland + + + Star Spawn Grue + S + aberration + Lawful Evil + 11 + 17 (5d6) + walk 30 ft. + 6 + 13 + 10 + 9 + 11 + 6 + + + 10 + Deep Speech + 1/4 + + psychic + + + darkvision 60 ft. + + Aura of Madness + Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue. + + + Confounding Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn. + Confounding Bite|+3|2d4+1 + + +Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness. + — Mordenkainen + +Star Spawn Grue. Fanged and lipless, the ever-grinning, madly staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its pallid skin, and it's long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produces discordant psychic energy that disrupts thought patterns in other creatures. Intelligent creatures experience flashing colors, hallucinations, disorientation, and waves of hopelessness when they find themselves near a group of star spawn grues. +Star Spawn. The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. +However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out. +Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. + +The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be. + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 234 + mountain, swamp + + + Star Spawn Hulk + L + aberration + Chaotic Evil + 16 (natural armor) + 136 (13d10+65) + walk 30 ft. + 20 + 8 + 21 + 7 + 12 + 9 + Dex +3, Wis +5 + Perception +5 + 15 + Deep Speech + 10 + bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, frightened + darkvision 60 ft. + + Psychic Mirror + If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic. + + + Multiattack + The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn. + + + Slam + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 14 (2d8 + 5) bludgeoning damage. + Slam|+9|2d8+5 + + + Reaping Arms (Recharge 5-6) + The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone. + + +Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness. + — Mordenkainen + +Star Spawn Hulk. The hulk is the largest of the known star spawn. Though ogre-like in stature, the hulk's glistening translucent skin reveals a muscled form devoid of an ogre's fat. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose. +Hulks are seldom encountered without a commanding seer nearby. A hulk appears to have little will of its own, other than to protect its master. +Star Spawn. The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. +However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out. +Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. + +The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be. + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 234 + + + + Star Spawn Larva Mage + M + aberration + Chaotic Evil + 16 (natural armor) + 168 (16d8+96) + walk 30 ft. + 17 + 12 + 23 + 18 + 12 + 16 + Dex +6, Wis +6, Cha +8 + Perception +6 + 16 + Deep Speech + 16 + cold; bludgeoning, piercing, slashing from nonmagical attacks + psychic + + charmed, frightened, paralyzed, petrified, poisoned, restrained + darkvision 60 ft. + + Return to Worms + When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later. + + + Slam + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn. + Slam|+8|1d8+3 + + + Plague of Worms (Recharge 6) + Each creature other than a star spawn within 10 feet of the larva mage must make a DC 19 Dexterity saving throw. On a failure the target takes 22 (5d8) necrotic damage and is blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Plague of Worms (Recharge 6)||5d8 + + + Feed on Weakness + When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points. + + + The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration regains spent legendary actions at the start of its turn. + + + Cantrip (Costs 2 Actions) + The larva mage casts one cantrip. + + + Slam (Costs 2 Actions) + The larva mage makes one slam attack. + + + Feed (Costs 3 Actions) + Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points. + + + Innate Spellcasting + The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: eldritch blast*, minor illusion + 1/day: circle of death + 3/day: dominate monster + *3 beams, +3 bonus to each damage roll + + eldritch blast, minor illusion, circle of death, dominate monster + +Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness. + — Mordenkainen + +Star Spawn Larva Mage. A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist's personality survives the transformation, so what emerges is wholly alien. +Star Spawn. The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. +However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out. +Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. + +The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be. + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 235, Waterdeep: Dungeon of the Mad Mage + mountain + + + Star Spawn Mangler + M + aberration + Chaotic Evil + 14 + 71 (13d8+13) + walk 40 ft., climb 40 ft. + 8 + 18 + 12 + 11 + 12 + 7 + Dex +7, Con +4 + Stealth +7 + 11 + Deep Speech + 5 + cold + psychic + + charmed, frightened, prone + darkvision 60 ft. + + Ambush + On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet. + + + Shadow Stealth + While in dim light or darkness, the mangler can take the Hide action as a bonus action. + + + Multiattack + The mangler makes two claw attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage. + Claw|+7|1d8+4 + + + Flurry of Claws (Recharge 4-6) + The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks. + + +Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness. + — Mordenkainen + +Star Spawn Mangler. A mangler is a low-slung, creeping horror with multiple gangly arms. A mangler most often has six arms, but one can have any number from four to eight. +Manglers creep along the ground or the walls, sticking to shadows, hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frame. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel. +Star Spawn. The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. +However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out. +Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. + +The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be. + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 236, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath + + + + Star Spawn Seer + M + aberration + Lawful Evil + 17 (natural armor) + 153 (18d8+72) + walk 30 ft. + 14 + 12 + 18 + 22 + 19 + 16 + Dex +6, Int +11, Wis +9, Cha +8 + Perception +9 + 19 + Common, Deep Speech, Undercommon + 13 + cold; bludgeoning, piercing, slashing from nonmagical attacks + psychic + + charmed, frightened + darkvision 60 ft. + + Out-of-Phase Movement + The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object. + + + Multiattack + The seer makes two comet staff attacks or uses Psychic Orb twice. + + + Comet Staff + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) psychic damage, or 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage, if used with two hands, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn. + Comet Staff|+11|1d6+6 + + + Psychic Orb + Ranged Spell Attack: +11 to hit, range 120 feet, one target. 27 (5d10) psychic damage. + Psychic Orb|+11|5d10 + + + Collapse Distance (Recharge 6) + The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage. + Collapse Distance (Recharge 6)||6d12 + + + Bend Space + When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead. + + +Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness. + — Mordenkainen + +Star Spawn Seer. A star spawn seer is most often encountered as the leader of a cult that worships one or more of the Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. +An entity that appears as a star spawn seer in the Material Plane usually arrives as something different—something disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal's form and spirit, transforming it into a star spawn seer. Whoever the seer once was largely vanishes beneath the corpulent bulk of tumorous skin than builds up in strange whorls all over the seer's body. Hands become bulky, flipper-like appendages capable of grasping their strange staffs—formed of some blend of flesh, bone, and star stuff—but clumsy and painful when used to manipulate other things. +A star spawn seer is almost always accompanied by one or more star spawn hulks. Although the hulk is a worthy combatant in its own right, it's also a vital part of a tactic often used by seers. When a seer deals psychic damage to a hulk, the hulk isn't hurt, while the effect ricochets off the hulk and expands to assault other creatures. +The seer's goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the squirming madness of an Elder Evil's prison. +Star Spawn. The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. +However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out. +Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. + +The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be. + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 236 + mountain, swamp, urban + + + Steel Predator + L + construct + Lawful Evil + 20 (natural armor) + 207 (18d10+108) + walk 40 ft. + 24 + 17 + 22 + 4 + 14 + 6 + + Perception +7, Stealth +8, Survival +7 + 17 + understands Modron and the language of its owner but can't speak + 16 + cold, lightning, necrotic, thunder + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned + blindsight 30 ft., darkvision 60 ft. + + Magic Resistance + The steel predator has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The steel predator's weapon attacks are magical. + + + Multiattack + The steel predator makes three attacks: one with its bite and two with its claw. + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) piercing damage. + Bite|+12|2d6+7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 16 (2d8 + 7) slashing damage. + Claw|+12|2d8+7 + + + Stunning Roar (Recharge 5-6) + The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Stunning Roar (Recharge 5-6)||5d10 + + + Innate Spellcasting + The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components: + 3/day each: dimension door (self only), plane shift (self only) + + dimension door, plane shift + Steel Predator. A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles. +Modron Engineering. Steel predators are created by a particular hexton modron, using a machine located in the city of Sigil. It wasn't always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious hexton was lauded for its invention—until it turned its creations against its superiors. Steel predators wreaked havoc across the modron hierarchy until the rogue hexton was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator. +Assassins on Demand. To create a steel predator, the hexton's machine must be fed something that identifies the predator's target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell. +Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission. +Rogue Killers. If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it's broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, causing the steel predator to linger in the area, hunting and killing other creatures that resemble its target, that fit the target's general description, or that simply live nearby. Such rogues become the most dangerous of predators. +Constructed Nature. A steel predator doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 239 + urban + + + Stone Cursed + M + construct + Lawful Evil + 17 (natural armor) + 19 (3d8+4) + walk 10 ft. + 16 + 5 + 14 + 5 + 8 + 7 + + + 9 + the languages it knew in life + 1 + + poison + bludgeoning + charmed, exhaustion, frightened, petrified, poisoned + + + Cunning Opportunist + The stone cursed has advantage on the attack rolls of opportunity attacks. + + + False Appearance + While the stone cursed remains motionless, it is indistinguishable from a normal statue. + + + Petrifying Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours. + Petrifying Claws|+5|1d10+3 + + Stone Cursed. The stone cursed are spawned through a foul alchemical ritual performed on a humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim's spirit, animating the statue and turning it into a useful guardian. +Lingering Spirits. The stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being's orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed's fingers. This alchemical sludge transforms those slashed by the claws into statues. +A Strange Harvest. As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature's torso. The skull isn't visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a dim echo of the original victim's memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim's past or find lore that otherwise would be lost. +Constructed Nature. A stone cursed doesn't require air, food, drink, or sleep. +Cryptic Whispers. Even though creatures transformed into stone cursed are long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed's body. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull—a memory that is a response to a verbal question posed by the character to the skull. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again. +Source: Mordenkainen's Tome of Foes p. 240 + desert, mountain, urban + + + Stone Defender + M + construct + Unaligned + 16 (natural armor) + 52 (7d8+21) + walk 30 ft. + 19 + 10 + 17 + 3 + 10 + 1 + + + 10 + understands one language of its creator but can't speak + 4 + + poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + False Appearance + While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface. + + + Magic Resistance + The stone defender has advantage on saving throws against spells and other magical effects. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone. + Slam|+6|2d6+4 + + + Intercept Attack + In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker. + + The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations. +Constructed Nature. A clockwork doesn't require air, food, drink, or sleep. +Individual Designs. A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. +A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder. +Clockwork Enhancements +d10 | Enhancement +1 | Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine. +2 | Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it. +3 | Improved Armor. The clockwork's AC increases by 2. +4 | Increased Speed. The clockwork's speed increases by 10 feet. +5 | Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. +6 | Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn. +7 | Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice. +8 | Suction. The clockwork gains a climbing speed of 30 feet. +9 | Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice). +10 | Water Propulsion. The clockwork gains a swimming speed of 30 feet. + +Clockwork Malfunctions +d10 | Malfunction +1 | Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn. +2 | Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. +3 | Ground Fault. The clockwork has vulnerability to lightning damage. +4 | Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. +5 | Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to. +6 | Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn. +7 | Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting. +8 | Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. +9 | Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. +10 | Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine. + +Source: Mordenkainen's Tome of Foes p. 126 + forest, grassland, hill, mountain + + + Summer Eladrin + M + fey (elf) + Chaotic Neutral + 19 (natural armor) + 127 (17d8+51) + walk 50 ft. + 19 + 21 + 16 + 14 + 12 + 18 + + Athletics +8, Intimidation +8 + 9 + Common, Elvish, Sylvan + 10 + bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Fearsome Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours. + + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Multiattack + The eladrin makes two weapon attacks. + + + Longsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage, or 15 (2d10 + 4) slashing damage plus 4 (1d8) fire damage if used with two hands. + Longsword|+8|2d8+4 + + + Longbow + Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage. + Longbow|+9|2d8+5 + + + Parry + The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon. + + +To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all. + — Mordenkainen + +Summer Eladrin. When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, which helps them move with astonishing quickness and strike with terrible force. +Eladrin. Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament. +The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety. +Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. +Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them. +Changeable Nature. Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. +Source: Mordenkainen's Tome of Foes p. 196 + desert, forest + + + Sword Wraith Commander + M + undead + Lawful Evil + 18 (breastplate, shield) + 127 (15d8+60) + walk 30 ft. + 18 + 14 + 18 + 11 + 12 + 14 + + Perception +4 + 14 + the languages it knew in life + 8 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, frightened, poisoned, unconscious + darkvision 60 ft. + + Martial Fury + As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn. + + + Turning Defiance + The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Multiattack + The sword wraith makes two weapon attacks. + + + Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|+7|1d8+4 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+5|1d8+2 + + + Call to Honor (1/Day) + To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warrior appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count. + + Sword Wraith. When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor—hungry spirit might haunt the battlefield as a sword wraith. +Brooding Spirits. The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter. +Honor Above All. Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated. +Undead Nature. A sword wraith doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 241, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake + grassland, swamp + + + Sword Wraith Warrior + M + undead + Lawful Evil + 16 (chain shirt, shield) + 45 (6d8+18) + walk 30 ft. + 18 + 12 + 17 + 6 + 9 + 10 + + + 9 + the languages it knew in life + 3 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, frightened, poisoned, unconscious + darkvision 60 ft. + + Martial Fury + As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|+6|1d8+4 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|+3|1d8+1 + + Sword Wraith. When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor—hungry spirit might haunt the battlefield as a sword wraith. +Brooding Spirits. The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter. +Honor Above All. Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated. +Undead Nature. A sword wraith doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 241, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake + grassland, swamp + + + The Angry + M + monstrosity + Lawful Evil + 18 (natural armor) + 255 (30d8+120) + walk 30 ft. + 17 + 10 + 19 + 8 + 13 + 6 + + Perception +6 + 16 + Common + 13 + bludgeoning, piercing, slashing while in dim light or darkness + + + + darkvision 60 ft. + + Two Heads + The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Rising Anger + If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 (3d12) psychic damage. + On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. + + + Multiattack + The Angry makes two hook attacks. + + + Hook + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d12 + 3) piercing damage. + Hook|+8|2d12+3 + + The Angry. Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its attacks weaken. Each of the Angry has two heads, which bicker with each other until they find something else on which they can vent their wrath. +Sorrowsworn. The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. +Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. +Source: Mordenkainen's Tome of Foes p. 231 + underdark, urban + + + The Hungry + M + monstrosity + Lawful Evil + 17 (natural armor) + 225 (30d8+90) + walk 30 ft. + 19 + 10 + 17 + 6 + 11 + 6 + + + 10 + Common + 11 + bludgeoning, piercing, slashing while in dim light or darkness + + + + darkvision 60 ft. + + Life Hunger + If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit. + + + Multiattack + The Hungry makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage. + Bite|+8|1d8+4 + + + Claws + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and is restrained until the grapple ends. While grappling a creature, the Hungry can't attack with its claws. + Claws|+8|4d6+4 + + The Hungry. Horrid beasts with grasping claws and yawning mouths, the Hungry do whatever is necessary to sate their appetites. These greedy devourers consume all life and energy they encounter, stuffing their maws with flesh and drinking in their victims' screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume. +Sorrowsworn. The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. +Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. +Source: Mordenkainen's Tome of Foes p. 232 + forest, underdark, urban + + + The Lonely + M + monstrosity + Lawful Evil + 16 (natural armor) + 112 (15d8+45) + walk 30 ft. + 16 + 12 + 17 + 6 + 11 + 6 + + + 10 + Common + 9 + bludgeoning, piercing, slashing while in dim light or darkness + + + + darkvision 60 ft. + + Psychic Leech + At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. + + + Thrives on Company + The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls. + + + Multiattack + The Lonely makes one harpoon arm attack and uses Sorrowful Embrace. + + + Harpoon Arm + Melee Weapon Attack: +7 to hit, reach 60 ft., one target. 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. + Harpoon Arm|+7|4d8+3 + The Lonely has two harpoon arms and can grapple up to two creatures at once. + + + Sorrowful Embrace + Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it. + Sorrowful Embrace||4d8 + + The Lonely. The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and so they launch their harpoon-like arms to drag their victims close. +Sorrowsworn. The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. +Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. +Source: Mordenkainen's Tome of Foes p. 232 + coastal, desert, mountain, underdark, urban + + + The Lost + M + monstrosity + Lawful Evil + 15 (natural armor) + 78 (12d8+24) + walk 30 ft. + 17 + 12 + 15 + 6 + 7 + 5 + + Athletics +6 + 8 + Common + 7 + bludgeoning, piercing, slashing while in dim light or darkness + + + + darkvision 60 ft. + + Multiattack + The Lost makes two arm spike attacks. + + + Arm Spike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) piercing damage. + Arm Spike|+6|2d10+3 + + + Embrace + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time. + Embrace|+6|4d10+3 + + + Tightening Embrace + If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage. + + The Lost. The Shadowfell turns visitors around until they become marooned in its twisted landscape. The Lost are representations of the anxiety and fear that people experience when they can't find their way. These sorrowsworn appear as desperate and panicked things. +The Lost try to embrace any creatures they can reach, attempting to find solace in the contact. Aside from the horror of being embraced by such a thing, the victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder the victims' allies fight for release, the worse the experience becomes. +Sorrowsworn. The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. +Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. +Source: Mordenkainen's Tome of Foes p. 233 + arctic, desert, forest, mountain, swamp, underdark, urban + + + The Wretched + S + monstrosity + Lawful Evil + 15 (natural armor) + 10 (4d6-4) + walk 40 ft. + 7 + 12 + 9 + 5 + 6 + 5 + + + 8 + + 1/4 + bludgeoning, piercing, slashing while in dim light or darkness + + + + darkvision 60 ft. + + Wretched Pack Tactics + The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't incapacitated. The Wretched otherwise has disadvantage on attack rolls. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (1d10 + 1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d10 + 1) necrotic damage. + Bite|+3|1d10+1 + The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched. + + The Wretched. Horrid little monsters, the Wretched gather in large packs to scour the Shadowfell for prey. These pitiful entities subsist on life force, so when they find a creature, they surge forward to sink their fangs into their victims and drink deep of their life energy and their fear. +Sorrowsworn. The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. +Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. +Source: Mordenkainen's Tome of Foes p. 233 + swamp, underdark, urban + + + Titivilus + M + fiend (devil) + Lawful Evil + 20 (natural armor) + 127 (17d8+51) + walk 40 ft., fly 60 ft. + 19 + 22 + 17 + 24 + 22 + 26 + Dex +11, Con +8, Wis +11, Cha +13 + Deception +13, Insight +11, Intimidation +13, Persuasion +13 + 16 + all, telepathy 120 ft. + 16 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + + Legendary Resistance (3/Day) + If Titivilus fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Titivilus has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Titivilus's weapon attacks are magical. + + + Regeneration + Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate. + + + Ventriloquism + Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point. + + + Multiattack + Titivilus makes one sword attack and uses his Frightful Word once. + + + Silver Sword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage plus 16 (3d10) necrotic damage, or 9 (1d10 + 4) slashing damage plus 16 (3d10) necrotic damage if used with two hands. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes. + Silver Sword|+9|1d8+4 + + + Frightful Word + Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Teleport + Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. + + + Twisting Words + Titivilus targets one creature he can see within 60 feet of him. The target must make a DC 21 Charisma saving throw. On a failure the target is charmed for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours. + + + Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Titivilus regains spent legendary actions at the start of its turn. + + + Assault (Costs 2 Actions) + Titivilus attacks with his silver sword or uses his Frightful Word. + + + Corrupting Guidance + Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn. + + + Teleport + Titivilus uses his Teleport action. + + + Innate Spellcasting + Titivilus's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: + At will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion + 3/day each: greater invisibility (self only), mislead + 1/day each: feeblemind, symbol (discord or sleep only) + + alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion, greater invisibility, mislead, feeblemind, symbol + +I actually admire Titivilus. If he weren't so remorselessly evil, he'd be an excellent administrator of the Balance. + — Mordenkainen + +The gloomy Lord of the Second, Dispater, rules from his iron palace, seeming to hide surrounded by its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. So intense is his paranoia that he almost never travels farther than the sprawling city that lies outside his magnificent palace. Dispater knows he has enemies on all sides—enemies who would do to him what has been done to the likes of Geryon, Moloch, and so many others. +Dispater is correct to fear, but the true threat comes not from without. The lord's great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater's household. +Although he is inferior in physical strength and power when compared to other archdevils, Titivilus compensates with cunning. A shrewd and calculating politician, he has clawed his way up through the ranks to become the second-most powerful fiend in Dis, entirely by saying just the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words in such a way as to leave his victims confused and believing they have found a friend in Titivilus. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat. +Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, while also authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise, or that Titivilus has removed the archduke and replaced him altogether. +Titivilus recognizes the inherent precariousness of his position. After all, Dispater's acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem devils, to insulate himself against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require. +Source: Mordenkainen's Tome of Foes p. 179 + + + + Tortle + M + humanoid (tortle) + Lawful Good + 17 (natural armor) + 22 (4d8+4) + walk 30 ft. + 15 + 10 + 12 + 11 + 13 + 12 + + Athletics +4, Survival +3 + 11 + Aquan, Common + 1/4 + + + + + + + Hold Breath + The tortle can hold its breath for 1 hour. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claws|+4|1d4+2 + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. + Quarterstaff|+4|1d6+2 + + + Light Crossbow + Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. 4 (1d8) piercing damage. + Light Crossbow|+2|1d8 + + + Shell Defense + The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge. + + Tortles. Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: "We wear our homes on our backs." Consequently, tortles feel little need to stay put for long. +An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance. +Temporary Towns. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don't regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs. +A Life of Wandering. Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick. +Source: Mordenkainen's Tome of Foes p. 242, The Tortle Package p. 23 + coastal + + + Tortle Druid + M + humanoid (tortle) + Lawful Neutral + 17 (natural armor) + 33 (6d8+6) + walk 30 ft. + 14 + 10 + 12 + 11 + 15 + 12 + + Animal handling +4, Nature +2, Survival +4 + 12 + Aquan, Common + 2 + + + + + + + Hold Breath + The tortle can hold its breath for 1 hour. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claws|+4|1d4+2 + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. + Quarterstaff|+4|1d6+2 + + + Shell Defense + The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge. + + + Spellcasting + The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, guidance, produce flame + • 1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave + • 2nd level (3 slots): darkvision, hold person + + 4, 3 + druidcraft, guidance, produce flame, animal friendship, cure wounds, speak with animals, thunderwave, darkvision, hold person + Tortles. Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: "We wear our homes on our backs." Consequently, tortles feel little need to stay put for long. +An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance. +Temporary Towns. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don't regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs. +A Life of Wandering. Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick. +Source: Mordenkainen's Tome of Foes p. 242, The Tortle Package p. 23 + coastal + + + Vampiric Mist + M + undead + Chaotic Evil + 13 + 30 (4d8+12) + walk 0 ft., fly 30 ft. + 6 + 16 + 16 + 6 + 12 + 7 + Wis +3 + + 11 + + 3 + acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Life Sense + The mist can sense the location of any creature within 60 feet of it, unless that creature's type is construct or undead. + + + Forbiddance + The mist can't enter a residence without an invitation from one of the occupants. + + + Misty Form + The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity. + + + Sunlight Hypersensitivity + The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks. + + + Life Drain + The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + Life Drain||2d6+3 + + Vampiric Mist. In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry. +Former Vampires. Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains. +Blood Thief. Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in its body to ooze through the creature's pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue that rains blood droplets wherever it goes. +Attracted to Blood. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood. +Undead Nature. A vampiric mist doesn't require air or sleep. +Source: Mordenkainen's Tome of Foes p. 246, Tales from the Yawning Portal p. 247 + arctic, coastal, forest, grassland, mountain, swamp, underdark, urban + + + Venom Troll + L + giant + Chaotic Evil + 15 (natural armor) + 94 (9d10+45) + walk 30 ft. + 18 + 13 + 20 + 7 + 9 + 7 + + Perception +2 + 12 + Giant + 7 + + poison + + poisoned + darkvision 60 ft. + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Poison Splash + When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage. + + + Regeneration + The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn. + Bite|+7|1d6+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage. + Claws|+7|2d6+4 + + + Venom Spray (Recharge 6) + The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Venom Spray (Recharge 6)||4d8 + + Venom Troll. A troll ravaged by massive doses of poison might mutate into a venom troll. Lingering poison infuses its blood and tissue, and poison leaks from its pores to coat its fangs and claws. These creatures are especially dangerous in close combat, because poison drips off their flesh and sprays out from every wound they receive. +Trolls. Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. +Source: Mordenkainen's Tome of Foes p. 245 + forest, swamp, underdark + + + Wastrilith + L + fiend (demon) + Chaotic Evil + 18 (natural armor) + 157 (15d10+75) + walk 30 ft., swim 80 ft. + 19 + 18 + 21 + 19 + 12 + 14 + Str +9, Con +10 + + 11 + Abyssal, telepathy 120 ft. + 13 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + + Amphibious + The wastrilith can breathe air and water. + + + Corrupt Water + At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates. + A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. + If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points. + + + Magic Resistance + The wastrilith has advantage on saving throws against spells and other magical effects. + + + Undertow + As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn. + + + Multiattack + The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 30 (4d12 + 4) piercing damage. + Bite|+9|4d12+4 + + + Claws + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 18 (4d6 + 4) slashing damage. + Claws|+9|4d6+4 + + + Grasping Spout + The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled. + Grasping Spout||4d8+4 + + +The corruption left behind when a wastrilith visits the world can persist for decades. If left unchecked, it can become a bridge to the Abyss. + — Mordenkainen + +Wastrilith. Found in the waters of the Abyss and other bodies of water contaminated by the plane's fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty. +Despoilers. A wastrilith contaminates the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon's essence, responds to its commands—perhaps hardening to prevent foes from escaping, or erupting in a surge that drags would-be victims into its reach. +Silent Corrupters. Creatures that ingest water that has been corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or remain alive only to become a thrall of chaos and evil. +To represent this defilement, you can use the optional rule on planar effects in chapter 2 of the Dungeon Master's Guide, causing the poisoned creature to be corrupted. +Source: Mordenkainen's Tome of Foes p. 139 + coastal, swamp, underdark, underwater + + + Water Elemental Myrmidon + M + elemental + Neutral + 18 (plate armor) + 127 (17d8+51) + walk 40 ft., swim 40 ft. + 18 + 14 + 15 + 8 + 10 + 10 + + + 10 + Aquan, one language of its creator's choice + 7 + acid; bludgeoning, piercing, slashing from nonmagical attacks + poison + + paralyzed, petrified, poisoned, prone + darkvision 60 ft. + + Magic Weapons + The myrmidon's weapon attacks are magical. + + + Multiattack + The myrmidon makes three trident attacks. + + + Trident + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. + Trident|+7|1d6+4 + + + Freezing Strikes (Recharge 6) + The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn. + + Water Elemental Myrmidon. Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. +Source: Mordenkainen's Tome of Foes p. 203, Locathah Rising, Princes of the Apocalypse p. 213 + + + + White Abishai + M + fiend (devil) + Lawful Evil + 15 (natural armor) + 68 (8d8+32) + walk 30 ft., fly 40 ft. + 16 + 11 + 18 + 11 + 12 + 13 + Str +6, Con +7 + + 11 + Draconic, Infernal, telepathy 120 ft. + 6 + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + cold, fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the abishai's darkvision. + + + Magic Resistance + The abishai has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The abishai's weapon attacks are magical. + + + Reckless + At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Multiattack + The abishai makes two attacks: one with its longsword and one with its claw. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+6|1d8+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d10 + 3) slashing damage. + Claw|+6|1d10+3 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. + Bite|+6|1d4+3 + + + Vicious Reprisal + In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks. + + White Abishai. Though they are the least of their kind, white abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat's armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield. +Abishai. Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. +Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed. +Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. +There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction. + +Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers? + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 163, Baldur's Gate: Descent Into Avernus + urban + + + Winter Eladrin + M + fey (elf) + Chaotic Neutral + 19 (natural armor) + 127 (17d8+51) + walk 30 ft. + 11 + 10 + 16 + 18 + 17 + 13 + + + 13 + Common, Elvish, Sylvan + 10 + cold; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Fey Step (Recharge 4-6) + As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. + + + Magic Resistance + The eladrin has advantage on saving throws against spells and other magical effects. + + + Sorrowful Presence + Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours. + Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands. + Longsword|+4|1d8 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 4 (1d8) piercing damage. + Longbow|+4|1d8 + + + Frigid Rebuke + When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage. + + + Innate Spellcasting + The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: fog cloud, gust of wind + 1/day each: cone of cold, ice storm + + fog cloud, gust of wind, cone of cold, ice storm + +To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all. + — Mordenkainen + +Winter Eladrin. When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy and bitterness. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as bitter cold. +Eladrin. Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament. +The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety. +Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. +Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them. +Changeable Nature. Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. +Source: Mordenkainen's Tome of Foes p. 197 + arctic, forest + + + Yagnoloth + L + fiend (yugoloth) + Neutral Evil + 17 (natural armor) + 147 (14d10+70) + walk 40 ft. + 19 + 14 + 21 + 16 + 15 + 18 + Dex +6, Int +7, Wis +6, Cha +8 + Deception +8, Insight +6, Perception +6, Persuasion +8 + 16 + Abyssal, Infernal, telepathy 60 ft. + 11 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + poisoned + blindsight 60 ft., darkvision 60 ft. + + Magic Resistance + The yagnoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The yagnoloth's weapon attacks are magical. + + + Multiattack + The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack. + + + Electrified Touch + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 27 (6d8) lightning damage. + Electrified Touch|+8|6d8 + + + Massive Arm + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or is stunned until the end of the yagnoloth's next turn. + Massive Arm|+8|3d12+4 + + + Life Leech + The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0. + + + Battlefield Cunning (Recharge 4-6) + Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each. + + + Teleport + The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Innate Spellcasting + The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion + 3/day: lightning bolt + + darkness, detect magic, dispel magic, invisibility, suggestion, lightning bolt + +Yagnoloths write contracts as devious as the deals of any devil, but yugoloths don't always hold up their end of the bargain. + — Mordenkainen + +Yagnoloth. Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange fiends handle the writing of contracts for all of their kind. Once a yagnoloth is hired, it communicates its employer's desires to the fiends it commands. +Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the fiends under their command. A yagnoloth follows the dictates in a contract it negotiated, but it is certain to have included a loophole to escape its obligation if the situation warrants. +A yagnoloth has one arm of human size and one giant-sized arm, and it always covers one or the other with a long cape. During negotiations, the yagnoloth uncovers its human arm and uses it to draft and sign contracts. When a show of force is necessary or when combat is joined, it shifts its cape to reveal its brutally powerful giant appendage. +Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here. +Source: Mordenkainen's Tome of Foes p. 252 + urban + + + Yeenoghu + H + fiend (demon) + Chaotic Evil + 20 (natural armor) + 333 (23d12+184) + walk 50 ft. + 29 + 16 + 26 + 15 + 24 + 15 + Dex +10, Con +15, Wis +14 + Intimidation +9, Perception +14 + 24 + all, telepathy 120 ft. + 24 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Yeenoghu fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Yeenoghu has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Yeenoghu's weapon attacks are magical. + + + Rampage + When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack. + + + Multiattack + Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack): + 1. The attack deals an extra 13 (2d12) bludgeoning damage. + 2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn. + 3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn. + + + Flail + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 15 (1d12 + 9) bludgeoning damage. + Flail|+16|1d12+9 + + + Bite + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 14 (1d10 + 9) piercing damage. + Bite|+16|1d10+9 + + + Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of its turn. + + + Charge + Yeenoghu moves up to his speed. + + + Swat Away + Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone. + + + Savage (Costs 2 Actions) + Yeenoghu makes a bite attack against each creature within 10 feet of him. + + + Lair Actions + + + On Initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row: + • Yeenoghu causes an iron spike - 5 feet tall and 1 inch in diameter - to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition. + • Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. + • Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them. + + + Regional Effects + + + The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects: + • Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes. + • Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter. + • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Yeenoghu dies, these effects fade over the course of 1d10 days. + Regional Effect: Madness of Yeenoghu + If a creature goes mad in Yeenoghu's lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. + Madness of Yeenoghu + d100 | Flaw (lasts until cured) + 01–20 | "I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob." + 21–40 | "The flesh of other intelligent creatures is delicious!" + 41–60 | "I rail against the laws and customs of civilization, attempting to return to a more primitive time." + 61–80 | "I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed." + 81–00 | "I keep trophies from the bodies I have slain, turning them into adornments." + + + + Innate Spellcasting + Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: detect magic + 1/day: teleport + 3/day each: dispel magic, fear, invisibility + + detect magic, teleport, dispel magic, fear, invisibility + Yeenoghu. The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu's kills became gnolls, emulating their master's ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points. +Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight. +The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator's skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth. +Source: Mordenkainen's Tome of Foes p. 155, Out of the Abyss p. 247, Baldur's Gate: Descent Into Avernus + + + + Young Kruthik + S + monstrosity + Unaligned + 16 (natural armor) + 9 (2d6+2) + walk 30 ft., burrow 10 ft., climb 30 ft. + 13 + 16 + 13 + 4 + 10 + 6 + + + 10 + Kruthik + 1/8 + + + + + darkvision 30 ft., tremorsense 60 ft. + + Keen Smell + The kruthik has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Tunneler + The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2 1/2-foot-diameter tunnel in its wake. + + + Stab + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Stab|+5|1d4+3 + + +Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them. + — Mordenkainen + +Young Kruthik. Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human's head and hatches within a month. Tiny kruthik hatchlings are harmless, rarely stray far from the nest, and feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves. +Kruthiks. Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. +Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. +Sharp Senses. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. +Sharper Weapons. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. +Shared Lair. Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. + +Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary. + — Mordenkainen + +Source: Mordenkainen's Tome of Foes p. 211 + desert, mountain, underdark + + + Zaratan + G + elemental + Neutral + 21 (natural armor) + 307 (15d20+150) + walk 40 ft., swim 40 ft. + 30 + 10 + 30 + 2 + 21 + 18 + Wis +12, Cha +11 + + 15 + + 22 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + thunder + exhaustion, paralyzed, petrified, poisoned, stunned + darkvision 60 ft., tremorsense 60 ft. + + Earth-Shaking Movement + As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. + The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped. + + + Legendary Resistance (3/Day) + If the zaratan fails a saving throw, it can choose to succeed instead. + + + Magic Weapons + The zaratan's weapon attacks are magical. + + + Siege Monster + The elemental deals double damage to objects and structures (included in Earth-Shaking Movement). + + + Multiattack + The zaratan makes two attacks: one with its bite and one with its stomp. + + + Bite + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 28 (4d8 + 10) piercing damage. + Bite|+17|4d8+10 + + + Stomp + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 26 (3d10 + 10) bludgeoning damage. + Stomp|+17|3d10+10 + + + Spit Rock + Ranged Weapon Attack: +17 to hit, range 120/240 ft., one target. 31 (6d8 + 10) bludgeoning damage. + Spit Rock|+17|6d8+10 + + + Spew Debris (Recharge 5-6) + The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. + Spew Debris (Recharge 5-6)||6d10 + + + The elemental can take 6 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn. + + + Stomp + The zaratan makes one stomp attack. + + + Move + The zaratan moves up to its speed. + + + Spit (Costs 2 Actions) + The zaratan uses Spit Rock. + + + Retract (Costs 2 Actions) + The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action. + + + Revitalize (Costs 2 Actions) + The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action. + + + Emerge (Costs 2 Actions) + The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell. + + Zaratan. When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of what looks like a hulking, armored reptile, its shell composed of the landscape from which it arose. +The zaratan plods across the land, each step sending shock waves through the ground severe enough to unsettle structures. Dim-witted, the zaratan lurches onward, expressing its rage through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march. +Elder Elementals. On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. +Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. +Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep. +Source: Mordenkainen's Tome of Foes p. 201 + desert, forest, grassland, hill, mountain, underdark + + + Zariel + L + fiend (devil) + Lawful Evil + 21 (natural armor) + 580 (40d10+360) + walk 50 ft., fly 150 ft. + 27 + 24 + 28 + 26 + 27 + 30 + Int +16, Wis +16, Cha +18 + Intimidation +18, Perception +16 + 26 + all, telepathy 120 ft. + 26 + cold, fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + necrotic, poison + + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede Zariel's darkvision. + + + Magic Weapons + Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). + + + Legendary Resistance (3/Day) + If Zariel fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Zariel has advantage on saving throws against spells and other magical effects. + + + Regeneration + Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate. + + + Multiattack + Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks. + + + Longsword + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage plus 36 (8d8) fire damage, or 19 (2d10 + 8) slashing damage plus 36 (8d8) fire damage if used with two hands. + Longsword|+16|2d8+8 + + + Javelin + Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft. or range 30/120 ft., one target. 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage. + Javelin|+16|2d6+8 + + + Horrid Touch (Recharge 5-6) + Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Horrid Touch (Recharge 5-6)||8d10 + + + Teleport + Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see. + + + Zariel can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of its turn. + + + Immolating Gaze (Costs 2 Actions) + Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage. + + + Teleport + Zariel uses her Teleport action. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: + • Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Zariel casts her innate fireball spell. + + + Regional Effects + + + The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects: + • The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat. + • Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round. + • The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away. + If Zariel dies, these effects fade over the course of 1d10 days. + + + Innate Spellcasting + Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: + At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire + 3/day each: blade barrier, dispel evil and good, finger of death + + alter self, detect evil and good, fireball, invisibility, wall of fire, blade barrier, dispel evil and good, finger of death + +Do not pity the fallen angel. Fallen angels survive the fall. How many other souls did Zariel bring down with her? + — Mordenkainen + +Zariel. Zariel rules Avernus, the first layer of the Nine Hells. Once a mighty angel charged with watching the tides of the Blood War, she succumbed to the plane's corrupting influence and fell from grace. She recently reclaimed her position as archdevil of Avernus after the cautious Bel proved inadequate at marshaling his forces to launch offensives against the encroaching demons. Now Bel advises her and helps her manage the war, though many whisper that her true agenda is vengeance against Asmodeus, and her true plan is to drive him from the Nine Hells. +All who enter and exit the Nine Hells must pass through Avernus, so the infernal armies muster on this layer. Here, the amnizus guard the citadels overlooking the River Styx, much of the fighting of the Blood War takes place, and devils gather to invade the Abyss. Anyone hoping to reach the lower layers must first contend with the darkness of this layer and the myriad threats it houses. Zariel manages it all and has the ultimate say over who comes and goes. +Given her role in the Blood War, Zariel is keenly interested in collecting souls from the greatest warriors on the Material Plane and securing their loyalty. She bargains hard, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it. +However, she does expect the best from her servants, and so she allows her mortal followers to live out their lives, ever honing their talents, so she can put them to the best use when she finally calls in their debts. As a result, Zariel's servants are universally effective, disciplined, and dangerous. +Source: Mordenkainen's Tome of Foes p. 180 + + + + Zuggtmoy + L + fiend (demon) + Chaotic Evil + 18 (natural armor) + 304 (32d10+128) + walk 30 ft. + 22 + 15 + 18 + 20 + 19 + 24 + Dex +9, Con +11, Wis +11 + Perception +11 + 21 + all, telepathy 120 ft. + 23 + cold, fire, lightning + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Zuggtmoy fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Zuggtmoy has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Zuggtmoy's weapon attacks are magical. + + + Multiattack + Zuggtmoy makes three pseudopod attacks. + + + Pseudopod + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poison damage. + Pseudopod|+13|2d8+6 + + + Infestation Spores (3/Day) + Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual). + + + Mind Control Spores (Recharge 5-6) + Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these spores. + + + Protective Thrall + When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is charmed by her must use its reaction to be hit by the attack instead. + + + Zuggtmoy can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zuggtmoy regains spent legendary actions at the start of its turn. + + + Attack + Zuggtmoy makes one pseudopod attack. + + + Exert Will + One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates. + + + Lair Actions + + + On Initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row: + • Zuggtmoy causes four gas spore or violet fungus to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour. + • Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack. + • Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself. + + + Regional Effects + + + The region containing Zuggtmoy's lair is warped by his magic, creating one or more of the following effects: + • Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase. + • Plant life within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed. + • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. + If Zuggtmoy dies, these effects fade over the course of 1d10 days. + Regional Effect: Madness of Zuggtmoy + If a creature goes mad in Zuggtmoy's lair or within line of sight of the demon lord, roll on the Madness of Zuggtmoy table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. + Madness of Zuggtmoy + d100 | Flaw (lasts until cured) + 01–20 | "I see visions in the world around me that others do not." + 21–40 | "I periodically slip into a catatonic state, staring off into the distance for long stretches at a time." + 41–60 | "I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary." + 61–80 | "My mind is slipping away, and my intelligence seems to wax and wane." + 81–00 | "I am constantly scratching at unseen fungal infections." + + + + Innate Spellcasting + Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components: + At will: detect magic, locate animals or plants, ray of sickness + 3/day each: dispel magic, ensnaring strike, entangle, plant growth + 1/day each: etherealness, teleport + + detect magic, locate animals or plants, ray of sickness, dispel magic, ensnaring strike, entangle, plant growth, etherealness, teleport + Zuggtmoy. The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns. +Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets. +Zuggtmoy's cultists often follow her unwittingly. Most are fungi—infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will. +Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul. +Source: Mordenkainen's Tome of Foes p. 157, Out of the Abyss p. 249 + + + diff --git a/FightClub5eXML/Sources/MythicOdysseysOfTheros.xml b/FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml similarity index 100% rename from FightClub5eXML/Sources/MythicOdysseysOfTheros.xml rename to FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml diff --git a/FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml b/FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml new file mode 100755 index 0000000..4dd80a3 --- /dev/null +++ b/FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml @@ -0,0 +1,3114 @@ + + + + Abhorrent Overlord + L + fiend + Lawful Evil + 16 (natural armor) + 136 (16d10+48) + walk 30 ft., fly 60 ft. + 20 + 18 + 16 + 15 + 14 + 16 + Con +7, Cha +7 + Deception +7, Intimidation +7, Persuasion +7 + 12 + Abyssal, Common, Infernal + 9 + cold, necrotic + poison + + poisoned + darkvision 120 ft. + + Insatiable Greed + The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold. + + + Magic Resistance + The abhorrent overlord has advantage on saving throws against spells and other magical effects. + + + Multiattack + The abhorrent overlord makes two attacks with its claws. + + + Claws + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage. The abhorrent overlord regains hit points equal to half the amount of necrotic damage dealt if the target is a creature. + Claws|+9|2d8+5 + + + Storm of Crows (Recharge 6) + The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1 minute or until the overlord loses concentration (as if concentrating on a spell), and its area is lightly obscured and difficult terrain. + Any creature that moves into the area for the first time on a turn or starts its turn there must make a DC 15 Constitution saving throw. A creature takes 16 (3d10) slashing damage plus 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. + Storm of Crows (Recharge 6)||3d10 + + + Innate Spellcasting + The abhorrent overlord's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: + 1/day each: confusion, crown of madness, suggestion + + confusion, crown of madness, suggestion + Abhorrent overlords are gaunt, bipedal creatures whose gray, leathery skin is in stark contrast to the gleaming jewelry made of Underworld gold that they adorn themselves with. Their appetite for pain and death is eclipsed only by their greed; these fiends delight in searching out treasure and slaughtering all who stand in their way. +Source: Mythic Odysseys of Theros p. 219 + + + + Akroan Hoplite + M + humanoid + Any alignment + 18 (breastplate, shield) + 52 (8d8+16) + walk 30 ft. + 16 + 16 + 14 + 11 + 14 + 13 + Str +5, Dex +5 + + 12 + Common + 3 + + + + + + + Hold the Line + While the hoplite is holding a spear, other creatures provoke an opportunity attack from the hoplite when they move within 5 feet of it. When the hoplite hits a creature with an opportunity attack using its spear, the creature takes an extra 4 (1d8) piercing damage, and the creature's speed becomes 0 for the rest of the turn. + + + Multiattack + The hoplite makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. + Spear|+5|1d6+3 + + + Shield Bash + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + Shield Bash|+5|1d4+3 + + Akroan hoplites, also called stratians, number among the fiercest soldiers on Theros. They train relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a key location against a much larger force or crept behind enemy lines and wreaked havoc in the opposing army. +Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories. +The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of. +Akroan Hoplite Unit Names +D8 | Name +1 | Spears of Iroas +2 | Iron Fangs +3 | Arrows of Anax +4 | The Unbroken +5 | Anvil of Purphoros +6 | Skewering Squad +7 | Shield of Akros +8 | Cymede's Heart + +Source: Mythic Odysseys of Theros p. 228 + + + + Alseid + M + fey + Chaotic Good + 15 (natural armor) + 22 (4d8+4) + walk 30 ft. + 15 + 10 + 12 + 13 + 14 + 18 + + Persuasion +6 + 12 + Common, Sylvan + 1 + radiant + poison + + charmed, frightened, poisoned + + + Hide in Plain Sight + The alseid has advantage on Dexterity (Stealth) checks made to hide while it is in grassland. + + + Magic Resistance + The alseid has advantage on saving throws against spells and other magical effects. + + + Multiattack + The alseid makes two radiant touch attacks. + + + Radiant Touch + Melee Spell Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) radiant damage. + Radiant Touch|+6|1d10+4 + + + Innate Spellcasting + The alseid's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: + 3/day each: cure wounds, charm person, sleep + 1/day each: calm emotions, lesser restoration, plant growth + + cure wounds, charm person, sleep, calm emotions, lesser restoration, plant growth + Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in closer proximity to human civilization than other nymphs. Farmers are grateful for the presence of alseids on their lands and often leave them offerings of mead, honey, flowers, and dates in return for protecting their flocks and making their crops more abundant. +Nymphs. Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts. +Immortal Nature. A nymph doesn't require food, drink, or sleep. +Source: Mythic Odysseys of Theros p. 235 + + + + Anvilwrought Raptor + T + construct + Unaligned + 14 (natural armor) + 18 (4d4+8) + walk 10 ft., fly 60 ft. + 12 + 16 + 14 + 3 + 14 + 1 + + Perception +4 + 14 + understands one language of its creator but can't speak + 1/2 + + fire, poison + + charmed, exhaustion, paralyzed, petrified, poisoned + darkvision 120 ft. + + Keen Sight + The raptor has advantage on Wisdom (Perception) checks that rely on sight. + + + Recorded Mimicry + The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. + + + Multiattack + The raptor makes two attacks with its beak. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Beak|+5|1d4+3 + + + Variant: Anvilwrought Raptor Familiar + Some anvilwrought raptors are created expressly to be familiars. Such creatures have the following trait. + Familiar. The anvilwrought can serve another creature as a familiar, forming a magical, telepathic bond with its willing master. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other. + + Prized among Meletis's thaumaturges, anvilwrought raptors are often crafted in the form of a hawk or an owl. Most serve as messengers and spies, flying over the busy streets or high over the land while carrying or seeking vital information for their masters. +The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges. +Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians. +A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters. +Source: Mythic Odysseys of Theros p. 209 + + + + Aphemia + M + monstrosity + Chaotic Evil + 15 (natural armor) + 52 (8d8+16) + walk 20 ft., fly 50 ft. + 13 + 16 + 15 + 13 + 14 + 16 + Dex +6, Cha +6 + Arcana +4, Intimidation +6, Perception +5 + 15 + Common + 5 + necrotic + + + charmed, frightened + darkvision 120 ft. + + Legendary Resistance (2/Day) + If Aphemia fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Aphemia has advantage on saving throws against spells and other magical effects. + + + Multiattack + Aphemia makes two attacks: one with her bite and one with her claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (2d4 + 3) piercing damage plus 13 (3d8) necrotic damage. + Bite|+6|2d4+3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Claws|+6|2d6+3 + + + Discordant Song + Aphemia shrieks a cacophony of magical sounds. Each humanoid within 120 feet of her must succeed on a DC 14 Wisdom saving throw or be frightened of her until the song ends. A frightened creature takes 7 (2d6) psychic damage at the start of its turn while Aphemia is singing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aphemia's Discordant Song for the next 24 hours. Aphemia must take a bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies. + Discordant Song||2d6 + + + Grave Calling Song + Aphemia intones a low, growling magical melody. Every undead within 300 feet of her must succeed on a DC 14 Wisdom saving throw or fall under her control until the song ends. Aphemia must take a bonus action on her subsequent turns to continue singing, and she can mentally command the undead under her control as part of the same bonus action. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies. + + The notorious Nyxborn harpy Aphemia prowls the marshy wastes around the necropolis of Asphodel. Her shrill songs enthrall the necropolis's undead inhabitants, which she leads on raids to waylay unsuspecting travelers and settlements. +Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees. +Source: Mythic Odysseys of Theros p. 226 + + + + Arasta + H + monstrosity + Neutral Evil + 19 (natural armor) + 300 (24d12+144) + walk 40 ft., climb 40 ft. + 24 + 16 + 23 + 15 + 22 + 17 + Dex +10, Con +13, Wis +13 + Arcana +9, Deception +10, Intimidation +10, Nature +9, Perception +13, Stealth +10 + 23 + Celestial, Common, Sylvan + 21 + bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + poisoned + blindsight 60 ft., darkvision 120 ft. + + Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest) + If Arasta is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, she regains 200 hit points. In addition, Arasta's children immediately swarm over her body to protect her, granting her 100 temporary hit points. + + + Legendary Resistance (3/Day) + If Arasta fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Arasta has advantage on saving throws against spells and other magical effects. + + + Spider Climb + Arasta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Walker + Arasta ignores movement restrictions caused by webbing. + + + Multiattack + Arasta makes three attacks: one with her bite and two with her claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. 20 (3d8 + 7) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 32 (5d12) poison damage on a failed save, or half as much damage on a successful one. If the damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|+14|3d8+7 + Bite||5d12 + + + Claws + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 17 (3d6 + 7) slashing damage. + Claws|+14|3d6+7 + + + Web of Hair (Recharge 4-6) + Arasta unleashes her hair in the form of webbing that fills a 30-foot cube next to her. The web is difficult terrain, its area is lightly obscured, and it lasts for 1 minute. Any creature that moves into the web or that starts its turn there must make a DC 21 Dexterity saving throw. On a failed save, the creature is restrained while in the web. A creature can use an action to make a DC 21 Strength check. On a success, it can free itself or a creature within 5 feet of it that is restrained by the web. This webbing is immune to all damage except magical fire. A 5-foot cube of the web is destroyed if it takes at least 20 fire damage from a spell or other magical source on a single turn. + + + Arasta can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Arasta regains spent legendary actions at the start of its turn. + + + Claws + Arasta makes one attack with her claws. + + + Swarm (Costs 2 Actions) + Arasta causes two swarm of spiders to appear in unoccupied spaces within 5 feet of her. + + + Toxic Web (Costs 3 Actions) + Each creature restrained by Arasta's Web of Hair takes 18 (4d8) poison damage. + + + Mythic Actions + + + If Arasta's mythic trait is active, she can use the options below as legendary actions, as long as she has temporary hit points from her Armor of Spiders. + + + Swipe + Arasta makes two attacks with her claws. + + + Web of Hair (Costs 2 Actions) + Arasta recharges Web of Hair and uses it. + + + Nyx Weave (Costs 2 Actions) + Each creature restrained by Arasta's Web of Hair must succeed on a DC 21 Constitution saving throw, or the creature takes 26 (4d12) force damage and any spell of 6th level or lower on it ends. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), Arasta can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row. + • Arasta learns about any creature touching her webs. Each creature restrained by a web or Arasta's Web of Hair must make a DC 21 Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature's name, race, where they consider home, and what brought them to her web. + • Arasta casts the giant insect spell (spiders only). It lasts until she uses this lair action again or until she dies. + + + Regional Effects + + + The region containing Arasta's lair is warped by her presence, which creates one or more of the following effects: + • Spiders and insects within 1 mile of Arasta's lair serve as her eyes and ears. Birds and other flying creatures are absent from the skies and occasionally found trapped in webs. + • Within 1 mile of Arasta's lair, webs fill all 10-foot cubes of open space, so long as the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the next dawn. + If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10 days. + + + Arasta as a Mythic Encounter + Arasta is a formidable enemy under normal circumstances, but to give characters a truly mythic challenge, you can have her call on her Armor of Spiders. Her use of this trait signals a drastic turn in the encounter, as Arasta summons her arachnid children to protect her. While she has temporary hit points from this trait, she can choose one of her mythic actions when she uses a legendary action. + Read or paraphrase the following text when Arasta uses her Armor of Spiders trait: + ------ + The nightmarish arachnid unleashes a shriek that sounds like a thousand spider carapaces scarring slate. In response, the ground ripples and bursts over the monster, revealing itself as a wave of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies. + ------ + Fighting Arasta as a mythic encounter is equivalent to taking on two challenge rating 21 creatures in one encounter. Award a party 66,000 XP for defeating Arasta after she uses Armor of Spiders. + + A victim of the gods' petty rivalries, Arasta was once one of Nylea's most beloved dryad companions. Phenax's bitterness saw her transformed into an arachnid monstrosity and driven into the darkest depths of the Nessian Wood. Now she broods on her unjust fate and the fickleness of the gods who left her cursed with monstrous immortality. +Arasta appears as a gigantic spiderlike creature, her few humanoid features made monstrous by cruel magic and ages of hatred. Webs fill her lair deep in the Nessian Wood, sticky strands made not of silk but of her own endless hair. In her darkened realm, Arasta broods on her hatred of the gods and their servants. She doesn't do so alone, though, as innumerable arachnids fawn over her, serving as her eyes throughout the wilderness, disposing of victims trapped within her hair, and sacrificing themselves in her defense if they must. +See "Myths of Nylea" in chapter 2 for more details on the tragedy of Arasta. +Source: Mythic Odysseys of Theros p. 248 + + + + Archon of Falling Stars + M + celestial + Lawful Good + 18 (plate armor) + 144 (17d8+68) + walk 30 ft. + 20 + 15 + 19 + 15 + 21 + 19 + Str +9, Con +8, Wis +9, Cha +8 + Arcana +6, History +6, Insight +9, Perception +9 + 19 + all + 12 + + radiant + + charmed, exhaustion, frightened + truesight 120 ft. + + Magic Resistance + The archon has advantage on saving throws against spells and other magical effects. + + + Mount + If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying. While mounted and not incapacitated, the archon can't be surprised, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well. + + + Radiant Rebirth (Recharges after a Long Rest) + If the archon is reduced to 0 hit points, it regains 30 hit points and springs back to its feet with a burst of radiance. Each creature of the archon's choice within 30 feet of it must succeed on a DC 16 Constitution saving throw, or the creature takes 13 (3d8) radiant damage and is blinded until the start of the archon's turn. + + + Multiattack + The archon makes two attacks with its radiant spear. + + + Radiant Spear + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 12 (2d6 + 5) piercing damage plus 10 (3d6) radiant damage. + Radiant Spear|+9|2d6+5 + + + The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn. + + + Attack + The archon makes a radiant spear attack or casts guiding bolt. + + + Coordinated Assault (Costs 2 Actions) + The archon makes a radiant spear attack, and then its mount can use its reaction to make a melee weapon attack. + + + Return to Nyx (Costs 3 Actions) + The archon causes a corpse it can see within 30 feet of it to burst into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) radiant damage. + + + Innate Spellcasting + The archon's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components: + At will: command, guiding bolt, spare the dying + 1/day each: crusader's mantle, spirit guardians + + command, guiding bolt, spare the dying, crusader's mantle, spirit guardians + The epic accounting of the world's earliest histories called The Cosmogony recounts the battle between a group of the gods' champions and a mighty archon, which took place at the mysterious eastern edge of the world. Defeated, the falling archon is said to have met the rising sun. But Heliod showed mercy to the penitent archon, who swore to uphold justice and righteousness in the world's wildest places. As a sign of his mercy, Heliod gave the archon a spear that rivaled his own in its brilliance. This was the first archon of falling stars. +The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today. +Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world. +Source: Mythic Odysseys of Theros p. 212 + + + + Ashen Rider + M + celestial + Lawful Evil + 18 (plate armor) + 178 (21d8+84) + walk 30 ft. + 20 + 16 + 19 + 15 + 21 + 18 + Str +10, Con +9, Wis +10, Cha +9 + History +7, Insight +10, Perception +10 + 20 + all + 16 + + thunder + + charmed, exhaustion, frightened + truesight 120 ft. + + Aura of Silence + When a creature starts its turn within 30 feet of the ashen rider, the rider can force that creature to make a DC 18 Wisdom saving throw if the rider can see it. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is deafened until the start of its next turn. + + + Mount + If the ashen rider isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the ashen rider and its mount are on the same plane of existence. When it teleports, the ashen rider appears astride the mount along with any equipment it is wearing or carrying. + While mounted and not incapacitated, the ashen rider can't be surprised, and both it and its mount have advantage on Dexterity saving throws. If the ashen rider is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well. + + + Multiattack + The ashen rider makes three attacks with its ashen blade or two attacks with its bolt of ash. + + + Ashen Blade + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 14 (2d8 + 5) slashing damage plus 13 (2d12) radiant damage. + Ashen Blade|+10|2d8+5 + + + Bolt of Ash + Ranged Spell Attack: +10 to hit, range 120 ft., one creature. 22 (4d10) necrotic damage, and the target can't regain hit points until the start of the ashen rider's next turn. + Bolt of Ash|+10|4d10 + + + The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn. + + + Attack + The ashen rider makes an attack using its ashen blade or bolt of ash. + + + Coordinated Assault (Costs 2 Actions) + The ashen rider makes an attack using its ashen blade or bolt of ash, and then its mount can use its reaction to make a melee weapon attack. + + + Reduce to Ash (Costs 3 Actions) + The ashen rider targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, or it takes 27 (5d10) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, its body and everything it is wearing and carrying, except for magic items, are reduced to ash. A creature reduced to ash can't be revived by any means short of a wish spell. + + + Innate Spellcasting + The ashen rider's spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast the following spells, requiring no material components: + At will: command, compelled duel + 1/day each: banishment, blade barrier + + command, compelled duel, banishment, blade barrier + The fall of the ancient archon empires left some archons bitter and resentful. Seeking to avoid the spread of human civilization, these archons made their way to the Underworld. The horrors of the place broke their minds, bodies, and spirits and twisted them into the terrifying archons known as ashen riders. When they ride forth upon the mortal world, terrified mortals make offerings in a desperate attempt to appease them, but the ashen riders aren't merciful, and they delight in reducing the paragons of the mortal world to ash. +The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today. +Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world. +Source: Mythic Odysseys of Theros p. 213 + + + + Blood-Toll Harpy + M + monstrosity + Chaotic Evil + 11 + 9 (2d8) + walk 20 ft., fly 40 ft. + 12 + 13 + 10 + 6 + 11 + 13 + + Intimidation +3 + 10 + Common + 1/8 + + + + + + + Blood Frenzy + The harpy has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Dark Devotion + The harpy has advantage on saving throws against being charmed or frightened. + + + Multiattack + The harpy makes two melee attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. + Claws|+3|1d4+1 + + Murderous gangs of harpies collect in grim places across Theros, preying on any who pass by. Many merchants face regular losses at the harpies' claws, common casualties often referred to as a "blood toll." +Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees. +Source: Mythic Odysseys of Theros p. 227 + + + + Broken King Antigonos + L + monstrosity + Chaotic Evil + 14 (natural armor) + 38 (9d10+27) + walk 40 ft. + 18 + 11 + 16 + 6 + 16 + 9 + + Perception +7 + 17 + Abyssal + 3 + + + + + darkvision 60 ft. + + Charge + If Antigonos moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. + + + Labyrinthine Recall + Antigonos can perfectly recall any path he has traveled. + + + Reckless + At the start of his turn, Antigonos can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn. + + + Decrepit State + Antigonos has disadvantage on his attack rolls. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage. + Greataxe|+6|2d12+4 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Gore|+6|2d8+4 + + + Amphora + Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. 8 (1d8 + 4) bludgeoning damage. If there is not already a creature inside the amphora, the target is restrained inside. As an action, the restrained creature can make a DC 14 Dexterity (Acrobatics) check, escaping from the amphora on a success. The effect also ends if the amphora is destroyed. The amphora has AC 8, 20 hit points, and immunity to poison and psychic damage. + Amphora|+6|1d8+4 + + He is old and decrepit, garbed in ancient finery worn to tatters. A dented crown rests on his brow, and one of his horns ends in a jagged stump. He drags a rusty greataxe in the dirt, and tied to his back is a 30-pound, clay amphora painted with images of warring hoplites—all of whom have had horns crudely painted on them to make them look like minotaurs. The broad-mouthed amphora is large enough to hold roughly 55 gallons of wine. +He claims that he was a great king who was cursed by Mogis after he defied his war advisors by making his sickly but beloved child his heir. He was cast out and has since become tragically obsessed with finding a worthy heir. +Source: Mythic Odysseys of Theros p. 189 + + + + Bronze Sable + M + construct + Unaligned + 15 (natural armor) + 32 (5d8+10) + walk 30 ft., climb 30 ft. + 13 + 16 + 15 + 3 + 14 + 1 + + Stealth +5 + 12 + understands one language of its creator but can't speak + 1 + + fire, poison + + charmed, exhaustion, paralyzed, petrified, poisoned + darkvision 120 ft. + + False Appearance + While the sable remains motionless, it is indistinguishable from a normal statue. + + + Pack Tactics + The sable has advantage on an attack roll against a creature if at least one of the sable's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Surprise Attack + If the sable surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. + + + Multiattack + The sable makes two bite attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|+5|1d8+3 + + The first bronze sables were presented to Karametra as a gift by Purphoros to serve primarily as guardians in Karametra's temples. But as others have been created, some have been used as nimble scouts, always on alert for danger. +The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges. +Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians. +A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters. +Source: Mythic Odysseys of Theros p. 210 + + + + Burnished Hart + M + construct + Unaligned + 14 (natural armor) + 45 (6d8+18) + walk 50 ft. + 17 + 14 + 16 + 3 + 15 + 1 + + + 12 + understands one language of its creator but can't speak + 2 + + fire, poison + + charmed, exhaustion, paralyzed, petrified, poisoned + darkvision 120 ft. + + Charge + If the hart moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Heated Body + A creature that touches the hart or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. + + + Sure-Footed + The hart has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Multiattack + The hart makes two attacks: one with its antlers and one with its hooves. + + + Antlers + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Antlers|+5|1d8+3 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) fire damage. + Hooves|+5|1d4+3 + + Among the first anvilwroughts to be forged by Purphoros, elegant burnished harts wander the mortal realm in search of new sights to bring back to the god of the forge. On every trip from Mount Velus, where Purphoros has his forge, they seek out the far reaches of the world so they can witness beauty in all its forms, then later reunite with their creator, their minds filled with tales of how life's splendor continues to develop. +The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges. +Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians. +A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters. +Source: Mythic Odysseys of Theros p. 211 + + + + Colossus of Akros + G + construct + Unaligned + 21 (natural armor) + 350 (20d20+140) + walk 60 ft. + 28 + 10 + 25 + 3 + 11 + 1 + Str +16, Con +14 + Athletics +16, Perception +7 + 17 + understands Common and Celestial but can't speak + 23 + + fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious + darkvision 120 ft. + + Crumbling Destruction + When the colossus drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. + + + Fire Absorption + Whenever the colossus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. + + + Immutable Form + The colossus is immune to any spell or effect that would alter its form. + + + Magic Weapons + The colossus's weapon attacks are magical. + + + Siege Monster + The colossus deals double damage to objects and structures. + + + Multiattack + The colossus of Akros makes two melee attacks. + + + Spear + Melee or Ranged Weapon Attack: +16 to hit, reach 15 ft., or range 200/600 ft., one target. 23 (4d6 + 9) piercing damage, or 27 (4d8 + 9) piercing damage if used with two hands to make a melee attack. If the colossus makes a ranged attack with this spear, the spear magically returns to its hand after the attack. + Spear|+16|4d6+9 + + + Sword + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 36 (6d8 + 9) slashing damage. + Sword|+16|6d8+9 + + + Flames of Akros (Recharge 6) + Magical flames issue from the colossus toward up to three creatures the colossus can see within 90 feet of it. Each target must make a DC 24 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also magically catches fire for 1 minute. At the end of each of its turns thereafter, the burning target repeats the saving throw. It takes 18 (4d8) fire damage on a failed save, and the effect ends on a successful one. + Flames of Akros (Recharge 6)||8d8 + + An enormous golem of bronze and iron overlooks the path leading to the polis of Akros. Though it is rarely called on to defend the polis, the sight of its towering form is enough to ease the minds of the populace. In truly desperate times, priests of Purphoros work their magic to call the colossus to life, whereupon the earth rumbles as it steps down from its twin plinths to place itself before the threat. +Source: Mythic Odysseys of Theros p. 218 + + + + Doomwake Giant + H + giant + Lawful Evil + 15 (natural armor) + 162 (13d12+78) + walk 40 ft. + 24 + 12 + 22 + 12 + 14 + 16 + Con +10, Wis +6 + Intimidation +7, Perception +6 + 16 + Giant + 11 + + necrotic, poison + + frightened, poisoned + darkvision 120 ft. + + Aura of Erebos + Any creature that starts its turn within 10 feet of the giant must succeed on a DC 18 Constitution saving throw, or it takes 10 (3d6) necrotic damage and can't regain hit points until the start of its next turn. On a successful saving throw, the creature is immune to the giant's Aura of Erebos for 24 hours. + + + Magic Resistance + The giant has advantage on saving throws against spells and other magical effects. + + + Multiattack + The giant makes two slam attacks. + + + Slam + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 20 (3d8 + 7) bludgeoning damage plus 10 (3d6) necrotic damage. + Slam|+11|3d8+7 + + + Noxious Gust (Recharge 5-6) + The giant exhales a mighty gust that creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. + Noxious Gust (Recharge 5-6)||8d8 + + Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their terror can manifest as one of these massive Nyxborn beings. Once unleashed, a doomwake giant goes on a rampage, fulfilling the prophecy mortals believed into being. After doing so, these terrors typically roam to the edges of the world, where they either fade away over time or become legends that take on their own terrible life. +A spectrum of giants claims territory across Theros, drawing strength from aspects of the world itself—from ancient stone and roiling flames to the depths of the seas and skies. Unlike many creatures of legend, most giants owe their existence not to Nyx and the dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming beards, frozen skin, hair crackling with lightning, or other primal incarnations. +Beyond these primal giants, though, other giants fill the tales of Theros. +Source: Mythic Odysseys of Theros p. 224 + + + + Eater of Hope + L + fiend + Lawful Evil + 17 (natural armor) + 90 (12d10+24) + walk 30 ft., fly 60 ft. + 19 + 17 + 14 + 12 + 11 + 16 + Con +5, Cha +6 + Deception +6, Intimidation +6, Persuasion +6 + 10 + Abyssal, Common, Infernal + 6 + cold, necrotic + poison + + poisoned + darkvision 120 ft. + + Insatiable Greed + The eater of hope can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold. + + + Magic Resistance + The eater of hope has advantage on saving throws against spells and other magical effects. + + + Multiattack + The eater of hope makes two attacks with its claws. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic damage. + Claws|+7|1d8+4 + + + Breath of Hopelessness (Recharge 5-6) + The eater of hope exhales a miasma of Underworld winds in a 30-foot cone. Each creature in that area must make a DC 14 Charisma saving throw. On a failed save, the target takes 26 (4d12) necrotic damage and is cursed for 1 minute. While cursed in this way, the target takes an extra 6 (1d12) necrotic damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn't cursed. + Breath of Hopelessness (Recharge 5-6)||4d12 + + An eater of hope is bitter to the core, resentful of all forms of life and joy. Although these demons can strike down most foes, they prefer to let terror and despair overtake their victims first, letting their victims marinate in fear before the fiend devours them. +Source: Mythic Odysseys of Theros p. 220 + + + + Fleecemane Lion + L + monstrosity + Unaligned + 15 (natural armor) + 45 (6d10+12) + walk 50 ft. + 19 + 16 + 14 + 6 + 14 + 10 + Str +6, Con +4 + Perception +4, Stealth +5 + 14 + + 3 + + + + + + + Keen Smell + The lion has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. + + + Running Leap + With a 10-foot running start, the lion can long jump up to 25 feet. + + + Spell Turning + The lion has advantage on saving throws against any spell that targets only the lion (not an area). If the lion's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the lion and instead targets the caster. + + + Multiattack + The lion makes two attacks: one with its bite and one with its claw. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Bite|+6|1d8+4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Claw|+6|1d6+4 + + + The monstrosity can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn. + + + Claw + The lion makes one claw attack. + + + Roar (Costs 2 Actions) + The lion emits a magical roar. Each creature within 60 feet of the lion that can hear the roar must succeed on a DC 12 Wisdom saving throw or be frightened of the lion until the end of the lion's next turn. + + Twice the size of normal lions and with resplendent manes of silvery or golden hair, fleecemane lions prowl and protect sites imbued with the power of Nyx. While the specifics of these massive lions' connection to Nyx is unclear, many myths tell of the deadly predators stalking mortals and spreading fear until they're ultimately defeated by a brave hunter. As a result, overcoming a fleecemane lion is widely considered an early step on the road to becoming a true hero. +Source: Mythic Odysseys of Theros p. 223 + + + + Flitterstep Eidolon + M + undead + Any alignment + 14 + 44 (8d8+8) + walk 40 ft. + 8 + 18 + 13 + 11 + 12 + 10 + + Perception +3, Stealth +8 + 13 + the languages it knew in life + 3 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained + + + Blurred Form + Attack rolls against the eidolon are made with disadvantage unless the eidolon is incapacitated. + + + Evasion + If the eidolon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the eidolon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated. + + + Incorporeal Movement + The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Turn Resistance + The eidolon has advantage on saving throws against any effect that turns undead. + + + Multiattack + The eidolon makes two melee attacks. Immediately before or after one of its attacks, it can use Flitterstep if it is available. + + + Flickering Dagger + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage plus 3 (1d6) psychic damage. + Flickering Dagger|+6|1d4+4 + + + Flitterstep (Recharge 5-6) + The eidolon magically teleports to an unoccupied space it can see within 30 feet of it. If it makes an attack immediately after teleporting, it has advantage on the attack roll. + + When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants. +Of the various types of eidolons, flitterstep eidolons are the most common and wander without purpose. +Source: Mythic Odysseys of Theros p. 222 + + + + Ghostblade Eidolon + M + undead + Any alignment + 12 + 55 (10d8+10) + walk 30 ft. + 16 + 15 + 12 + 13 + 12 + 14 + + Acrobatics +5, Athletics +6, Perception +4 + 14 + the languages it knew in life + 5 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained + + + Blurred Form + Attack rolls against the eidolon are made with disadvantage unless the eidolon is incapacitated. + + + Incorporeal Movement + The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Turn Resistance + The eidolon has advantage on saving throws against any effect that turns undead. + + + Multiattack + The eidolon makes two ghostblade attacks. + + + Ghostblade + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 3) slashing damage plus 11 (2d10) force damage. + Ghostblade|+6|1d8+3 + + When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants. +Of the various types of eidolons, ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles. +Source: Mythic Odysseys of Theros p. 222 + + + + Gold-Forged Sentinel + L + construct + Unaligned + 16 (natural armor) + 76 (8d10+32) + walk 40 ft., fly 60 ft. + 18 + 13 + 19 + 3 + 16 + 10 + + Perception +6 + 16 + understands one language of its creator but can't speak + 5 + + fire, poison + + charmed, exhaustion, paralyzed, petrified, poisoned + darkvision 120 ft. + + Charge + If the sentinel moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + + Spell Turning + The sentinel has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the sentinel and instead targets the caster. + + + Multiattack + The sentinel makes two ram attacks. + + + Ram + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Ram|+7|2d8+4 + + + Fire Breath (Recharge 5-6) + The sentinel exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||6d8 + + The original purpose of gold-forged sentinels is a mystery, and of all Purphoros's original anvilwroughts, this construct is the most difficult to control. A sentinel often operates without a master, stalking the high places of the mortal world or waiting, still as a statue, for what could be decades before reanimating to carry out their mysterious purpose. +The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges. +Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians. +A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters. +Source: Mythic Odysseys of Theros p. 211 + + + + Hippocamp + L + monstrosity + Chaotic Good + 13 (natural armor) + 22 (4d10) + walk 20 ft., swim 50 ft. + 14 + 15 + 11 + 5 + 10 + 6 + + + 10 + + 1/2 + cold + + + + darkvision 120 ft. + + Amphibious + The hippocamp can breathe air and water. + + + Charge + If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. + + + Hooves + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage. + Hooves|+4|2d6+2 + + + Ram + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Ram|+4|1d6+2 + + Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally travel in herds, many hold valued places in triton society. Considered to be servants of Thassa, hippocamps are often unpredictable, but their great speed and strength can prove awe-inspiring when harnessed by the god's will. +Source: Mythic Odysseys of Theros p. 227 + + + + Hundred-Handed One + H + giant + Lawful Neutral + 15 (natural armor) + 243 (18d12+126) + walk 40 ft. + 26 + 15 + 25 + 14 + 16 + 16 + Con +12, Wis +8 + Intimidation +8, Perception +8 + 18 + Giant + 15 + + + + frightened + darkvision 120 ft. + + Reactive + The giant can take one reaction on every turn in a combat. + + + Vigilant + The giant can't be surprised. + + + Multiattack + The giant makes four longsword attacks or two rock attacks. + + + Longsword + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 21 (3d8 + 8) slashing damage. + Longsword|+13|3d8+8 + + + Rock + Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. + Rock|+13|4d10+8 + + + Deflect Attack + The giant adds 5 to its AC against one weapon attack that would hit it. To do so, the giant must see the attacker and be wielding a melee weapon. + + Extra pairs of arms magically orbit the bodies of the titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or archons of old. +Source: Mythic Odysseys of Theros p. 225 + + + + Hythonia + L + monstrosity + Lawful Evil + 17 (natural armor) + 199 (21d10+84) + walk 40 ft., climb 40 ft., swim 40 ft. + 21 + 17 + 19 + 14 + 16 + 18 + Str +11, Con +10, Cha +10 + Deception +10, Insight +9, Perception +9, Stealth +9 + 19 + Common + 17 + + poison + + charmed, frightened, poisoned + darkvision 120 ft. + + Legendary Resistance (3/Day) + If Hythonia fails a saving throw, she can choose to succeed instead. + + + Petrifying Gaze + When a creature that can see Hythonia's eyes starts its turn within 30 feet of her, Hythonia can force it to make a DC 18 Constitution saving throw if she isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, on a failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Hythonia until the start of its next turn, when it can avert its eyes again. If the creature looks at Hythonia in the meantime, it must immediately make the save. If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze. + + + Shed Skin (Mythic Trait; Recharges after a Short or Long Rest) + If Hythonia is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, she sheds her skin, regains 199 hit points, and moves up to her speed without provoking opportunity attacks. + + + Multiattack + Hythonia makes three attacks: one with her claws, one to constrict, and one with her snaky hair. + + + Claws + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage plus 4 (1d8) poison damage. + Claws|+11|1d8+5 + + + Constrict + Melee Weapon Attack: +11 to hit, reach 15 ft., one Large or smaller creature. 16 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained and takes 15 (3d6 + 5) bludgeoning damage at the start of each of its turns, and Hythonia can't constrict another target. + Constrict|+11|2d10+5 + + + Snaky Hair + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 31 (4d12 + 5) bludgeoning damage, and Hythonia can pull the target up to 5 feet closer to her if it is a Large or smaller creature. + Snaky Hair|+11|4d12+5 + + + Hythonia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Hythonia regains spent legendary actions at the start of its turn. + + + Move + Hythonia moves up to her speed without provoking opportunity attacks. + + + Snaky Hair + Hythonia makes one attack with her snaky hair. + + + Petrified Earth (Costs 2 Actions) + Hythonia causes stone spikes to erupt from the ground in a 30-foot radius centered on her. The area becomes difficult terrain until the start of her next turn. Any creature, other than Hythonia, takes 9 (2d8) piercing damage for every 5 feet it moves on those spikes. + + + Mythic Actions + + + If Hythonia's mythic trait is active, she can use the options below as legendary actions for 1 hour after using Shed Skin. + + + Numbing Claws + Hythonia makes two attacks with her claws. If both attacks hit the same creature, it takes an extra 7 (2d6) poison damage and must succeed on a DC 18 Constitution saving throw or become paralyzed until the start of her next turn. + + + Look at Me (Costs 3 Actions) + Hythonia can force a sighted creature she has grappled to see her eyes and be affected by her gaze. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), Hythonia can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row: + • Hythonia briefly animates creatures that have been petrified by her gaze. Each statue attacks one creature within 5 feet of it, with a +11 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. If a Medium or smaller creature takes this damage, it is also grappled (escape DC 15). + • Hythonia causes spectral snakes to erupt from a point she can see within 150 feet of her. Each creature within 20 feet of that point must succeed on a DC 19 Constitution saving throw or take 5 (2d4) piercing damage and become poisoned until the end of its next turn. While poisoned in this way, the creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the confusion spell. + + + Regional Effects + + + The region containing Hythonia's lair is warped by her presence, which creates one or more of the following effects: + • A large population of snakes dwells in the region. + • Trees within 1 mile of the lair are petrified wood. Plants that stay within 500 feet of the lair for 1 day turn to stone. + • Small bodies of water within 1 mile of the lair become poisonous. A creature that drinks the water must succeed on a DC 19 Constitution saving throw or become poisoned for 8 hours. An affected creature can repeat the saving throw at the end of each hour. + + + Hythonia as a Mythic Encounter + Hythonia serves as a potent threat against even high-level characters, but you can increase the challenge by using the Shed Skin trait. When this happens, Hythonia heals many of her wounds and slips away from danger, and then she can choose one of her mythic actions when she uses a legendary action. + You might foreshadow Hythonia using her mythic trait by describing her skin cracking and turning pale as she suffers wounds. Read or paraphrase the following text when Hythonia finally uses her Shed Skin trait: + ------ + The medusa's skin cracks, turns a lifeless gray, and shatters! The monster crumbles to dust—but what clatters to the ground isn't scale and bone, but hollow stone. The sound of rippling coils precedes the medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales. + ------ + Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17 creatures in one encounter. Award a party 36,000 XP for defeating Hythonia after she uses Shed Skin. + + + Innate Spellcasting + Hythonia's spellcasting ability is Charisma (spell save DC 18). She can innately cast animate objects once per day requiring no material components. + 1/day: animate objects + + animate objects + Theros's reclusive medusas often delight in collecting and expanding their galleries of petrified victims. Unlike other medusas, Hythonia isn't merely a collector; she's an artist. +When Hythonia came to the island of Skathos, the inhabitants worshiped her as an avatar of the god Pharika. The cultists eagerly offered themselves up to the medusa's petrifying gaze in hopes of gaining Pharika's favor. Seeing herself surrounded by willing devotees, Hythonia formulated a cruel plan. After encouraging them to engage in wild rituals, Hythonia began turning her followers to stone, weaving their forms to create a grisly throne made of their petrified bodies. +While the medusa's victims have dwindled, tales of the medusa queen and the divine secrets she hoards have not. Hythonia eagerly trades the mysteries she knows but demands a constant price: a beautiful individual to become part of her throne. +Source: Mythic Odysseys of Theros p. 252 + + + + Ironscale Hydra + G + monstrosity + Unaligned + 17 (natural armor) + 181 (11d20+66) + walk 40 ft., swim 40 ft. + 22 + 10 + 22 + 2 + 10 + 7 + + Perception +8 + 18 + + 12 + + acid + + + darkvision 60 ft. + + Acidic Blood + When the hydra takes piercing or slashing damage, each creature within 5 feet of the hydra takes 9 (2d8) acid damage. + + + Hold Breath + The hydra can hold its breath for 1 hour. + + + Multiple Heads + The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. + + + Reactive Heads + For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. + + + Wakeful + While the hydra sleeps, at least one of its heads is awake. + + + Multiattack + The hydra makes as many bite attacks as it has heads. + + + Bite + Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 17 (2d10 + 6) piercing damage. + Bite|+10|2d10+6 + + Five-headed ironscale hydras lurk in the wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods' notice. Most ironscale hydras inhabit lakes and boggy caverns, from which they hunt unwary creatures that come for a drink or swim. +What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the legendary hydra Polukranos. +Source: Mythic Odysseys of Theros p. 231 + + + + Lampad + M + fey + Neutral Evil + 15 (natural armor) + 52 (8d8+16) + walk 30 ft. + 12 + 13 + 14 + 11 + 12 + 18 + + Deception +6, Intimidation +6 + 11 + Common, Sylvan + 3 + necrotic + poison + + charmed, frightened, poisoned + + + Corpse Stride + Once on its turn, the lampad can use 10 feet of its movement to step magically into one creature's corpse within its reach and emerge from a second creature's corpse within 60 feet of the first corpse, appearing in an unoccupied space within 5 feet of the second corpse. Both corpses must be Medium or bigger. + + + Magic Resistance + The lampad has advantage on saving throws against spells and other magical effects. + + + Multiattack + The lampad attacks twice with its necrotic touch or chill touch. + + + Necrotic Touch + Melee Spell Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) necrotic damage. + Necrotic Touch|+6|1d10+4 + + + Chill Touch (Cantrip) + Ranged Spell Attack: +6 to hit, range 120 ft., one creature. 9 (2d8) necrotic damage, and the target can't regain hit points until the start of the lampad's next turn. If the target is undead, it has disadvantage on attack rolls against the lampad until the end of the lampad's next turn. + Chill Touch (Cantrip)|+6|2d8 + + + Innate Spellcasting + The lampad's spellcasting ability is Charisma (+6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: chill touch (see "Actions" below), gentle repose + + chill touch, gentle repose + Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that collect along the Tartyx River and reclaiming wayward souls that try to slip back to the mortal world. This means lampads are most often spotted in graveyards, crumbling crypts, and tunnels that bore deep into the earth, and near portals to the Underworld. +Nymphs. Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts. +Immortal Nature. A nymph doesn't require food, drink, or sleep. +Source: Mythic Odysseys of Theros p. 235 + + + + Leonin Iconoclast + M + humanoid (leonin) + Any alignment + 17 (Unarmored Defense) + 67 (9d8+27) + walk 40 ft. + 14 + 18 + 16 + 13 + 17 + 10 + Dex +7, Wis +6 + Arcana +4, Insight +6, Intimidation +3, Stealth +7, Survival +6 + 13 + Common, Leonin + 5 + + + + + darkvision 60 ft. + + Evasion + If the leonin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated. + + + Unarmored Defense + While the leonin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The leonin makes three weapon attacks. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 7 (2d6) force damage. + Claws|+7|2d6+4 + + + Dart + Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. 6 (1d4 + 4) piercing damage. + Dart|+7|1d4+4 + + + Innate Spellcasting + The leonin's spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: + 1/day each: banishment, detect evil and good + + banishment, detect evil and good + While leonin don't deny the existence of the gods, most denounce them, believing the deities are more likely to spread doom than peace and bounty. Some leonin, known as iconoclasts, devote themselves to thwarting the gods by hunting down their followers and all things born of Nyx that impede on Oreskos and the safety of the leonin prides. +Prides of leonin roam the plains of Oreskos, protecting the land and its creatures from interlopers, both mortal and immortal. As many leonin suffered at the hands of archon tyrants in ages past, today their prides largely avoid contact with other peoples and spurn the gods that ignored their plight. Since then, the leonin have flourished, finding strength in their bonds with one another and the land. Only in recent times have some leonin started guardedly looking beyond their homeland and wondering what role they might take in the wider world. +Most leonin hunters are tribal warriors, but those who hunt the servants of the gods rather than game are known as leonin iconoclasts. +Source: Mythic Odysseys of Theros p. 232 + + + + Medusa + M + monstrosity + Lawful Evil + 15 (natural armor) + 127 (17d8+51) + walk 30 ft. + 10 + 15 + 16 + 12 + 13 + 15 + + Deception +5, Insight +4, Perception +4, Stealth +5 + 14 + Common + 6 + + + + + darkvision 60 ft. + + Petrifying Gaze + When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. + If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. + + + Multiattack + The medusa makes either three melee attacks—one with its snake hair, one to constrict, and one with its shortsword—or two ranged attacks with its longbow. + + + Snake Hair + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. + Snake Hair|+5|1d4+2 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+5|1d6+2 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. + Longbow|+5|1d8+2 + + + Constrict + Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 7 (2d6) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the medusa can't constrict another target. + Constrict|+3|2d6 + + +Source: Mythic Odysseys of Theros p. 206 + desert + + + Meletian Hoplite + M + humanoid + Any alignment + 18 (breastplate, shield) + 49 (9d8+9) + walk 30 ft. + 16 + 14 + 12 + 16 + 13 + 11 + Dex +4, Int +5 + Arcana +5, History +5, Perception +3 + 13 + Common + 3 + + + + + + + Multiattack + The hoplite makes three weapon attacks. It can replace one weapon attack with ray of frost. + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. + Spear|+5|1d6+3 + + + Shield Bash + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + Shield Bash|+5|1d4+3 + + + Ray of Frost (Cantrip) + Ranged Spell Attack: +5 to hit, range 60 ft., one creature. 4 (1d8) cold damage, and the target's speed is reduced by 10 feet until the start of the hoplite's next turn. + Ray of Frost (Cantrip)|+5|1d8 + + + Spellcasting + The hoplite is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): mage hand, minor illusion, ray of frost (see "Actions" below) + • 1st level (4 slots): color spray, expeditious retreat, sleep + • 2nd level (2 slots): blur, cloud of daggers, invisibility + + 4, 2 + mage hand, minor illusion, ray of frost, color spray, expeditious retreat, sleep, blur, cloud of daggers, invisibility + Meletian hoplites use a combination of cunning, faith, and magic to defend their coastal home. Most of these skilled soldiers serve in the Reverent Army, the defenders of Meletis, which uses an array of proven strategies and flexible troop formations to gain the advantage over foes. Bolstered by trained griffon and pegasus steeds, they strike foes where they least expect. +Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories. +The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of. +Meletian Hoplite Unit Names +D8 | Name +1 | Kraken's Claw +2 | Hands of Justice +3 | Thassa's Spear +4 | Ephara's Shield +5 | Kindred of the Deep +6 | Riders of Heliod +7 | Keepers of Pyrgnos +8 | The Skysworn + +Source: Mythic Odysseys of Theros p. 229 + + + + Naiad + M + fey + Chaotic Neutral + 15 (natural armor) + 31 (7d8) + walk 30 ft., swim 30 ft. + 10 + 16 + 11 + 15 + 10 + 18 + + Persuasion +6, Sleight of hand +5 + 10 + Common, Sylvan + 2 + psychic + poison + + charmed, frightened, poisoned + + + Amphibious + The naiad can breathe air and water. + + + Invisible in Water + The naiad is invisible while fully immersed in water. + + + Magic Resistance + The naiad has advantage on saving throws against spells and other magical effects. + + + Multiattack + The naiad makes two psychic touch attacks. + + + Psychic Touch + Melee Spell Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) psychic damage. + Psychic Touch|+6|1d10+4 + + + Innate Spellcasting + The naiad's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: + At will: minor illusion + 3/day: phantasmal force + 1/day each: fly, hypnotic pattern + + minor illusion, phantasmal force, fly, hypnotic pattern + Naiads live in and near water. They might be spotted among rivers and lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force, naiads gather to revel in nature's might. Individual naiads often grow fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its personality. +Aquatic Collectors. Curious by nature, naiads often seek out what the seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains for whatever catches their eye. Living creatures aren't exempt from this curiosity, either. Naiads are known to befriend aquatic creatures, or even to keep modest menageries. The occasional star-crossed castaway has even been known to become part of such collections. +Secret Routes of the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this belief, and certainly numerous reports tell of charmed nymphs leading lost seafarers home. Yet, if tales of naiad-led galleys appearing amid the headwaters of mountain rivers are true, only the nymphs know for sure. +Nymphs. Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts. +Immortal Nature. A nymph doesn't require food, drink, or sleep. +Source: Mythic Odysseys of Theros p. 236 + + + + Nightmare Shepherd + L + fiend + Lawful Evil + 18 (natural armor) + 133 (14d10+56) + walk 30 ft., fly 60 ft. + 19 + 15 + 18 + 14 + 17 + 20 + Con +8, Wis +7 + Arcana +6, Deception +9, Perception +7, Persuasion +9 + 17 + Abyssal, Common, Infernal + 11 + cold, necrotic + poison + + poisoned + darkvision 120 ft. + + Aura of Nightmares + Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn't undead or a construct starts its turn within 30 feet of the shepherd, that creature must succeed on a DC 17 Wisdom saving throw or take 11 (2d10) psychic damage. + + + Magic Resistance + The shepherd has advantage on saving throws against spells and other magical effects. + + + Multiattack + The shepherd makes two attacks: one with its claws and one with its staff. + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage plus 16 (3d10) necrotic damage. + Claws|+8|2d8+4 + + + Staff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if used with two hands, plus 26 (4d12) psychic damage. + Staff|+8|2d6+4 + + + Herd the Underworld (Recharges after a Short or Long Rest) + The shepherd pulls twisted souls from the Underworld; 1d6 shadow (without Sunlight Weakness) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until they're destroyed. They disappear when the shepherd dies. + + + Innate Spellcasting + The shepherd's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + 1/day each: confusion, dispel magic, hold person, suggestion + + confusion, dispel magic, hold person, suggestion + A nightmare shepherd is a gaunt, ashen fiend with leathery wings. It carries a shepherd's crook, which it uses to direct a flock of wandering dead that it torments and occasionally feeds upon. +Source: Mythic Odysseys of Theros p. 221 + + + + Nyx-Fleece Ram + M + monstrosity + Unaligned + 14 (natural armor) + 27 (5d8+5) + walk 40 ft. + 16 + 14 + 12 + 3 + 13 + 10 + + + 11 + + 1 + + + + + + + Charge + If the ram moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Magic Resistance + The ram has advantage on saving throws against spells and other magical effects. + + + Sure-Footed + The ram has advantage on Strength and Dexterity saving throws against effects that would knock it prone. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage plus 3 (1d6) force damage. + Ram|+5|2d4+3 + + Touched by the gods, Nyx-fleece rams grow remarkable magical wool. This makes the beasts valuable to heroes and scoundrels alike, who would use their wool for either protection or profit. Divine servants guard the few herds of Nyx-fleece rams dwelling among Theros's loftiest peaks, assuring they don't fall into unworthy hands. +Source: Mythic Odysseys of Theros p. 233 + + + + Oracle + M + humanoid + Any alignment + 15 (Blessings Of The Gods) + 44 (8d8+8) + walk 30 ft. + 10 + 14 + 12 + 13 + 16 + 15 + Wis +5, Cha +4 + Insight +5, Persuasion +4, Religion +5 + 13 + Celestial, Common + 4 + + + + + + + Blessings of the Gods + While the oracle is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. In addition, a creature that hits the oracle with a melee attack while within 5 feet of it takes 9 (2d8) force damage. + + + Eldritch Touch + Melee Spell Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) force damage. + Eldritch Touch|+5|1d6+3 + + + Divine Insight (3/Day) + When the oracle or a creature it can see makes an attack roll, a saving throw, or an ability check, the oracle can cause the roll to be made with advantage or disadvantage. + + + Innate Spellcasting + The oracle's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: guidance, light, thaumaturgy + 3/day each: bless, guiding bolt, healing word, hold person + 1/day each: augury, scrying + + guidance, light, thaumaturgy, bless, guiding bolt, healing word, hold person, augury, scrying + Oracles posses the ability to interpret the patterns and language of Nyx, divining from it the flow of fates and the will of the gods. Most of these gifted—or cursed—mortals communicate with a single god, interpreting their intentions for the wider world. Others aren't aligned with a god and observe the night sky, reading Nyx like a vast, cryptic scroll for insights. +Source: Mythic Odysseys of Theros p. 238 + + + + Oread + M + fey + Chaotic Evil + 16 (natural armor) + 49 (9d8+9) + walk 30 ft. + 14 + 14 + 12 + 11 + 13 + 18 + + Acrobatics +4, Athletics +4, Performance +6 + 11 + Common, Sylvan + 4 + + fire, poison + + charmed, frightened, poisoned + + + Invisible in Fire + The oread is invisible while fully immersed in fire. + + + Magic Resistance + The oread has advantage on saving throws against spells and other magical effects. + + + Multiattack + The oread attacks twice with its fiery touch or fire bolt. + + + Fiery Touch + Melee Spell Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) fire damage. + Fiery Touch|+6|1d10+4 + + + Fire Bolt (Cantrip) + Ranged Spell Attack: +6 to hit, range 120 ft., one target. 5 (1d10) fire damage. + Fire Bolt (Cantrip)|+6|1d10 + + + Hellish Rebuke (2nd-Level Spell; 1/Day) + When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one. + + + Innate Spellcasting + The oread's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: fire bolt (see "Actions" below) + 3/day: burning hands + 1/day each: hellish rebuke (see "Reactions" below), scorching ray + + fire bolt, burning hands, hellish rebuke, scorching ray + Aggressive oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what they can to maximize the impending devastation. +Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work to alter the natural course of destruction, neither will they make another nymph's home part of any calamity they encourage. As a result, part of what makes an alseid's field or a dryad's grove seem so blessed is that oreads go out of their way to leave such sites alone. +Tales of Fire. The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it to relish in the destruction of a novel or remarkable item. In recompense, the oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even greater wonder. In more tales, though, a smith pursues an oread, then later the mortal's associates find familiar tools and a heap of ashes. +Nymphs. Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts. +Immortal Nature. A nymph doesn't require food, drink, or sleep. +Source: Mythic Odysseys of Theros p. 237 + + + + Phylaskia + L + undead + Lawful Neutral + 18 (plate armor) + 104 (11d10+44) + walk 40 ft. + 20 + 15 + 18 + 10 + 16 + 14 + Con +8, Wis +7 + Insight +7, Perception +7 + 17 + all + 9 + + necrotic, poison + + blinded, charmed, deafened, exhaustion, frightened, poisoned + truesight 120 ft. + + Gatekeeper's Aura + Any creature that starts its turn within 10 feet of the phylaskia must make a DC 15 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage on saving throws and its speed is halved until the start of its next turn. + + + Undead Fortitude + If damage reduces the phylaskia to 0 hit points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the phylaskia drops to 1 hit point instead. + + + Vigilant + The phylaskia can't be surprised. + + + Multiattack + The phylaskia makes two longsword attacks and uses its Strength Drain once. + + + Longsword + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands, plus 11 (2d10) necrotic damage. + Longsword|+9|2d8+5 + + + Strength Drain + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 12 (2d6 + 5) necrotic damage. Unless the target is immune to necrotic damage, its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. + Strength Drain|+9|2d6+5 + + These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them. +Source: Mythic Odysseys of Theros p. 239 + + + + Polukranos + G + monstrosity + Unaligned + 17 (natural armor) + 232 (15d20+75) + walk 50 ft., swim 50 ft. + 25 + 15 + 21 + 4 + 14 + 10 + + Perception +14 + 24 + + 19 + + acid + + + darkvision 120 ft. + + Acidic Blood + When Polukranos takes piercing or slashing damage, each creature within 5 feet of Polukranos takes 10 (3d6) acid damage. + + + Hold Breath + Polukranos can hold its breath for 1 hour. + + + Legendary Resistance (3/Day) + If Polukranos fails a saving throw, it can choose to succeed instead. + + + Multiple Heads + Polukranos has five heads. While it has more than one head, Polukranos has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever Polukranos takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Polukranos dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken 40 or more fire damage since its last turn. Polukranos regains 20 hit points for each head regrown in this way. + + + Reactive Heads + For each head Polukranos has beyond one, it gets an extra reaction that can be used only to make opportunity attacks. + + + Siege Monster + Polukranos deals double damage to objects and structures. + + + Wakeful + While Polukranos sleeps, at least one of its heads is awake. + + + Multiattack + Polukranos makes as many bite attacks as it has heads. + + + Bite + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 18 (2d10 + 7) piercing damage. + Bite|+13|2d10+7 + + + Stomp + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage. + Stomp|+13|2d8+7 + + + Tail + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 18 (2d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away from Polukranos. + Tail|+13|2d10+7 + + + Polukranos can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Polukranos regains spent legendary actions at the start of its turn. + + + Detect + Polukranos makes a Wisdom (Perception) check. + + + Tail Swipe + Polukranos makes a tail attack. + + + Trampling Charge (Costs 3 Actions) + Polukranos moves up to 50 feet in a straight line and can move through the space of any creature Huge or smaller. The first time it enters each creature's space during this move, it can make a stomp attack against that creature. + + Polukranos, called the World Eater, is the mortal manifestation of the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the monster deep within the Nessian Wood. That incarnation was slain, but the eternal ideal remains. A new incarnation of the World Eater is a fearsome omen, as the monster only appears when the pillars of the world tremble and terrible things are afoot in the realm of the gods. Its rampages often presage an age of menace for all civilization. +What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the legendary hydra Polukranos. +Source: Mythic Odysseys of Theros p. 231 + + + + Returned Drifter + M + undead + Lawful Neutral + 13 (leather armor) + 11 (2d8+2) + walk 30 ft. + 14 + 15 + 12 + 10 + 12 + 11 + + + 11 + the languages it knew in life + 1/4 + necrotic + poison + + poisoned + + + Turn Resistance + The Returned has advantage on saving throws against any effect that turns undead. + + + Unreadable Face + The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage. + Scimitar|+4|1d6+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|+4|1d4+2 + + Many Returned are pitiable souls who managed to escape from the Underworld only to find themselves stripped of the passions that motivated their flight. Lacking purpose and shunned by the living, these Returned typically seek places where they'll be left in peace, such as lonely tombs or the necropoleis of Asphodel and Odunos. There they go through half-hearted parodies of life, impeded by distraction and ennui. Despite this, even the most languorous Returned defend themselves if threatened and might be pressed into the service of their more willful brethren. +Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks. +Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance. +Source: Mythic Odysseys of Theros p. 240 + + + + Returned Kakomantis + M + undead + Chaotic Evil + 15 (natural armor) + 65 (10d8+20) + walk 30 ft. + 10 + 17 + 14 + 13 + 12 + 15 + + Acrobatics +5, Athletics +2, Stealth +5 + 11 + the languages it knew in life + 4 + necrotic + poison + + poisoned + + + Fleeting Anger + If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn. + + + Turn Resistance + The Returned has advantage on saving throws against any effect that turns undead. + + + Unreadable Face + The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage. + Shortsword|+5|1d6+3 + + + Underworld Bolt + Ranged Spell Attack: +4 to hit, range 120 ft., one creature. 13 (2d8 + 2) necrotic damage, and the target can't regain hit points until the start of the Returned's next turn. If the target is missing any of its hit points, it instead takes 17 (2d12 + 2) necrotic damage. + Underworld Bolt|+4|2d8+2 + + Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned. These Returned, called kakomanteis, use their magical prowess to control the energy that suffuses the Underworld. +Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks. +Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance. +Source: Mythic Odysseys of Theros p. 240 + + + + Returned Palamnite + M + undead + Chaotic Evil + 15 (natural armor) + 65 (10d8+20) + walk 30 ft. + 10 + 17 + 14 + 13 + 12 + 15 + + Acrobatics +5, Athletics +2, Stealth +5 + 11 + the languages it knew in life + 4 + necrotic + poison + + poisoned + + + Fleeting Anger + If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn. + + + Turn Resistance + The Returned has advantage on saving throws against any effect that turns undead. + + + Unreadable Face + The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage. + + + Multiattack + The Returned makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage. + Shortsword|+5|1d6+3 + + Even death and the loss of their identities can't erase the rage that inspires Returned palamnites. These Returned led violent lives, existences filled with such pain and hatred that violence now suffuses their deathless bodies. Such makes them exceptionally dangerous to the living, as these aimless killers know only suffering and seek to spread it whenever the opportunity arises. While palamnites might wander the world as dangerous, lone murderers, many gravitate to Odunos, where they serve the vicious will of Tymaret the Murder King (see chapter 3). +Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks. +Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance. +Source: Mythic Odysseys of Theros p. 241 + + + + Returned Sentry + M + undead + Lawful Evil + 15 (leather armor, shield) + 22 (4d8+4) + walk 30 ft. + 16 + 15 + 12 + 10 + 12 + 11 + + + 11 + the languages it knew in life + 1 + necrotic + poison + + poisoned + + + Pack Tactics + The Returned has advantage on an attack roll against a creature if at least one of the Returned's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Turn Resistance + The Returned has advantage on saving throws against any effect that turns undead. + + + Unreadable Face + The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage. + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) poison damage. + Spear|+5|1d6+3 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|+4|1d4+2 + + +Source: Mythic Odysseys of Theros p. 241 + + + + Satyr Reveler + M + fey + Chaotic Neutral + 13 + 33 (6d8+6) + walk 40 ft. + 12 + 16 + 13 + 12 + 10 + 16 + + Acrobatics +5, Performance +7, Stealth +5 + 10 + Common, Sylvan + 1 + + + + + + + Enthralling Performance + If the satyr performs for at least 1 minute, it chooses up to four humanoids within 60 feet of it who watched or listened to the entire performance. Each target must succeed on a DC 13 Wisdom saving throw or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr's revels. The charmed condition ends for the creature after 1 hour, if it takes any damage, if the satyr attacks the target, or if the target witnesses the satyr attacking or damaging any of the target's allies. + + + Magic Resistance + The satyr has advantage on saving throws against spells and other magical effects. + + + Sleepless Reveler + Magic can't put the satyr to sleep. + + + Multiattack + The satyr makes two ram attacks or two shortbow attacks. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) bludgeoning damage. + Ram|+3|2d4+1 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|+5|1d6+3 + + Pursuing lives of endless reverie, satyr revelers eagerly participate in celebrations wherever they find them. Their boisterous natures go far toward tempting others to eat, drink, and carouse with them. Faced with stodgier individuals or outright rivals, satyr revelers don't balk at using the magic of their music, dance, or other performances to charm opponents into joining their festivities. In the aftermath, these satyrs' foes are more likely to suffer embarrassment and groggy mornings than any lasting harm. +While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration. +Source: Mythic Odysseys of Theros p. 242 + + + + Satyr Thornbearer + M + fey + Chaotic Neutral + 15 (leather armor) + 38 (7d8+7) + walk 40 ft. + 12 + 18 + 12 + 11 + 13 + 14 + + Perception +5, Performance +6, Stealth +6 + 15 + Common, Sylvan + 2 + + + + + + + Magic Resistance + The satyr has advantage on saving throws against spells and other magical effects. + + + Sleepless Reveler + Magic can't put the satyr to sleep. + + + Multiattack + The satyr makes three ram attacks or three shortbow attacks. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) bludgeoning damage. + Ram|+3|2d4+1 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d6 + 4) piercing damage. + Shortbow|+6|1d6+4 + + + Hail of Arrows (Recharges after a Short or Long Rest) + The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. + Hail of Arrows (Recharges after a Short or Long Rest)||5d6 + + Not all satyrs live lives of pure whimsy. When forced to defend their friends and homes, satyr thornbearers are quick to take up their bows and strike against danger. Particularly amid the dense trees of the Skola Vale, these satyr skirmishers cooperate in loose teams, using guerrilla tactics to harass foes then melt back into the forest. The blessings of Nylea aid the satyrs in protecting their home, and a single arrow from a thornbearer's bow might rain down like a volley from a whole army. +While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration. +Source: Mythic Odysseys of Theros p. 243 + + + + Setessan Hoplite + M + humanoid + Any alignment + 16 (leather armor, shield) + 58 (9d8+18) + walk 30 ft. + 14 + 16 + 14 + 13 + 16 + 11 + Dex +5, Wis +5 + Acrobatics +5, Perception +5, Survival +5 + 15 + Common + 4 + + + + + + + Pack Tactics + The hoplite has advantage on an attack roll against a creature if at least one of the hoplite's allies is within 5 feet of the hoplite and the ally isn't incapacitated. + + + Multiattack + The hoplite makes two scimitar attacks or two longbow attacks. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage plus 10 (3d6) poison damage. + Scimitar|+5|1d6+3 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage plus 10 (3d6) poison damage. + Longbow|+5|1d8+3 + + Most Setessan hoplites begin their training as hunters, making them skilled in traversing the woods and adept at both guerrilla tactics and archery. Their strategies often emulate the favored servants of Nylea—especially wild beasts like wolves and lynxes. Typically a few soldiers harry an enemy while the rest capitalize on their foe's distraction. +Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories. +The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of. +Setessan Hoplite Unit Names +d8 | Name +1 | Nylea's Arrows +2 | The Watchers +3 | Fangs of Ophis +4 | The Swiftswords +5 | Karametra's Wolves +6 | Defenders of the Grove +7 | Bronze Blades +8 | The Jackals + +Source: Mythic Odysseys of Theros p. 229 + + + + Theran Chimera + L + monstrosity + Unaligned + 15 (natural armor) + 95 (10d10+40) + walk 30 ft., fly 60 ft. + 18 + 13 + 19 + 3 + 14 + 10 + Con +7, Wis +5 + Perception +5 + 15 + understands Draconic but can't speak + 7 + + + + + darkvision 60 ft. + + Spell Turning + The chimera has advantage on a saving throw against any spell that targets only the chimera (not an area). If the chimera's saving throw is successful and the spell is of 4th level or lower, the spell has no effect on the chimera and instead targets the caster. + + + Multiattack + The chimera makes three attacks: one with its claws, one with its head, and one with its tail. When its breath weapon is available, it can use the breath in place of its head or its claws. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws|+7|2d8+4 + + + Head + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) piercing damage. + Head|+7|1d12+4 + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Tail|+7|2d6+4 + + + Breath Weapon (Recharge 5-6) + The chimera exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 32 (5d12) fire damage on a failed save, or half as much damage on a successful one. + Breath Weapon (Recharge 5-6)||5d12 + + The term chimera applies to a wide variety of disparate monsters that combine the features of multiple beasts. While many artistic depictions represent chimeras as an amalgam of lion, ram, and dragon, these beasts appear with nearly endless variations. +The Akroans tell a tale of the first chimera's origin, wherein the god Keranos sought to test Nylea's favorite champion, Renata of Setessa, by creating a beast so deadly that even she would balk at trying to hunt it. When Renata slayed this lion-ram-dragon creation effortlessly, Keranos created another combination of deadlier beasts to challenge her. She slayed that beast, too. Despite countless attempts, Keranos was unable to create a beast that Renata couldn't best. +Chimeras typically roam the deep wilds of the world, constantly seeking a lair that would perfectly suit one of its heads, but then finding it unsatisfying to two-thirds of its being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to appear in a region. As such chaotic magic is inherent to a chimera's being, these monsters often manage to shrug off spells cast against them. +Customizing a Chimera +The Theran chimera stat block presents one possible chimera configuration. You may customize these statistics to design your own unique chimera. To do so, simply roll once on one or all of the following tables. Results from the Body Composition table adjust the Theran chimera as described, while results on the Breath Weapons, Head Attacks, and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result. +Body Composition +d4 | Attack +1 | Plains Creature. The chimera's body is that of a large lowland creature, such as a bull or a bear, and it lacks wings and a flying speed. The chimera is especially resilient, gaining resistance to cold and fire damage. +2 | Coast Creature. The chimera's body is that of a coastal or aquatic creature, such as a heron or a shark. The chimera gains a swimming speed equal to its walking speed and can breathe air and water. +3 | Mountain Creature. The chimera's body is that of a mountain-dwelling creature, such as a ram or a dragon. The chimera doesn't provoke an opportunity attack when it flies out of an enemy's reach. +4 | Swamp Creature. The chimera's body is that of a swamp creature or a cavern-dweller, such as a giant lizard or spider. The chimera gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + +Head Attacks +d4 | Attack +1 | Bull Horns. If the chimera moves at least 20 feet straight toward a target and then hits it with a head attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. +2 | Shark Bite. The chimera has advantage on a head attack roll against any creature that doesn't have all its hit points. +3 | Unicorn Horn. The chimera's head attack is magical and deals an extra 4 (1d8) radiant damage. +4 | Cockatrice Beak. A creature hit by the chimera's head attack must succeed on a DC 15 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. + +Breath Weapons +d4 | Attack +1 | Lightning Breath (Recharge 5–6). The chimera exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. +2 | Tidal Wave Breath (Recharge 5–6). The chimera has an aquatic creature's head that exhales a torrent of acidic water in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw. On failed save, a creature takes 27 (5d10) acid damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. +3 | Venom Spray (Recharge 5–6). The chimera has a venomous creature's head that exhales a spray of poison in a 15-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a target takes 35 (10d6) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +4 | Necrotic Breath (Recharge 5–6). The chimera exhales necrotic energy in a 15-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw, or it takes 31 (7d8) necrotic damage and is unable to regain hit points until the end of its next turn. + +Tail Attacks +d4 | Attack +1 | Venomous Tail. The chimera's tail ends in a snake's head or a stinger, which deals piercing damage instead of bludgeoning damage. In addition, when the chimera hits a creature with its tail, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +2 | Perplexing Tail. The chimera has an additional head where its tail should be. The chimera loses its tail attack and makes two head attacks when it takes the Multiattack action. Use the Head Attacks table to determine the nature of the new head. +3 | Shark Tail. The chimera's tail is a large fin. When the chimera hits a creature with its tail, the creature is also pushed up to 10 feet away. +4 | Constricting Tail. The chimera's tail can constrict prey. If the chimera hits a creature with its tail, the target is grappled (escape DC 15) if it is Large or smaller. Until this grapple ends, the target is restrained, and the chimera can't use its tail on another target. + +Source: Mythic Odysseys of Theros p. 216 + + + + Triton Master of Waves + M + humanoid (triton) + Neutral + 15 (natural armor) + 105 (14d8+42) + walk 30 ft., swim 30 ft. + 16 + 11 + 16 + 10 + 12 + 19 + Dex +3, Int +3, Cha +7 + Athletics +6, Nature +6, Survival +4 + 11 + Common, Primordial + 8 + cold, fire + + + + darkvision 60 ft. + + Amphibious + The triton can breathe air and water. + + + Summon Water Weird (Recharges after a Short or Long Rest) + As a bonus action, the triton magically summons 1d4 water weird. The summoned weirds appear in unoccupied spaces in water within 60 feet of the triton. The water weirds act immediately after the triton on the same initiative count and fight until they're destroyed. They disappear if the triton dies. + + + Multiattack + The triton makes two attacks using Wave Touch and casts ray of frost. + + + Wave Touch + Melee Spell Attack: +7 to hit, reach 5 ft., one target. 22 (4d10) cold damage. + Wave Touch|+7|4d10 + + + Ray of Frost (Cantrip) + Ranged Spell Attack: +7 to hit, range 60 ft., one creature. 13 (3d8) cold damage, and the target's speed is reduced by 10 feet until the start of the triton's next turn. + Ray of Frost (Cantrip)|+7|3d8 + + + Frigid Shield + When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the triton takes 9 (2d8) cold damage. + + + Innate Spellcasting + The triton's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: ray of frost (see "Actions" below) + 2/day: cone of cold + 1/day each: fog cloud, gust of wind, wind wall + + ray of frost, cone of cold, fog cloud, gust of wind, wind wall + Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their ally, using it to defend their people or enact Thassa's wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean's depths. +Although many masters of waves resent land-dwellers and strike out at those who trespass upon their waters, most are devoted followers of the sea god. Those who share their faith or who bear earnest offerings to Thassa might defuse the tritons' ire—that is, if they survive the deadly winds and waves that typically herald these sea guardians' appearance. +Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few dare insult tritons in their home environment, but those who do and survive often learn that the tritons' wrath doesn't end at the shore. +Source: Mythic Odysseys of Theros p. 245 + + + + Triton Shorestalker + M + humanoid (triton) + Neutral Evil + 13 + 32 (5d8+10) + walk 30 ft., swim 30 ft. + 11 + 16 + 14 + 10 + 15 + 11 + + Nature +4, Perception +4, Stealth +5 + 14 + Common, Primordial + 2 + cold + + + + darkvision 60 ft. + + Amphibious + The triton can breathe air and water. + + + Nimble Escape + The triton can take the Disengage or Hide actions as a bonus action on each of its turns. + + + Multiattack + The triton makes two urchin-spine shortsword attacks. + + + Urchin-Spine Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage. If the damage reduces a creature to 0 hit points, that creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Urchin-Spine Shortsword|+5|1d6+3 + + + Poisoned Spine + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. + Poisoned Spine|+5|1d4+3 + + + Innate Spellcasting + The triton's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: + 1/day each: fog cloud, gust of wind + + fog cloud, gust of wind + Some insults don't wash away with the tides. When surface dwellers threaten the safety of triton communities, impede upon Thassa's holiest depths, or steal the treasures of the deep, triton shorestalkers seek vengeance. Using speed and poison harvested from deadly sea beasts, these triton assassins slip into shallow waters and strike when least expected. Often, surface dwellers don't even realize they've been attacked by shorestalkers, chalking disappearances and deaths up to the innumerable dangers of the sea. +Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few dare insult tritons in their home environment, but those who do and survive often learn that the tritons' wrath doesn't end at the shore. +Source: Mythic Odysseys of Theros p. 244 + + + + Tromokratis + G + monstrosity (titan) + Any alignment + 22 (natural armor) + 409 (21d20+189) + walk 30 ft., swim 80 ft. + 30 + 11 + 29 + 22 + 11 + 10 + Int +14, Wis +8 + + 10 + + 26 + cold, lightning, thunder + fire; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, paralyzed, restrained + blindsight 120 ft. + + Amphibious + Tromokratis can breathe air and water. + + + Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest) + When Tromokratis is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an AC of 22 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the carapace heals, any destroyed hearts regenerate, and the hearts are covered again. Tromokratis dies when all the hearts are destroyed. + + + Legendary Resistance (3/Day) + If Tromokratis fails a saving throw, it can choose to succeed instead. + + + Magic Weapons + Tromokratis's weapon attacks are magical. + + + Siege Monster + Tromokratis deals double damage to objects and structures. + + + Spell-Resistant Carapace + Tromokratis has advantage on saving throws against spells, and any creature that makes a spell attack against Tromokratis has disadvantage on the attack roll. + + + Multiattack + Tromokratis makes three attacks: one with its pincer, one with its tail, and one with its tentacle grasp. + + + Pincer + Melee Weapon Attack: +18 to hit, reach 20 ft., one target. 20 (3d6 + 10) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 26). Until the grapple ends, the target is restrained, and Tromokratis can't use this attack on anyone else. + Pincer|+18|3d6+10 + + + Tail + Melee Weapon Attack: +18 to hit, reach 20 ft., one target. 23 (3d8 + 10) bludgeoning damage, and if the target is a creature, it is knocked prone. + Tail|+18|3d8+10 + + + Tentacle Grasp + Melee Weapon Attack: +18 to hit, reach 20 ft., one creature. 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 26). If the target doesn't escape by the end of its next turn, Tromokratis throws the target up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. + Tentacle Grasp|+18|3d6+10 + + + Bite + Melee Weapon Attack: +18 to hit, reach 5 ft., one target. 29 (3d12 + 10) piercing damage. If the target is a Large or smaller creature grappled by Tromokratis, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Tromokratis, and it takes 42 (12d6) acid damage at the start of each of Tromokratis's turns. If Tromokratis takes 50 damage or more on a single turn from a creature inside it, Tromokratis must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Tromokratis. If Tromokratis dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. + Bite|+18|3d12+10 + + + Tromokratis can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Tromokratis regains spent legendary actions at the start of its turn. + + + Move + Tromokratis moves up to half its speed. + + + Tail + Tromokratis makes one tail attack. + + + Bite (Costs 3 Actions) + Tromokratis makes one bite attack. + + + Mythic Actions + + + If Tromokratis's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Hearts of the Kraken. + + + Rampage + Tromokratis makes two attacks: one with its tail and one with its tentacle grasp. + + + Coral Growth (Costs 2 Actions) + Each creature within 10 feet of Tromokratis must make a DC 25 Dexterity saving throw, taking 13 (3d8) slashing damage on a failed save, or half as much damage on a successful one. Until the start of its next turn, Tromokratis and its hearts gain a +2 bonus to AC. + + + Tromokratis as a Mythic Encounter + Tromokratis numbers among the most powerful creatures a group of adventurers might face. If you wish to make an encounter with the kraken truly legendary, Tromokratis might use its Hearts of the Kraken mythic trait. When this happens, it calls upon a reserve of strength just as it appears to be vanquished. After its hearts are exposed, Tromokratis can choose one of its mythic actions when it uses a legendary action. + Read or paraphrase the following text when Tromokratis uses its Hearts of the Kraken trait: + ------ + The titanic monster's carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast's ancient shell, revealing three other mighty, ichor-slick organs. The sea terror thrashes, channeling pain into fury. + ------ + Fighting Tromokratis as a mythic encounter is equivalent to taking on two CR 26 creatures in one encounter. Award a party 180,000 XP for defeating Tromokratis after it uses Hearts of the Kraken. + + Most krakens roam the seas, shattering hulls and scattering fleets, but the kraken Tromokratis notoriously vents its wrath on coastal settlements. Whether it acts at the command of the god Thassa or to sate its own hunger, Tromokratis numbers among the most feared threats in the sea, having no fixed lair and wandering where it will. In recent memory, the massive menace rose from the waves to topple the Pyrgnos, Meletis's great repository of scholarly knowledge. Since that day, the polis keeps a watch specifically for Tromokratis. +Source: Mythic Odysseys of Theros p. 254 + + + + Two-Headed Cerberus + M + monstrosity + Lawful Evil + 12 + 39 (6d8+12) + walk 40 ft. + 15 + 14 + 14 + 3 + 13 + 6 + + Perception +5, Stealth +4 + 15 + + 2 + + fire, necrotic + + blinded, charmed, deafened, exhaustion, frightened, stunned + darkvision 60 ft. + + Aggressive + As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see. + + + Multiheaded + The cerberus can't be surprised, and it has advantage on saving throws against being knocked unconscious. + + + Pack Tactics + The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The cerberus makes two bite attacks. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage. + Bite|+4|1d6+2 + + + Breath Weapon (Recharge 5-6) + The cerberus exhales a 15-foot cone of molten rock. Each creature in the cone must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening rock. A creature can make a DC 12 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 10 hit points, and it is immune to fire, poison, and psychic damage. + Breath Weapon (Recharge 5-6)||3d6 + + Thought to be a lesser breed of cerberi that have interbred with mortal wolves, two-headed cerberi typically roam the mortal side of the Tartyx River. There they generally ignore—or only modestly menace—the souls of the dead. Such isn't the case for mortals, though, and they eagerly set upon those who tread too close to the Underworld's borders. +Feared by the living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away from the river and setting them loose on mortal settlements. +Source: Mythic Odysseys of Theros p. 215 + + + + Typhon + H + monstrosity + Chaotic Evil + 17 (natural armor) + 195 (17d12+85) + walk 40 ft. + 24 + 10 + 20 + 7 + 12 + 13 + Con +10 + + 11 + Common + 15 + + acid, necrotic + + + darkvision 60 ft. + + Keen Smell + The typhon has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The typhon regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The typhon dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The typhon makes three attacks: one with its Flurry of Bites, one to constrict, and one with its maw. + + + Flurry of Bites + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 35 (8d6 + 7) piercing damage. + Flurry of Bites|+12|8d6+7 + + + Constrict + Melee Weapon Attack: +12 to hit, reach 15 ft., one Large or smaller creature. 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained and takes 17 (3d6 + 7) bludgeoning damage at the start of each of its turns. The typhon can have up to two creatures constricted. + Constrict|+12|3d6+7 + + + Maw + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 26 (3d12 + 7) piercing damage plus 19 (3d12) acid damage. + Maw|+12|3d12+7 + + Titanic horrors of writhing flesh and gnashing maws, typhons slither through the Underworld seeking only to consume. Once the souls of mortal warlords and cruel tyrants, typhons come into being over ages of festering bitterness and rage. Over time, these souls twist into eternally ravenous monstrosities, which rampage through the realm of the dead, consuming souls by the thousands. The Underworld remains their prison, though, and most would relish nothing more than to escape and slaughter the living once more. +Source: Mythic Odysseys of Theros p. 246 + + + + Underworld Cerberus + L + monstrosity + Lawful Evil + 16 (natural armor) + 104 (11d10+44) + walk 60 ft. + 19 + 12 + 18 + 10 + 16 + 9 + + Athletics +7, Perception +9, Stealth +4 + 19 + understands all languages but can't speak + 6 + + fire, necrotic + + blinded, charmed, deafened, exhaustion, frightened, stunned + truesight 30 ft. + + Aggressive + As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see. + + + Multiheaded + The cerberus can't be surprised, and it has advantage on saving throws against being knocked unconscious. + + + Pack Tactics + The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The cerberus makes three bite attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage plus 3 (1d6) fire damage. + Bite|+7|2d6+4 + + + Breath Weapon (Recharge 5-6) + The cerberus exhales a 30-foot cone of molten rock. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening rock. A creature can make a DC 15 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 20 hit points, and it is immune to fire, poison, and psychic damage. + Breath Weapon (Recharge 5-6)||6d6 + + Three-headed cerberi dwell deep in the Underworld. Terrifying and cunning, they guard portals between the wards of the Underworld, Erebos's greatest treasures, and noteworthy souls who might attempt to escape the realm of the dead. Three-headed cerberi commonly serve demons, but if left to their own devices, they often herd wily souls into labyrinthine Underworld wildernesses, then hunt them for sport. +Feared by the living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away from the river and setting them loose on mortal settlements. +Source: Mythic Odysseys of Theros p. 215 + + + + Winged Bull + L + celestial + Unaligned + 12 + 95 (10d10+40) + walk 60 ft., fly 60 ft. + 20 + 14 + 18 + 6 + 10 + 5 + + + 10 + understands Celestial but can't speak + 4 + + + + + + + Charge + If the bull moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 19 (3d12) piercing damage. + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 18 (2d12 + 5) piercing damage. + Gore|+7|2d12+5 + + Archons always ride into battle on fearsome winged mounts. Some legends suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions. +Source: Mythic Odysseys of Theros p. 214 + + + + Winged Lion + L + celestial + Unaligned + 13 + 114 (12d10+48) + walk 60 ft., fly 60 ft. + 20 + 16 + 18 + 6 + 14 + 5 + + + 12 + understands Celestial but can't speak + 4 + + + + + + + Pounce + If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 16 (2d10 + 5) piercing damage. + Bite|+7|2d10+5 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claw|+7|2d8+5 + + Archons always ride into battle on fearsome winged mounts. Some legends suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions. +Source: Mythic Odysseys of Theros p. 214 + + + + Woe Strider + L + aberration + Chaotic Evil + 17 (natural armor) + 110 (13d10+39) + walk 40 ft., climb 40 ft. + 18 + 15 + 16 + 8 + 14 + 14 + + Intimidation +5, Perception +5 + 15 + telepathy 120 ft. + 7 + + + + frightened + darkvision 120 ft. + + Antimagic Cone + The woe strider's open mouth creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone. At the start of each of its turns, the woe strider decides which way the cone faces and whether its mouth is open or closed. + + + Multiattack + The woe strider makes two claw attacks and one bite attack. If both claws hit the same creature, the target is grappled (escape DC 14). + + + Claw + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 7 (1d6 + 4) slashing damage plus 3 (1d6) psychic damage. + Claw|+7|1d6+4 + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature that is grappled, incapacitated, or restrained. 13 (2d8 + 4) piercing damage plus 16 (3d10) psychic damage. In addition, each magic item the creature is carrying that isn't an artifact has its magical properties suppressed for 1 minute. + Bite|+7|2d8+4 + + Woe striders form from the souls of those who've broken the bonds of destiny. Over centuries, these cosmic blasphemers transform into hunched, long-limbed horrors. Sadistic things, woe striders seek ways to reweave themselves into the tapestry of destiny. This leads them to search for answers within the bowels of other beings, performing murderous haruspicy in pursuit of their discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike. +Source: Mythic Odysseys of Theros p. 247 + + + diff --git a/FightClub5eXML/Sources/OneGrungAbove.xml b/FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml similarity index 100% rename from FightClub5eXML/Sources/OneGrungAbove.xml rename to FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml diff --git a/FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml b/FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml new file mode 100755 index 0000000..c9f9167 --- /dev/null +++ b/FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml @@ -0,0 +1,4676 @@ + + + + Aljanor Keenblade + M + humanoid (any race) + Any alignment + 18 (plate armor) + 52 (8d8+16) + walk 30 ft. + 16 + 11 + 14 + 11 + 11 + 15 + Con +4, Wis +2 + + 10 + any one language (usually Common) + 3 + + + + + + + Brave + Aljanor has advantage on saving throws against being frightened. + + + Multiattack + Aljanor makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Greatsword|+5|2d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, Aljanor can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Aljanor. A creature can benefit from only one Leadership die at a time. This effect ends if Aljanor is incapacitated. + + + Parry + Aljanor adds 2 to its AC against one melee attack that would hit it. To do so, Aljanor must see the attacker and be wielding a melee weapon. + + +Source: Out of the Abyss p. 149 + + + + Amarith Coppervein + M + humanoid (dwarf) + Any alignment + 17 (splint armor) + 58 (9d8+18) + walk 25 ft. + 16 + 13 + 14 + 10 + 11 + 10 + + Athletics +5, Perception +2 + 12 + any one language (usually Common), Dwarvish + 3 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + Amarith makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + + + Warhammer + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands. + Warhammer|+5|1d8+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+3|1d10+1 + + +Source: Out of the Abyss p. 142 + + + + Animated Drow Statue + M + construct + Unaligned + 18 (natural statue) + 33 (6d8+6) + walk 25 ft. + 14 + 11 + 13 + 1 + 3 + 1 + + + 6 + + 1 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the statue remains motionless, it is indistinguishable from a normal statue. + + + Multiattack + The statue makes two melee attacks. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Slam|+4|1d6+2 + + +Source: Out of the Abyss p. 96 + + + + Awakened Zurkhwood + H + plant + Unaligned + 13 (natural armor) + 59 (7d12+14) + walk 20 ft. + 19 + 6 + 15 + 10 + 10 + 7 + + + 10 + one language known by its creator + 2 + bludgeoning, piercing + + fire + + darkvision 120 ft. + + False Appearance + While the tree remains motionless, it is indistinguishable from a normal zurkhwood mushroom. + + + Mute + If the awakened zurkhwood was created by a myconid sovereign, it can't speak. + + + Slam + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 14 (3d6 + 4) bludgeoning damage. + Slam|+6|3d6+4 + + This creature is an ordinary zurkhwood mushroom (see "Fungi of the Underdark" in chapter 2) given sentience and mobility. An awakened zurkhwood can be created by casting the awaken spell on a normal zurkhwood mushroom. A myconid sovereign can create one by performing a lengthy ritual. +An awakened zurkhwood has the same statistics as an awakened tree (see appendix A of the Monster Manual), with the following modifications: +• The awakened zurkhwood has darkvision out to a range of 120 feet. +• If the awakened zurkhwood was created by a myconid sovereign, it can't speak. +• The awakened zurkhwood's False Appearance feature allows it to be mistaken for a normal zurkhwood mushroom (instead of a tree). +Source: Out of the Abyss p. 230 + + + + Blurg + M + humanoid (orc) + Chaotic Evil + 18 (plate armor) + 42 (5d8+20) + walk 30 ft. + 18 + 12 + 18 + 12 + 11 + 12 + + Intimidation +5, Survival +2 + 10 + Common, Orc + 2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, Blurg can move up to its speed toward a hostile creature that it can see. + + + Multiattack + Blurg makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d12 + 4) slashing damage. + Greataxe|+6|1d12+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage. + Javelin|+6|1d6+4 + + +Source: Out of the Abyss p. 29 + underdark, mountain, grassland, forest, hill, arctic + + + Bridesmaid of Zuggtmoy + M + plant + Chaotic Evil + 13 (natural armor) + 22 (5d8) + walk 20 ft. + 14 + 11 + 11 + 14 + 8 + 18 + + + 9 + understands Abyssal but can't speak + 1/8 + + + + + darkvision 60 ft. + + Fungus Stride + Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger. + + + Hallucination Spores + The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Infestation Spores (1/Day) + The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual). + + +Source: Out of the Abyss p. 230 + + + + Buppido + S + humanoid (derro) + Chaotic Evil + 13 (leather armor) + 13 (3d6+3) + walk 30 ft. + 10 + 14 + 12 + 11 + 5 + 9 + + Stealth +4 + 7 + Dwarvish, Undercommon + 1/4 + + + + + darkvision 120 ft. + + Magic Resistance + Buppido has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, Buppido has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Hooked Spear + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) piercing damage. If the target is Medium or smaller, Buppido can choose to deal no damage and knock it prone. + Hooked Spear|+2|1d6 + + + Light Crossbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage. + Light Crossbow|+4|1d8+2 + + +Source: Out of the Abyss p. 6 + mountain, underdark + + + Cave Badger + M + beast + Unaligned + 10 + 13 (2d8+4) + walk 30 ft., burrow 10 ft. + 13 + 10 + 15 + 2 + 12 + 5 + + + 11 + + 1/4 + + + + + darkvision 30 ft. + + Keen Smell + The badger has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The badger makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Bite|+3|1d6+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage. + Claws|+3|2d4+1 + + +Source: Out of the Abyss p. 96 + forest + + + Chamberlain of Zuggtmoy + L + plant + Chaotic Evil + 13 (natural armor) + 45 (6d10+12) + walk 20 ft. + 17 + 7 + 14 + 11 + 8 + 12 + + + 9 + Abyssal, Undercommon + 2 + bludgeoning, piercing + + + + darkvision 60 ft. + + Mushroom Portal + The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy. + + + Poison Spores + Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. + + + Multiattack + The chamberlain makes two slam attacks. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Slam|+5|2d6+3 + + + Infestation Spores (1/Day) + The chamberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual). + + +Source: Out of the Abyss p. 230 + + + + Chuul Spore Servant + L + plant + Unaligned + 16 (natural armor) + 93 (11d10+33) + walk 30 ft., swim 30 ft. + 19 + 10 + 16 + 2 + 6 + 1 + + + 8 + + 4 + + poison + + blinded, charmed, frightened, paralyzed, poisoned + blindsight 30 ft. (blind beyond this radius) + + Multiattack + The spore servant makes two pincer attacks. + + + Pincer + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage. The target is grappled (Escape DC 14) if it is a Large or smaller creature and the spore servant doesn't have two other creatures grappled. + Pincer|+6|2d6+4 + + +Source: Out of the Abyss p. 228 + + + + Deepking Horgar Steelshadow V + M + humanoid (dwarf) + Lawful Evil + 20 (dwarven plate) + 52 (8d8+16) + walk 30 ft. + 19 + 11 + 14 + 11 + 11 + 15 + Con +4, Wis +2 + + 10 + Draconic, Giant, Dwarvish + 3 + + + + + + + (Optional) Indefinite Madness + Horgar has been affected by the demon lords let loose in the Abyss during the Rage of Demons storyline. Roll on the Indefinite Madness table to determine Horgar's flaw. + + + Duergar Resilience + Horgar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, Horgar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Gauntlets of Ogre Power + Horgar wields Gauntlets of Ogre Power giving him a Strength score of 19 (+4). + + + Brave + Horgar has advantage on saving throws against being frightened. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, Horgar magically increases in size, along with anything he is wearing or carrying. While enlarged, Horgar is Large, doubles his damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Horgar lacks the room to become Large, he attains the maximum size possible in the space available. + + + Invisibility (Recharges after a Short or Long Rest) + Horgar magically turns invisible until he attacks, casts a spell, or uses his Enlarge, or until his concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Horgar wears or carries is invisible with him. + + + Multiattack + Horgar makes two melee attacks. + + + +2 Warhammer + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (1d8 + 6) bludgeoning damage, or 11 (1d10 + 6) bludgeoning damage if used with two hands. While Horgar is enlarged, the damage increases to 15 (2d8 + 6) or 17 (2d10 + 6) bludgeoning damage, respectively. + +2 Warhammer|+8|1d8+6 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, Horgar can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of Horgar makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Horgar. A creature can benefit from only one Leadership die at a time. This effect ends if Horgar is incapacitated. + + + Parry + Horgar adds 2 to its AC against one melee attack that would hit him. To do so, Horgar must see the attacker and be wielding a melee weapon. + + +Source: Out of the Abyss p. 82 + + + + Droki + S + humanoid (derro) + Chaotic Evil + 15 (studded leather armor) + 31 (7d6+7) + walk 30 ft. + 11 + 16 + 13 + 10 + 5 + 16 + + Stealth +5 + 7 + Dwarvish, Undercommon + 2 + + + + + darkvision 120 ft. + + Special Equipment + Droki wears boots of speed. + + + Insanity + Droki has advantage on saving throws against being charmed or frightened. + + + Sneak Attack (1/Turn) + Droki deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Droki that isn't incapacitated and Droki doesn't have disadvantage on the attack roll. + + + Magic Resistance + The derro has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Droki makes two attacks with his shortsword + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+5|1d6+3 + Shortsword||3d6 + + + Parry + Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon. + + + Innate Spellcasting + Droki's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: + At will: minor illusion + 1/day each: darkness, fear, shatter + + minor illusion, darkness, fear, shatter + Roleplaying Droki. Droki hates everyone in general and surfacers in particular. He gnashes his teeth if he has to address the characters, taking every opportunity to be insulting and misleading. If the characters look through his satchel while he's still conscious, he throws an epic tantrum and becomes intractable until knocked unconscious. +Droki is also obsessed with things happening where and when they should. If he is captured before he runs his errands in the Whorlstone Tunnels, he constantly complains about the characters altering fate by delaying him, and a good tactic to pressure him is to threaten to hold him indefinitely. He prefers to escape than to fight, except if the characters take his satchel. +Source: Out of the Abyss p. 231 + + + + Drow Acolyte + M + humanoid (elf) + Any alignment + 10 + 9 (2d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 14 + 11 + + Medicine +4, Religion +2, Perception +1 + 12 + any one language (usually Common), Elvish + 1/4 + + + + + darkvision 120 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Drow Acolyte to sleep. + + + Sunlight Sensitivity + While in sunlight, Drow Acolyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Spellcasting + The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (3 slots): bless, cure wounds, sanctuary + + 3 + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 10). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary, dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 201 + + + + Drow Bandit + M + humanoid (elf) + Any Non-Lawful Alignment + 12 (leather armor) + 11 (2d8+2) + walk 30 ft. + 11 + 12 + 12 + 10 + 10 + 10 + + Perception +1 + 10 + any one language (usually Common), Elvish + 1/8 + + + + + darkvision 120 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Drow Bandit to sleep. + + + Sunlight Sensitivity + While in sunlight, Drow Bandit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage. + Scimitar|+3|1d6+1 + + + Light Crossbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 5 (1d8 + 1) piercing damage. + Light Crossbow|+3|1d8+1 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 10). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 194 + + + + Drow Commoner + M + humanoid (elf) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + Perception +1 + 10 + any one language (usually Common), Elvish + 0 + + + + + darkvision 120 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Drow Commoner to sleep. + + + Sunlight Sensitivity + While in sunlight, Drow Commoner has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 9). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 194 + arctic, desert, coastal, grassland, hill, urban, forest + + + Drow Cultist + M + humanoid (elf) + Any Non-Good Alignment + 12 (leather armor) + 9 (2d8) + walk 30 ft. + 11 + 12 + 10 + 10 + 11 + 10 + + Deception +2, Religion +2, Perception +1 + 10 + any one language (usually Common), Elvish + 1/8 + + + + + darkvision 120 ft. + + Dark Devotion + The cultist has advantage on saving throws against being charmed or frightened. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Drow Cultist to sleep. + + + Sunlight Sensitivity + While in sunlight, Drow Cultist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage. + Scimitar|+3|1d6+1 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 10). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 196 + + + + Drow Guard + M + humanoid (elf) + Any alignment + 16 (chain shirt, shield) + 11 (2d8+2) + walk 30 ft. + 13 + 12 + 12 + 10 + 11 + 10 + + Perception +1 + 12 + any one language (usually Common), Elvish + 1/8 + + + + + darkvision 120 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Drow Guard to sleep. + + + Sunlight Sensitivity + While in sunlight, Drow Guard has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 10). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 195 + + + + Drow Noble + M + humanoid (elf) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5, Perception +1 + 12 + any two languages, Elvish + 1/8 + + + + + darkvision 120 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Drow Noble to sleep. + + + Sunlight Sensitivity + While in sunlight, Drow Noble has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 13). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 196 + + + + Drow Scout + M + humanoid (elf) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 30 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +1, Stealth +6, Survival +5 + 15 + any one language (usually Common), Elvish + 1/2 + + + + + darkvision 120 ft. + + Keen Hearing and Sight + The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Drow Scout to sleep. + + + Sunlight Sensitivity + While in sunlight, Drow Scout has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The scout makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 10). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 191 + + + + Drow Spore Servant + M + plant + Unaligned + 15 (chain shirt) + 13 (3d8) + walk 20 ft. + 10 + 14 + 10 + 2 + 6 + 1 + + + 8 + + 1/8 + + + + blinded, charmed, frightened, paralyzed + blindsight 30 ft. (blind beyond this radius) + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + +Source: Out of the Abyss p. 229 + + + + Drow Spy + M + humanoid (elf) + Any alignment + 12 + 27 (6d8) + walk 30 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +1, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages, Elvish + 1 + + + + + darkvision 120 ft. + + Cunning Action + On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Drow Spy to sleep. + + + Sunlight Sensitivity + While in sunlight, Drow Spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The spy makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 13). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 195 + + + + Duergar Alchemist + M + humanoid (dwarf) + Lawful Evil + 16 (scale mail, shield) + 26 (4d8+4) + walk 25 ft. + 14 + 11 + 14 + 11 + 10 + 9 + + + 10 + Dwarvish, Undercommon + 1 + poison + + + + darkvision 120 ft. + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. + War Pick|+4|1d8+2 + + + Alchemist's Fire + Ranged Weapon Attack: +4 to hit, range 20 ft., one target. 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a successful DC 10 Dexterity check to extinguish the flames. + Alchemist's Fire|+4|1d4 + + + Acid Vial + Ranged Weapon Attack: +4 to hit, range 20 ft., one target. 7 (2d6) acid damage. + Acid Vial|+4|2d6 + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + +Source: Out of the Abyss p. 76 + underdark + + + Duergar Darkhaft + M + humanoid (dwarf) + Lawful Evil + 16 (scale mail, shield) + 26 (4d8+4) + walk 25 ft. + 14 + 11 + 14 + 11 + 10 + 9 + + + 10 + Dwarvish, Undercommon + 2 + poison + + + + darkvision 120 ft. + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. + War Pick|+4|1d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. + Javelin|+4|1d6+2 + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + + Innate Spellcasting (Psionics) + The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components: + At will: friends, mage hand + 1/day each: disguise self, sleep + + friends, mage hand, disguise self, sleep + The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. +Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. +Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. +Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight. +Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. +Duergar Darkhaft. The darkhafts are the members of the Deepking's secret corps of psionic agents. +Source: Out of the Abyss p. 226 + + + + Duergar Keeper of the Flame + M + humanoid (dwarf) + Lawful Evil + 16 (scale mail, shield) + 26 (4d8+4) + walk 25 ft. + 14 + 11 + 14 + 11 + 10 + 9 + + + 10 + Dwarvish, Undercommon + 2 + poison + + + + darkvision 120 ft. + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. + War Pick|+4|1d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. + Javelin|+4|1d6+2 + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + + Innate Spellcasting (Psionics) + The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12.) It can innately cast the following spells, requiring no components: + At will: friends, message + 1/day each: command + + + Spellcasting + The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared: + Cantrips (at will): guidance, mending, sacred flame + • 1st level (4 slots): bane, inflict wounds, shield of faith + • 2nd level (2 slots): enhance ability, spiritual weapon + + 4, 2 + friends, message, command, guidance, mending, sacred flame, bane, inflict wounds, shield of faith, enhance ability, spiritual weapon + The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. +Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. +Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. +Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight. +Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. +Duergar Keeper of the Flame. The Keepers of the Flame is a well-respected order of psionic clerics that serves the red dragon Themberchaud in Gracklstugh, and whose members are advisors to the Deepking. +The duergar Keeper of the Flame uses the same statistics as the duergar in the Monster Manual, except that its challenge rating is 2 (450 XP) and it has the following additional features. +Innate Spellcasting (Psionics). The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components: +At will: friends, message +3/day: command +Spellcasting. The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared: +Cantrips (at will): guidance, mending, sacred flame +1st level (4 slots): bane, inflict wounds, shield of faith +2nd level (2 slots): enhance ability, spiritual weapon +Source: Out of the Abyss p. 226 + + + + Duergar Spore Servant + M + plant + Unaligned + 16 (scale mail, shield) + 26 (4d8+8) + walk 15 ft. + 14 + 11 + 14 + 2 + 6 + 1 + + + 8 + + 1/2 + poison + + + blinded, charmed, frightened, paralyzed + blindsight 30 ft. (blind beyond this radius) + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + War Pick|+4|1d8+2 + + +Source: Out of the Abyss p. 229 + + + + Eldeth Feldrun + M + humanoid (dwarf) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 25 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + any one language (usually Common), Dwarvish + 1/2 + poison + + + + darkvision 60 ft. + + Keen Hearing and Sight + Eldeth has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + Eldeth makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Out of the Abyss p. 6 + + + + Emerald Enclave Scout + M + humanoid (dwarf) + Lawful Neutral + 16 (breastplate) + 19 (3d8+6) + walk 25 ft. + 11 + 14 + 14 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + Common, Dwarvish + 1/2 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + The scout has advantage on saving throws against poison. + + + Keen Hearing and Sight + The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + The scout makes two melee attacks. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + War Pick|+4|1d8+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+3|1d10 + + +Source: Out of the Abyss p. 130 + + + + Fiendish Giant Spider + M + beast + Unaligned + 13 + 11 (2d8+2) + walk 40 ft., climb 40 ft. + 12 + 16 + 13 + 3 + 12 + 4 + + Perception +3, Stealth +7 + 13 + + 1/4 + + + + + blindsight 10 ft., darkvision 60 ft. + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|+3|1d6+1 + Bite||2d6 + + +Source: Out of the Abyss p. 97 + grassland, forest, hill, desert, coastal + + + Four-Armed Statue + L + construct + Unaligned + 17 (natural armor) + 178 (17d10+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The statue is immune to any spell or effect that would alter its form. + + + Magic Resistance + The statue has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The statue's weapon attacks are magical. + + + Multiattack + The statue makes four sword attacks. + + + Sword + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (1d8 + 6) slashing damage. + Sword|+10|1d8+6 + + + Slow (Recharge 5-6) + The statue targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Out of the Abyss p. 206 + + + + Gash + M + humanoid (gnoll) + Chaotic Evil + 15 (hide armor, shield) + 11 (5d8) + walk 30 ft. + 14 + 12 + 11 + 6 + 10 + 7 + + + 10 + Gnoll + 1/2 + + + + + darkvision 60 ft. + + Rampage + When Gash reduces a creature to 0 hit points with a melee attack on its turn, Gash can take a bonus action to move up to half its speed and make a bite attack. + + + Wretched + Gash has disadvantage on Wisdom checks and Wisdom saving throws because of the physical and mental abuse he has suffered. A lesser restoration spell rids him of these effects. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|+3|1d8+1 + + +Source: Out of the Abyss p. 181 + grassland, forest, hill, desert + + + Ghazrim DuLoc + M + humanoid (any race) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Ghazrim adds 2 to its AC against one melee attack that would hit it. To do so, Ghazrim must see the attacker and be wielding a melee weapon. + + +Source: Out of the Abyss p. 141 + + + + Giant Riding Lizard + L + beast + Unaligned + 12 (natural armor) + 19 (3d10+3) + walk 30 ft., climb 30 ft. + 15 + 12 + 13 + 2 + 10 + 5 + + + 10 + + 1/4 + + + + + darkvision 30 ft. + + Spider Climb + The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Bite|+4|1d8+2 + + +Source: Out of the Abyss p. 131 + + + + Giant Rocktopus + L + beast + Unaligned + 11 + 52 (8d10+8) + walk 10 ft., swim 60 ft. + 17 + 13 + 13 + 4 + 10 + 4 + + Perception +4, Stealth +5 + 14 + + 1 + + + + + darkvision 60 ft. + + Camouflage + The octopus has advantage on Dexterity (Stealth) checks. + + + Water Breathing + The octopus can breathe only underwater. + + + Tentacles + Melee Weapon Attack: +5 to hit, reach 15 ft., one target. 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. + Tentacles|+5|2d6+3 + + + Ink Cloud (Recharges after a Short or Long Rest) + A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. + + +Source: Out of the Abyss p. 28 + underwater + + + Glabbagool + L + ooze + Unaligned + 6 + 84 (8d10+40) + walk 15 ft. + 14 + 3 + 20 + 1 + 6 + 1 + + + 8 + + 2 + + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Ooze Cube + Glabbagool takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to Glabbagool's Engulf and has disadvantage on the saving throw. + Creatures inside Glabbagool can be seen but have total cover. + A creature within 5 feet of Glabbagool can take an action to pull a creature or object out of Glabbagool. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. + Glabbagool can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. + + + Transparent + Even when Glabbagool is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter Glabbagool's space while unaware of Glabbagool is surprised by Glabbagool. + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 10 (3d6) acid damage. + Pseudopod|+4|3d6 + + + Engulf + Glabbagool moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever Glabbagool enters a creature's space, the creature must make a DC 12 Dexterity saving throw. + On a successful save, the creature can choose to be pushed 5 feet back or to the side of Glabbagool. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. + On a failed save, Glabbagool enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of Glabbagool's turns. When Glabbagool moves, the engulfed creature moves with it. + An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of Glabbagool. + + +Source: Out of the Abyss p. 35 + underdark + + + Grazilaxx + M + aberration + Lawful Evil + 15 (breastplate) + 71 (13d8+13) + walk 30 ft. + 11 + 12 + 12 + 19 + 17 + 17 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 7 + + + + + darkvision 120 ft. + + Magic Resistance + Grazilaxx has advantage on saving throws against spells and other magical effects. + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Grazilaxx. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Grazilaxx kills the target by extracting and devouring its brain. + Extract Brain|+7|10d10 + + + Mind Blast (Recharge 5-6) + Grazilaxx magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||4d8+4 + + + Innate Spellcasting (Psionics) + Grazilaxx's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + detect thoughts, levitate, dominate monster, plane shift + +Source: Out of the Abyss p. 29 + underdark + + + Grisha + M + humanoid (Damaranhuman) + Chaotic Evil + 18 (chain mail, shield) + 33 (6d8+6) + walk 30 ft. + 14 + 12 + 12 + 11 + 14 + 16 + Wis +4, Cha +5 + Persuasion +5, Religion +2 + 12 + Common, Undercommon + 2 + + + + + + + Multiattack + Grisha makes two attacks with his +1 flail. + + + +1 Flail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage + +1 Flail|+5|1d8+3 + + + Spellcasting + Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: + Cantrips (at will): guidance, light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, divine favor, inflict wounds, protection from evil and good, shield of faith + • 2nd level (3 slots): continual flame, hold person, magic weapon, spiritual weapon + • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians + + 4, 3, 3 + guidance, light, sacred flame, thaumaturgy, cure wounds, divine favor, inflict wounds, protection from evil and good, shield of faith, continual flame, hold person, magic weapon, spiritual weapon, bestow curse, dispel magic, spirit guardians + +Source: Out of the Abyss p. 232 + + + + Hook Horror Spore Servant + M + plant + Unaligned + 15 (natural armor) + 75 (10d10+10) + walk 20 ft., climb 20 ft. + 18 + 10 + 15 + 2 + 6 + 1 + + + 8 + + 3 + poison + + + blinded, charmed, frightened, paralyzed + blindsight 30 ft. (blind beyond this radius) + + Multiattack + The spore servant makes two hook attacks. + + + Hook + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage. + Hook|+6|2d6+4 + + +Source: Out of the Abyss p. 68 + + + + Ilvara Mizzrym + M + humanoid (elf) + Neutral Evil + 16 (scale mail) + 71 (13d8+13) + walk 30 ft. + 10 + 14 + 12 + 13 + 17 + 18 + Con +4, Wis +6, Cha +7 + Insight +6, Perception +6, Religion +4, Stealth +5 + 16 + Elvish, Undercommon + 8 + + + + + darkvision 120 ft. + + Special Equipment + Ilvara wields a tentacle rod in addition to her scourge. + + + Fey Ancestry + Ilvara has advantage on saving throws against being charmed, and magic can't put Ilvara to sleep. + + + Sunlight Sensitivity + While in sunlight, Ilvara has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Ilvara makes two scourge attacks. + + + Scourge + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage. + Scourge|+5|1d6+2 + + + Summon Demon (1/Day) + Ilvara attempts to magically summon a yochlol with a 30 chance of success. If the attempt fails, Ilvara takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Variant: Drow Magic Armor and Weapons + Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. + A drow priestess of lolth wearing +3 scale mail has AC 19. + + + Innate Spellcasting + Ilvara's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + Ilvara is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). Ilvara has the following cleric spells prepared: + Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy + • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness + • 2nd level (3 slots): lesser restoration, protection from poison, web + • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic + • 4th level (3 slots): divination, freedom of movement + • 5th level (2 slots): insect plague, mass cure wounds + + 4, 3, 3, 3, 2 + dancing lights, darkness, faerie fire, levitate, guidance, poison spray, resistance, spare the dying, thaumaturgy, animal friendship, cure wounds, detect poison and disease, ray of sickness, lesser restoration, protection from poison, web, conjure animals, dispel magic, divination, freedom of movement, insect plague, mass cure wounds + +Source: Out of the Abyss p. 9 + underdark + + + Infant Basilisk + T + monstrosity + Unaligned + 15 (natural armor) + 4 (1d4+2) + walk 20 ft. + 16 + 8 + 15 + 2 + 8 + 7 + + + 9 + + 3 + + + + + darkvision 60 ft. + + Petrifying Gaze + If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. + If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. + Bite|+5|2d6+3 + + +Source: Out of the Abyss p. 100 + mountain + + + Infant Hook Horror + T + monstrosity + Neutral + 15 (natural armor) + 4 (1d4+2) + walk 30 ft., climb 30 ft. + 18 + 10 + 15 + 6 + 12 + 7 + + Perception +3 + 13 + Hook Horror + 3 + + + + + blindsight 60 ft., darkvision 120 ft. + + Echolocation + The hook horror can't use its blindsight while deafened. + + + Keen Hearing + The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. + + + Multiattack + The hook horror makes two hook attacks. + + + Hook + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage. + Hook|+6|2d6+4 + + +Source: Out of the Abyss p. 34 + underdark + + + Ixitxachitl + S + aberration + Chaotic Evil + 15 (natural armor) + 18 (4d6+4) + walk 0 ft., swim 30 ft. + 12 + 16 + 13 + 12 + 13 + 7 + + + 11 + Abyssal, Ixitxachitl + 1/4 + + + + + darkvision 60 ft. + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Bite|+3|1d6+1 + + + Barbed Tail + When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + + Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their "wings" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname "demon rays." They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them. +Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures. +All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory. +Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons. +Variant: Ixitxachitl Cleric. Some ixitxachitl and vampiric ixitxachitl are able to cast divine spells. Such a creature gains the following feature. +Spellcasting. The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared: +Cantrips (at will): guidance, thaumaturgy +1st Level (4 slots): charm person, create or destroy water +2nd Level (3 slots): hold person, silence +3rd Level (2 slots): dispel magic, tongues +Source: Out of the Abyss p. 225 + + + + Ixitxachitl Cleric + S + aberration + Chaotic Evil + 15 (natural armor) + 18 (4d6+4) + walk 0 ft., swim 30 ft. + 12 + 16 + 13 + 12 + 13 + 7 + + + 11 + Abyssal, Ixitxachitl + 1/4 + + + + + darkvision 60 ft. + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. + Bite|+3|1d6+1 + + + Barbed Tail + When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + + + Spellcasting + The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared: + Cantrips (at will): guidance, thaumaturgy + • 1st level (4 slots): charm person, create or destroy water + • 2nd level (3 slots): hold person, silence + • 3rd level (2 slots): dispel magic, tongues + + 4, 3, 2 + guidance, thaumaturgy, charm person, create or destroy water, hold person, silence, dispel magic, tongues + Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their "wings" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname "demon rays." They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them. +Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures. +All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory. +Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons. +Source: Out of the Abyss p. 225 + + + + Jade Giant Spider + L + construct + Unaligned + 17 (natural armor) + 250 (17d10+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The spider is immune to any spell or effect that would alter its form. + + + Magic Resistance + The spider has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The spider's weapon attacks are magical. + + + Multiattack + The spider makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+10|3d8+6 + + + Slow (Recharge 5-6) + The spider targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Out of the Abyss p. 201 + + + + Jimjar + S + humanoid (gnome) + Any alignment + 12 + 27 (6d8) + walk 20 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages, Gnomish, Terran, Undercommon + 1 + + + + + darkvision 120 ft. + + Cunning Action + On each of its turns, Jimjar can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Jimjar deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jimjar that isn't incapacitated and Jimjar doesn't have disadvantage on the attack roll. + + + Gnome Cunning + <$title_short_name$> has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + Multiattack + Jimjar makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Intelligence (spell save DC <$spell_dc__int$>). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: nondetection (self only) + 1/day each: blindness/deafness, blur, disguise self + + nondetection, blindness/deafness, blur, disguise self + +Source: Out of the Abyss p. 6 + + + + Juvenile Hook Horror + M + monstrosity + Neutral + 15 (natural armor) + 39 (6d8+12) + walk 30 ft., climb 30 ft. + 18 + 10 + 15 + 6 + 12 + 7 + + Perception +3 + 13 + Hook Horror + 3 + + + + + blindsight 60 ft., darkvision 120 ft. + + Echolocation + The hook horror can't use its blindsight while deafened. + + + Keen Hearing + The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. + + + Multiattack + The hook horror makes two hook attacks. + + + Hook + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Hook|+4|1d6+2 + + +Source: Out of the Abyss p. 34 + underdark + + + Khalessa Draga + M + humanoid (elf) + Any alignment + 12 + 27 (6d8) + walk 30 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +1, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages, Undercommon, Elvish + 1 + + + + + darkvision 60 ft. + + Special Equipment + Khalessa owns a hat of disguise, which she uses to appear as a female drow while in the company of drow. + + + Cunning Action + On each of its turns, Khalessa can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Khalessa deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Khalessa that isn't incapacitated and Khalessa doesn't have disadvantage on the attack roll. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put <$title_short_name$> to sleep. + + + Multiattack + Khalessa makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + +Source: Out of the Abyss p. 149 + + + + Kinyel Druu'giir + M + humanoid (elf) + Any Non-Good Alignment + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +1, Stealth +9 + 13 + Thieves' cant plus any two languages, Elvish + 8 + poison + + + + darkvision 120 ft. + + Assassinate + During its first turn, Kinyel has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Kinyel scores against a surprised creature is a critical hit. + + + Evasion + If Kinyel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Kinyel instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + Kinyel deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Kinyel that isn't incapacitated and Kinyel doesn't have disadvantage on the attack roll. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Kinyel to sleep. + + + Sunlight Sensitivity + While in sunlight, Kinyel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Kinyel makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+6|1d6+3 + Shortsword||7d6 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Light Crossbow|+6|1d8+3 + Light Crossbow||7d6 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 11). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 134 + + + + Kurr + M + fiend (gnoll) + Chaotic Evil + 14 (hide armor) + 65 (10d8+20) + walk 30 ft. + 17 + 15 + 15 + 10 + 11 + 13 + Con +4, Wis +2, Cha +3 + + 10 + Abyssal, Gnoll + 4 + + + + + darkvision 60 ft. + + Rampage + When Kurr reduces a creature to 0 hit points with a melee attack on its turn, Kurr can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + Kurr makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage. + Bite|+5|1d6+3 + Bite||2d6 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claw|+5|1d8+3 + + +Source: Out of the Abyss p. 179 + grassland, forest, hill, desert + + + Lords' Alliance Guard + M + humanoid (dwarf) + Chaotic Good + 16 (chain shirt, shield) + 11 (2d8+2) + walk 30 ft. + 14 + 12 + 12 + 10 + 11 + 10 + + Perception +2 + 12 + + 1/4 + + + + + darkvision 60 ft. + + Dwarven Resilience + The guard has advantage on saving throws against poison. + + + Halberd + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 7 (1d10 + 2) slashing damage. + Halberd|+4|1d10+2 + + +Source: Out of the Abyss p. 131 + + + + Lords' Alliance Spy + M + humanoid (human) + Neutral + 13 (leather armor) + 27 (6d8) + walk 30 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + Common, Dwarvish + 1 + + + + + + + Cunning Action + On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. + + + Multiattack + The spy makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + +Source: Out of the Abyss p. 131 + + + + Lorthuun + L + aberration + Lawful Evil + 18 (natural armor) + 180 (19d10+76) + walk 0 ft., fly 20 ft. + 10 + 14 + 18 + 17 + 15 + 17 + Int +8, Wis +7, Cha +8 + Perception +12 + 22 + Deep Speech, Undercommon + 13 + + + + prone + darkvision 120 ft. + + Antimagic Cone + Lorthuun's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Lorthuun decides which way the cone faces and whether the cone is active. The area works against Lorthuun's own eye rays. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (4d6) piercing damage. + Bite|+5|4d6 + + + Eye Rays + The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: + 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. + 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + Eye Rays||8d8 + 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + + + Lorthuun can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. Lorthuun regains spent legendary actions at the start of its turn. + + + Eye Ray + Lorthuun uses one random eye ray. + + + Lair Actions + + + When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects: + • A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round. + • Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. + • An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears. + The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row. + + + Regional Effects + + + A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects: + • Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't. + • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person. + If the beholder dies, these effects fade over the course of 1d10 days. + + +Source: Out of the Abyss p. 141 + underdark + + + Narrak + S + humanoid (derro) + Chaotic Evil + 12 (15 with mage armor) + 40 (9d6+9) + walk 30 ft. + 9 + 14 + 13 + 14 + 5 + 16 + + Arcana +4, Stealth +4 + 7 + Dwarvish, Undercommon + 2 + + + + + darkvision 120 ft. + + Insanity + Narrak has advantage on saving throws against being charmed or frightened. + + + Magic Resistance + Narrak has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, Narrak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Armor of Shadows (Recharges after a Short or Long Rest) + Narrak casts mage armor on himself + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + One with Shadows + While he is in a dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction. + + + Spellcasting + Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save DC 13, +5 to hit with spell attacks) Narrak has two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following warlock spells: + Cantrips (at will): eldritch blast, friends, poison spray + • 2nd level (2 slots): armor of Agathys, charm person, hex, hold person, ray of enfeeblement, spider climb + + 2 + eldritch blast, friends, poison spray, armor of Agathys, charm person, hex, hold person, ray of enfeeblement, spider climb + +Source: Out of the Abyss p. 232 + + + + Ougalop + M + humanoid (kuo-toa) + Neutral Evil + 13 (natural armor, shield) + 18 (4d8) + walk 30 ft., swim 30 ft. + 13 + 10 + 11 + 11 + 10 + 8 + + Perception +4 + 14 + Undercommon + 1/4 + + + + + darkvision 120 ft. + + Amphibious + Ougalop can breathe air and water. + + + Otherworldly Perception + Ougalop can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + Ougalop has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, Ougalop has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + + Net + Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. + + + Sticky Shield + When a creature misses Ougalop with a melee weapon attack, Ougalop uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to Ougalop's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding. + + +Source: Out of the Abyss p. 142 + underdark + + + Peebles + S + humanoid (gnome) + Any alignment + 12 + 27 (6d8) + walk 20 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages, Gnomish, Terran, Undercommon + 1 + + + + + darkvision 120 ft. + + Cunning Action + On each of its turns, Peebles can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Peebles deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Peebles that isn't incapacitated and Peebles doesn't have disadvantage on the attack roll. + + + Gnome Cunning + <$title_short_name$> has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + Multiattack + Peebles makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Intelligence (spell save DC <$spell_dc__int$>). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: nondetection (self only) + 1/day each: blindness/deafness, blur, disguise self + + nondetection, blindness/deafness, blur, disguise self + +Source: Out of the Abyss p. 134 + + + + Prince Derendil + M + humanoid (quaggoth) + Chaotic Neutral + 13 (natural armor) + 45 (6d8+18) + walk 30 ft., climb 30 ft. + 17 + 12 + 16 + 6 + 12 + 7 + + Athletics +5 + 11 + Undercommon + 2 + + poison + + poisoned + darkvision 120 ft. + + Wounded Fury + While it has 10 hit points or fewer, Prince Derendil has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. + + + Multiattack + Prince Derendil makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+5|1d6+3 + + +Source: Out of the Abyss p. 6 + underdark + + + Princess Ebonmire + L + ooze + Unaligned + 7 + 85 (10d10+30) + walk 20 ft., climb 20 ft. + 16 + 5 + 16 + 1 + 6 + 1 + + + 8 + + 4 + + acid, cold, lightning, slashing + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + Princess Ebonmire can move through a space as narrow as 1 inch wide without squeezing. + + + Corrosive Form + A creature that touches Princess Ebonmire or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits Princess Ebonmire corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits Princess Ebonmire is destroyed after dealing damage. Princess Ebonmire can eat through 2-inch-thick, nonmagical wood or metal in 1 round. + + + Spider Climb + Princess Ebonmire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|+5|1d6+3 + + + Split + When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. + + +Source: Out of the Abyss p. 111 + underdark + + + Regenerating Black Pudding + L + ooze + Unaligned + 7 + 85 (10d10+30) + walk 20 ft., climb 20 ft. + 16 + 5 + 16 + 1 + 6 + 1 + + + 8 + + 4 + + acid, cold, lightning, slashing + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The pudding can move through a space as narrow as 1 inch wide without squeezing. + + + Corrosive Form + A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. + + + Spider Climb + The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Regeneration + The pudding regains 10 hit points at the start of its turn. If the pudding takes fire damage, this trait doesn't function at the start of the pudding's next turn. The pudding dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|+5|1d6+3 + + + Split + When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. + + +Source: Out of the Abyss p. 211 + underdark + + + Ront + M + humanoid (orc) + Chaotic Evil + 13 (hide armor) + 15 (2d8+6) + walk 30 ft. + 16 + 12 + 16 + 7 + 11 + 10 + + Intimidation +2 + 10 + Common, Orc + 1/2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, Ront can move up to its speed toward a hostile creature that it can see. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|+5|1d6+3 + + +Source: Out of the Abyss p. 7 + underdark, mountain, grassland, forest, swamp, hill, arctic + + + Rumpadump + S + plant + Lawful Neutral + 10 + 7 (2d6) + walk 10 ft. + 8 + 10 + 10 + 8 + 11 + 5 + + + 10 + + 0 + + + + + darkvision 120 ft. + + Distress Spores + When Rumpadump takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, Rumpadump has disadvantage on ability checks, attack rolls, and saving throws. Rumpadump dies if it spends more than 1 hour in direct sunlight. + + + Fist + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) bludgeoning damage plus 2 (1d4) poison damage. + Fist|+1|1d4-1 + + + Rapport Spores (3/Day) + A 10-foot radius of spores extends from Rumpadump. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + +Source: Out of the Abyss p. 72 + underdark + + + Rystia Zav + M + humanoid (any race) + Any alignment + 12 + 27 (6d8) + walk 30 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages + 1 + + + + + + + Cunning Action + On each of its turns, Rystia can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Rystia deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Rystia that isn't incapacitated and Rystia doesn't have disadvantage on the attack roll. + + + Multiattack + Rystia makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + +Source: Out of the Abyss p. 135 + + + + Sarith Kzekarit + M + humanoid (elf) + Neutral Evil + 15 (chain shirt) + 13 (3d8) + walk 30 ft. + 10 + 14 + 10 + 11 + 11 + 12 + + Perception +2, Stealth +4 + 12 + Elvish, Undercommon + 1/4 + + + + + darkvision 120 ft. + + Fey Ancestry + Sarith has advantage on saving throws against being charmed, and magic can't put Sarith to sleep. + + + Sunlight Sensitivity + While in sunlight, Sarith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. + Hand Crossbow|+4|1d6+2 + + + Variant: Drow Magic Armor and Weapons + Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. + A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks. + + + Innate Spellcasting + Sarith's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 7 + underdark + + + Shedrak + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Shedrak is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Shedrak has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Out of the Abyss p. 176 + + + + Shuushar the Awakened + M + humanoid (kuo-toa) + Neutral Evil + 13 (natural armor, shield) + 18 (4d8) + walk 30 ft., swim 30 ft. + 13 + 10 + 11 + 11 + 10 + 8 + + Perception +4 + 14 + Undercommon + 1/4 + + + + + darkvision 120 ft. + + Amphibious + Shuushar can breathe air and water. + + + Otherworldly Perception + Shuushar can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + Shuushar has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, Shuushar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Bite|+3|1d4+1 + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + + Net + Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. + + + Sticky Shield + When a creature misses Shuushar with a melee weapon attack, Shuushar uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to Shuushar's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding. + + +Source: Out of the Abyss p. 7 + underdark + + + Skriss + M + humanoid (troglodyte) + Chaotic Evil + 11 (natural armor) + 13 (2d8+4) + walk 30 ft. + 14 + 10 + 14 + 6 + 10 + 6 + + Stealth +2 + 10 + Troglodyte + 1/4 + + + + + darkvision 60 ft. + + Chameleon Skin + Skriss has advantage on Dexterity (Stealth) checks made to hide. + + + Stench + Any creature other than a troglodyte that starts its turn within 5 feet of Skriss must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. + + + Sunlight Sensitivity + While in sunlight, Skriss has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Skriss makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claw|+4|1d4+2 + + +Source: Out of the Abyss p. 29 + underdark + + + Sladis Vadir + M + humanoid (elf) + Any alignment + 11 (16 with barkskin) + 27 (5d8+5) + walk 30 ft. + 10 + 12 + 13 + 12 + 15 + 11 + + Medicine +4, Nature +3, Perception +1 + 14 + Druidic plus any two languages, Undercommon, Elvish + 2 + + + + + darkvision 60 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put <$title_short_name$> to sleep. + + + Quarterstaff + Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands. + Quarterstaff|+2|1d6 + + + Spellcasting + Sladis is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, shillelagh + • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + • 2nd level (3 slots): animal messenger, barkskin + + 4, 3 + druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin + +Source: Out of the Abyss p. 135 + + + + Sloopidoop + M + humanoid (kuo-toa) + Neutral Evil + 13 (natural armor) + 97 (13d8+39) + walk 30 ft., swim 30 ft. + 16 + 14 + 16 + 13 + 16 + 14 + + Perception +9, Religion +7 + 19 + Undercommon + 6 + + + + + darkvision 120 ft. + + Amphibious + Sloopidoop can breathe air and water. + + + Otherworldly Perception + Sloopidoop can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + Sloopidoop has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, Sloopidoop has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Sloopidoop makes two melee attacks. + + + Scepter + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage. + Scepter|+6|1d6+3 + + + Unarmed Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage. + Unarmed Strike|+6|1d4+3 + + + Spellcasting + Sloopidoop is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Sloopidoop has the following cleric spells prepared: + Cantrips (at will): guidance, sacred flame, thaumaturgy + • 1st level (4 slots): detect magic, sanctuary, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + • 3rd level (3 slots): spirit guardians, tongues + • 4th level (3 slots): control water, divination + • 5th level (2 slots): mass cure wounds, scrying + + 4, 3, 3, 3, 2 + guidance, sacred flame, thaumaturgy, detect magic, sanctuary, shield of faith, hold person, spiritual weapon, spirit guardians, tongues, control water, divination, mass cure wounds, scrying + +Source: Out of the Abyss p. 29 + underdark + + + Sovereign Basidia + L + plant + Lawful Neutral + 13 (natural armor) + 60 (8d10+16) + walk 30 ft. + 12 + 10 + 14 + 13 + 15 + 10 + + + 12 + + 2 + + + + + darkvision 120 ft. + + Distress Spores + When Basidia takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, Basidia has disadvantage on ability checks, attack rolls, and saving throws. Basidia dies if it spends more than 1 hour in direct sunlight. + + + Multiattack + Basidia uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage. + Fist|+3|3d4+1 + + + Animating Spores (3/Day) + Basidia targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way. + + + Hallucination Spores + Basidia ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Pacifying Spores + Basidia ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Rapport Spores + A 30-foot radius of spores extends from Basidia. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + + Variant: Zuggtomoy's Empowerment + Myconids that embrace Zuggtmoy can develop new, more destructive kinds of spores. Myconid sovereigns have all these spore effects. + Caustic Spores (1/Day). Basidia releases spores in a 30-foot cone. Each creature inside the cone must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) acid damage at the start of each of Basidia's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + Basidia's Constitution modifier + Basidia's proficiency bonus. + Infestation Spores (1/Day). Basidia releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. The save DC is 8 + Basidia's Constitution modifier + Basidia's proficiency bonus. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy) and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a humanoid or a Large or smaller beast. + Euphoria Spores (1/Day). Basidia releases a cloud of spores in a 20-foot-radius sphere centered on itself. Other creatures in that area must each succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. The save DC is 8 + Basidia's Constitution modifier + Basidia's proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends on it, the creature gains one level of exhaustion. + + +Source: Out of the Abyss p. 88 + underdark + + + Spider King + L + beast + Unaligned + 14 (natural armor) + 44 (4d10+4) + walk 30 ft., climb 30 ft. + 14 + 16 + 12 + 2 + 11 + 4 + Con +3, Wis +2 + Stealth +7, Perception +4 + 14 + + 1 + + + + + blindsight 10 ft., darkvision 60 ft. + + Two Heads + Because of its two heads, the Spider King has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|+5|1d8+3 + Bite||2d8 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + + +Source: Out of the Abyss p. 74 + + + + Spiderbait + S + humanoid (goblinoid) + Neutral Evil + 15 (leather armor, shield) + 7 (2d6) + walk 30 ft. + 8 + 14 + 10 + 10 + 8 + 8 + + Stealth +6 + 9 + Common, Goblin + 1/4 + + + + + darkvision 60 ft. + + Nimble Escape + Spiderbait can take the Disengage or Hide action as a bonus action on each of its turns. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + +Source: Out of the Abyss p. 31 + underdark, grassland, forest, hill + + + Stool + S + plant + Lawful Neutral + 10 + 7 (2d6) + walk 10 ft. + 8 + 10 + 10 + 8 + 11 + 5 + + + 10 + + 0 + + + + + darkvision 120 ft. + + Distress Spores + When Stool takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, Stool has disadvantage on ability checks, attack rolls, and saving throws. Stool dies if it spends more than 1 hour in direct sunlight. + + + Fist + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) bludgeoning damage plus 2 (1d4) poison damage. + Fist|+1|1d4-1 + + + Rapport Spores (3/Day) + A 10-foot radius of spores extends from Stool. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + +Source: Out of the Abyss p. 7 + underdark + + + The Pudding King + S + humanoid (gnome, shapechanger) + Chaotic Evil + 13 (16 with mage armor) + 49 (9d6+18) + walk 30 ft. + 10 + 16 + 14 + 12 + 8 + 17 + Con +6, Cha +7 + Arcana +5, Perception +3, Stealth +7, Survival +3 + 12 + Abyssal, Gnomish, Terran, Undercommon + 4 + acid, poison + + + poisoned + darkvision 60 ft. + + Stone Camouflage + The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Gnome Cunning + The Pudding King has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. + + + Insanity + The Pudding King has advantage on saving throws against being charmed or frightened. + + + War Pick + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d8) piercing damage. + War Pick|+3|1d8 + + + Change Shape + The Pudding King magically transforms into an ooze, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form. + + + Create Green Slime (Recharges after a Long Rest) + The Pudding King creates a patch of green slime (see "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide). The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King. + + + Innate Spellcasting + The Pudding King's innate spellcasting ability is Intelligence (spell save DC 12). He can innately cast the following spells, requiring no material components: + At will: nondetection (self only) + 1/day each: blindness/deafness, blur, disguise self + + + Spellcasting + The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer spells: + Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation + • 1st level (4 slots): false life, mage armor, ray of sickness, shield + • 2nd level (3 slots): crown of madness, misty step + • 3rd level (3 slots): gaseous form, stinking cloud + • 4th level (3 slots): blight, confusion + • 5th level (1 slots): cloudkill + + 4, 3, 3, 3, 1 + nondetection, blindness/deafness, blur, disguise self, acid splash, light, mage hand, poison spray, prestidigitation, false life, mage armor, ray of sickness, shield, crown of madness, misty step, gaseous form, stinking cloud, blight, confusion, cloudkill + +Source: Out of the Abyss p. 233 + + + + Themberchaud + H + dragon + Chaotic Evil + 19 (natural armor) + 256 (19d12+133) + walk 40 ft., climb 40 ft., fly 80 ft. + 27 + 10 + 25 + 16 + 13 + 21 + Dex +6, Con +13, Wis +7, Cha +11 + Perception +13, Stealth +6 + 23 + Common, Draconic + 17 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If Themberchaud fails a saving throw, it can choose to succeed instead. + + + Multiattack + Themberchaud can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. + Bite|+14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+14|2d8+8 + + + Frightful Presence + Each creature of Themberchaud's choice that is within 120 feet of Themberchaud and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Themberchaud's Frightful Presence for the next 24 hours. + + + Fire Breath (Recharge 5-6) + Themberchaud exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||18d6 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + Themberchaud makes a Wisdom (Perception) check. + + + Tail Attack + Themberchaud makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Themberchaud beats its wings. Each creature within 10 feet of Themberchaud must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Themberchaud can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. + • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. + + + Regional Effects + + + The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Small earthquakes are common within 6 miles of the dragon's lair. + • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. + • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. + If the dragon dies, these effects fade over the course of 1d10 days. + + +Source: Out of the Abyss p. 53 + mountain, hill + + + Topsy + M + humanoid (human, shapechanger) + Lawful Evil + 12 + 33 (6d8+6) + walk 30 ft. + 10 + 15 + 12 + 11 + 10 + 8 + + Perception +2, Stealth +4 + 12 + Common (can't speak in rat form) + 2 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + darkvision 60 ft. (rat form only) + + Shapechanger + Topsy can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Smell + Topsy has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack (Humanoid or Hybrid Form Only) + Topsy makes two attacks, only one of which can be a bite. + + + Bite (Rat or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. + Bite (Rat or Hybrid Form Only)|+4|1d4+2 + + + Shortsword (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword (Humanoid or Hybrid Form Only)|+4|1d6+2 + + + Hand Crossbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow (Humanoid or Hybrid Form Only)|+4|1d6+2 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + +Source: Out of the Abyss p. 8 + forest, urban + + + Troglodyte Champion of Laogzed + M + humanoid (troglodyte) + Chaotic Evil + 14 (natural armor) + 59 (7d8+28) + walk 30 ft. + 18 + 12 + 18 + 8 + 12 + 12 + + Athletics +6, Intimidation +3, Stealth +3 + 11 + Troglodyte + 3 + + + + + darkvision 60 ft. + + Chameleon Skin + The troglodyte has advantage on Dexterity (Stealth) checks made to hide. + + + Stench + Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. + + + Sunlight Sensitivity + While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The troglodyte makes three attacks: one with its bite and two with either its claws or its greatclub. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage. + Bite|+6|1d4+4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage. + Claw|+6|1d4+4 + + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage. + Greatclub|+6|1d8+4 + + + Acid Spray (Recharge 6) + The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. + Acid Spray (Recharge 6)||3d6 + + The Monster Manual provides statistics for the typical troglodyte. Once in a while, a troglodyte tribe produces an unusually smart and strong specimen that can spew acid-what many troglodytes consider blessings from Laogzed, their demonic god. These hulking troglodyte champions make excellent chieftains. +Source: Out of the Abyss p. 229 + + + + Turvy + M + humanoid (human, shapechanger) + Lawful Evil + 12 + 33 (6d8+6) + walk 30 ft. + 10 + 15 + 12 + 11 + 10 + 8 + + Perception +2, Stealth +4 + 12 + Common (can't speak in rat form) + 2 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + darkvision 60 ft. (rat form only) + + Shapechanger + Turvy can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Smell + Turvy has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack (Humanoid or Hybrid Form Only) + Turvy makes two attacks, only one of which can be a bite. + + + Bite (Rat or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. + Bite (Rat or Hybrid Form Only)|+4|1d4+2 + + + Shortsword (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword (Humanoid or Hybrid Form Only)|+4|1d6+2 + + + Hand Crossbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow (Humanoid or Hybrid Form Only)|+4|1d6+2 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + +Source: Out of the Abyss p. 8 + forest, urban + + + Vampiric Ixitxachitl + M + aberration + Chaotic Evil + 16 (natural armor) + 44 (8d8+8) + walk 0 ft., swim 30 ft. + 14 + 18 + 13 + 12 + 13 + 7 + + + 11 + Abyssal, Ixitxachitl + 2 + + + + + darkvision 60 ft. + + Vampiric Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + Vampiric Bite|+4|1d8+2 + + + Barbed Tail + When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage. + + Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their "wings" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname "demon rays." They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them. +Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures. +All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory. +Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons. +Variant: Ixitxachitl Cleric. Some ixitxachitl and vampiric ixitxachitl are able to cast divine spells. Such a creature gains the following feature. +Spellcasting. The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared: +Cantrips (at will): guidance, thaumaturgy +1st Level (4 slots): charm person, create or destroy water +2nd Level (3 slots): hold person, silence +3rd Level (2 slots): dispel magic, tongues +Source: Out of the Abyss p. 226 + + + + Vampiric Ixitxachitl Cleric + M + aberration + Chaotic Evil + 16 (natural armor) + 44 (8d8+8) + walk 0 ft., swim 30 ft. + 14 + 18 + 13 + 12 + 13 + 7 + + + 11 + Abyssal, Ixitxachitl + 2 + + + + + darkvision 60 ft. + + Vampiric Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. + Vampiric Bite|+4|1d8+2 + + + Barbed Tail + When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage. + + + Spellcasting + The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared: + Cantrips (at will): guidance, thaumaturgy + • 1st level (4 slots): charm person, create or destroy water + • 2nd level (3 slots): hold person, silence + • 3rd level (2 slots): dispel magic, tongues + + 4, 3, 2 + guidance, thaumaturgy, charm person, create or destroy water, hold person, silence, dispel magic, tongues + Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their "wings" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname "demon rays." They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them. +Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures. +All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory. +Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons. +Variant: Ixitxachitl Cleric. Some ixitxachitl and vampiric ixitxachitl are able to cast divine spells. Such a creature gains the following feature. +Spellcasting. The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared: +Cantrips (at will): guidance, thaumaturgy +1st Level (4 slots): charm person, create or destroy water +2nd Level (3 slots): hold person, silence +3rd Level (2 slots): dispel magic, tongues +Source: Out of the Abyss p. 226 + + + + Veldyskar + M + monstrosity + Unaligned + 15 (natural armor) + 52 (8d8+16) + walk 20 ft. + 16 + 8 + 15 + 2 + 8 + 7 + + + 9 + + 3 + + + + + darkvision 60 ft. + + Petrifying Gaze + If a creature starts its turn within 30 feet of Veldyskar and the two of them can see each other, Veldyskar can force the creature to make a DC 12 Constitution saving throw if Veldyskar isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see Veldyskar until the start of its next turn, when it can avert its eyes again. If it looks at Veldyskar in the meantime, it must immediately make the save. + If Veldyskar sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. + Bite|+5|2d6+3 + + +Source: Out of the Abyss p. 151 + mountain + + + Veteran of the Gauntlet + M + humanoid (human) + Lawful Good + 17 (splint armor) + 58 (9d8+18) + walk 30 ft. + 16 + 13 + 14 + 10 + 11 + 10 + + Athletics +5, Perception +2 + 12 + Common, Dwarvish + 3 + + + + + + + Multiattack + The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+5|1d8+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+3|1d10+1 + + +Source: Out of the Abyss p. 130 + + + + Vizeran DeVir + M + humanoid (elf) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13, Perception +1 + 12 + any six languages, Elvish + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + darkvision 120 ft. + + Magic Resistance + Vizeran has advantage on saving throws against spells and other magical effects. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Vizeran to sleep. + + + Sunlight Sensitivity + While in sunlight, Vizeran has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Vizeran is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Vizeran can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Vizeran casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 15). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop, dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 155 + + + + Xazax the Eyemonger + L + aberration + Lawful Evil + 18 (natural armor) + 180 (19d10+76) + walk 0 ft., fly 20 ft. + 10 + 14 + 18 + 17 + 15 + 17 + Int +8, Wis +7, Cha +8 + Perception +12 + 22 + Deep Speech, Undercommon + 13 + + + + prone + darkvision 120 ft. + + Antimagic Cone + Xazax's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Xazax decides which way the cone faces and whether the cone is active. The area works against Xazax's own eye rays. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (4d6) piercing damage. + Bite|+5|4d6 + + + Eye Rays + Xazax shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: + 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by Xazax for 1 hour, or until Xazax harms the creature. + 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + Eye Rays||8d8 + 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or Xazax moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Xazax's next turn or until Xazax is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Xazax can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. + 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + Eye Rays||10d8 + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. + 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. + Eye Rays||10d10 + + + Xazax can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. Xazax regains spent legendary actions at the start of its turn. + + + Eye Ray + Xazax uses one random eye ray. + + + Lair Actions + + + When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects: + • A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round. + • Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. + • An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears. + The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row. + + + Regional Effects + + + A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects: + • Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't. + • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person. + If the beholder dies, these effects fade over the course of 1d10 days. + + +Source: Out of the Abyss p. 142 + underdark + + + Y + S + humanoid (derro) + Chaotic Evil + 13 (leather armor) + 36 (8d6+8) + walk 30 ft. + 9 + 14 + 12 + 11 + 5 + 14 + + Stealth +4 + 7 + Dwarvish, Undercommon + 3 + + + + + darkvision 120 ft. + + Magic Resistance + Y has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, Y has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Quarterstaff + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage. + Quarterstaff|+1|1d6-1 + + + Spellcasting + Y is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells: + Cantrips (at will): acid splash, mage hand, message, prestidigitation, ray of frost + • 1st level (4 slots): burning hands, chromatic orb, sleep + • 2nd level (3 slots): invisibility, spider climb + • 3rd level (2 slots): lightning bolt + + 4, 3, 2 + acid splash, mage hand, message, prestidigitation, ray of frost, burning hands, chromatic orb, sleep, invisibility, spider climb, lightning bolt + +Source: Out of the Abyss p. 29 + underdark + + + Yestabrod + L + monstrosity + Chaotic Evil + 15 (natural armor) + 75 (10d10+20) + walk 30 ft. + 12 + 10 + 14 + 13 + 15 + 10 + + + 12 + Abyssal, telepathy 60 ft. + 4 + + poison + + poisoned + darkvision 120 ft. + + Legendary Resistance (1/Day) + If Yestabrod fails a saving throw, it can choose to succeed instead. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage. + Slam|+3|3d4+1 + + + Caustic Spores (1/Day) + Yestabrod releases spores in a 30-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 1d6 acid damage at the start of each of Yestabrod's turns. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. + + + Infestation Spores (1/Day) + Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual). + + + Yestabrod can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yestabrod regains spent legendary actions at the start of its turn. + + + Corpse Burst + Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage. + + + Foul Absorption + Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining 1d8 + 2 hit points + + +Source: Out of the Abyss p. 233 + + + + Young Basilisk + S + monstrosity + Unaligned + 15 (natural armor) + 22 (4d6+8) + walk 20 ft. + 16 + 8 + 15 + 2 + 8 + 7 + + + 9 + + 3 + + + + + darkvision 60 ft. + + Petrifying Gaze + If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. + If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. + Bite|+5|2d6+3 + + +Source: Out of the Abyss p. 100 + mountain + + + Young Hook Horror + S + monstrosity + Neutral + 15 (natural armor) + 11 (2d6+4) + walk 30 ft., climb 30 ft. + 18 + 10 + 15 + 6 + 12 + 7 + + Perception +3 + 13 + Hook Horror + 3 + + + + + blindsight 60 ft., darkvision 120 ft. + + Echolocation + The hook horror can't use its blindsight while deafened. + + + Keen Hearing + The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. + + + Multiattack + The hook horror makes two hook attacks. + + + Hook + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Hook|+3|1d4+1 + + +Source: Out of the Abyss p. 34 + underdark + + + Yuk Yuk + S + humanoid (goblinoid) + Neutral Evil + 15 (leather armor, shield) + 7 (2d6) + walk 30 ft. + 8 + 14 + 10 + 10 + 8 + 8 + + Stealth +6 + 9 + Common, Goblin + 1/4 + + + + + darkvision 60 ft. + + Nimble Escape + Yuk Yuk can take the Disengage or Hide action as a bonus action on each of its turns. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + +Source: Out of the Abyss p. 31 + underdark, grassland, forest, hill + + + Zhentarim Thug + M + humanoid (human) + Neutral + 11 (leather armor) + 32 (5d8+10) + walk 30 ft. + 15 + 11 + 14 + 10 + 10 + 11 + + Intimidation +2 + 10 + Common + 1/2 + + + + + + + Pack Tactics + The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The thug makes two melee attacks + + + Mace + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Mace|+4|1d6+2 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + +Source: Out of the Abyss p. 131 + + + + Zilchyn Q'Leptin + M + humanoid (elf) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6, Perception +1 + 11 + any four languages, Elvish + 6 + + + + + darkvision 120 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Zilchyn to sleep. + + + Sunlight Sensitivity + While in sunlight, Zilchyn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Zilchyn is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Zilchyn has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 11). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold, dancing lights, darkness, faerie fire + +Source: Out of the Abyss p. 137 + + + diff --git a/FightClub5eXML/Sources/PlaneShift/bestiary-ps-a.xml b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-a.xml new file mode 100755 index 0000000..7050f6d --- /dev/null +++ b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-a.xml @@ -0,0 +1,1328 @@ + + + + Adult Amonkhet Dragon + H + dragon + Chaotic Evil + 19 (natural armor) + 256 (19d12+133) + walk 40 ft., climb 40 ft., fly 80 ft. + 27 + 10 + 25 + 16 + 13 + 21 + Dex +6, Con +13, Wis +7, Cha +11 + Perception +13, Stealth +6 + 23 + Common, Draconic + 17 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. + Bite|+14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+14|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||18d6 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. + • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. + + + Regional Effects + + + The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Small earthquakes are common within 6 miles of the dragon's lair. + • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. + • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. + If the dragon dies, these effects fade over the course of 1d10 days. + + +Source: Plane Shift: Amonkhet p. 33 + mountain, hill + + + Ammit + H + beast + Unaligned + 14 (natural armor) + 85 (9d12+27) + walk 30 ft., swim 50 ft. + 21 + 9 + 17 + 2 + 10 + 7 + + Stealth +5 + 10 + + 5 + + + + + + + Hold Breath + The ammit can hold its breath for 30 minutes. + + + Multiattack + The ammit makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the ammit can't bite another target. + Bite|+8|3d10+5 + + + Tail + Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the ammit. 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. + Tail|+8|2d8+5 + + +Source: Plane Shift: Amonkhet p. 30 + swamp + + + Amonkhet Dragon Wyrmling + M + dragon + Chaotic Evil + 17 (natural armor) + 75 (10d8+30) + walk 30 ft., climb 30 ft., fly 60 ft. + 19 + 10 + 17 + 12 + 11 + 15 + Dex +2, Con +5, Wis +2, Cha +4 + Perception +4, Stealth +2 + 14 + Draconic + 4 + + fire + + + blindsight 10 ft., darkvision 60 ft. + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. + Bite|+6|1d10+4 + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||7d6 + + +Source: Plane Shift: Amonkhet p. 33 + + + + Amonkhet Hydra + H + monstrosity + Unaligned + 15 (natural armor) + 172 (15d12+75) + walk 30 ft., swim 30 ft. + 20 + 12 + 20 + 2 + 10 + 7 + + Perception +6 + 16 + + 8 + + + + + darkvision 60 ft. + + Hold Breath + The hydra can hold its breath for 1 hour. + + + Multiple Heads + The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. + At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. + + + Reactive Heads + For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. + + + Wakeful + While the hydra sleeps, at least one of its heads is awake. + + + Multiattack + The hydra makes as many bite attacks as it has heads. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 7 (1d4 + 5) piercing damage, and the target must make on a DC 16 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. + Bite|+8|1d4+5 + Bite||2d6 + + +Source: Plane Shift: Amonkhet p. 35 + swamp + + + Amonkhet Sphinx + L + monstrosity + Lawful Neutral + 17 (natural armor) + 199 (19d10+95) + walk 40 ft., fly 60 ft. + 22 + 10 + 20 + 16 + 18 + 23 + Dex +6, Con +11, Int +9, Wis +10 + Arcana +9, Perception +10, Religion +15 + 20 + Common, Sphinx + 17 + + psychic; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened + truesight 120 ft. + + Inscrutable + The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. + + + Magic Weapons + The sphinx's weapon attacks are magical. + + + Multiattack + The sphinx makes two claw attacks. + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 17 (2d10 + 6) slashing damage. + Claw|+12|2d10+6 + + + Roar (3/Day) + The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. + • First Roar: Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Second Roar: Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Third Roar: Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. + Roar (3/Day)||8d10 + + + The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn. + + + Claw Attack + The sphinx makes one claw attack. + + + Teleport (Costs 2 Actions) + The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Cast a Spell (Costs 3 Actions) + The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest: + • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll. + • The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature's age to normal. + • The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time. + • The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it. + + + Spellcasting + The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: + Cantrips (at will): sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): command, detect evil and good, detect magic + • 2nd level (3 slots): lesser restoration, zone of truth + • 3rd level (3 slots): dispel magic, tongues + • 4th level (3 slots): banishment, freedom of movement + • 5th level (2 slots): flame strike, greater restoration + • 6th level (1 slots): heroes' feast + + 4, 3, 3, 3, 2, 1 + sacred flame, spare the dying, thaumaturgy, command, detect evil and good, detect magic, lesser restoration, zone of truth, dispel magic, tongues, banishment, freedom of movement, flame strike, greater restoration, heroes' feast + +Source: Plane Shift: Amonkhet p. 31 + desert + + + Ancient Amonkhet Dragon + G + dragon + Chaotic Evil + 22 (natural armor) + 546 (28d20+252) + walk 40 ft., climb 40 ft., fly 80 ft. + 30 + 10 + 29 + 18 + 15 + 23 + Dex +7, Con +16, Wis +9, Cha +13 + Perception +16, Stealth +7 + 26 + Common, Draconic + 24 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. + Bite|+17|2d10+10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) slashing damage. + Claw|+17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 19 (2d8 + 10) bludgeoning damage. + Tail|+17|2d8+10 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||26d6 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. + • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. + + + Regional Effects + + + The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Small earthquakes are common within 6 miles of the dragon's lair. + • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. + • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. + If the dragon dies, these effects fade over the course of 1d10 days. + + +Source: Plane Shift: Amonkhet p. 33 + mountain, hill + + + Angel of Amonkhet + M + celestial + Lawful Good + 17 (natural armor) + 136 (16d8+64) + walk 30 ft., fly 90 ft. + 18 + 18 + 18 + 17 + 20 + 20 + Wis +9, Cha +9 + Insight +9, Perception +9 + 19 + all, telepathy 120 ft. + 10 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Angelic Weapons + The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Multiattack + The angel makes two melee attacks. + + + Staff + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d8 + 4) bludgeoning damage plus 18 (4d8) radiant damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the angel can't attack another target with its staff. + Staff|+8|1d8+4 + + + Healing Touch (3/Day) + The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Change Shape + The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice). + In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. + + + Innate Spellcasting + The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components: + At will: detect evil and good + 1/day each: commune, raise dead + + detect evil and good, commune, raise dead + +Source: Plane Shift: Amonkhet p. 30 + + + + Anointed + M + undead + Neutral Evil + 8 + 22 (3d8+9) + walk 20 ft. + 13 + 6 + 16 + 3 + 6 + 5 + Wis +0 + + 8 + understands all languages it spoke in life but can't speak + 1/4 + + poison + + poisoned + darkvision 60 ft. + + Undead Fortitude + If damage reduces the anointed to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the anointed drops to 1 hit point instead. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Slam|+3|1d6+1 + + +Source: Plane Shift: Amonkhet p. 34 + urban + + + Archfiend of Ifnir + L + fiend (demon) + Chaotic Evil + 18 (natural armor) + 184 (16d10+96) + walk 20 ft., fly 30 ft. + 21 + 10 + 22 + 19 + 12 + 15 + Con +11, Int +9, Wis +6, Cha +7 + + 11 + Abyssal, telepathy 120 ft. + 13 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + truesight 120 ft. + + Magic Resistance + The archfiend has advantage on saving throws against spells and other magical effects. + + + Multiattack + The archfiend uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 32 (5d10 + 5) piercing damage. + Bite|+10|5d10+5 + + + Claw + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (3d6 + 5) slashing damage. + Claw|+10|3d6+5 + + + Horror Nimbus (Recharge 5-6) + The archfiend magically emits scintillating, multicolored light. Each creature within 15 feet of the archfiend that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archfiend's Horror Nimbus for the next 24 hours. + + + Teleport + The archfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + +Source: Plane Shift: Amonkhet p. 30 + + + + Cerodon + H + beast + Unaligned + 13 (natural armor) + 126 (11d12+55) + walk 40 ft. + 24 + 9 + 21 + 3 + 11 + 6 + + + 10 + + 6 + + + + + + + Trampling Charge + If the cerodon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the cerodon can make one stomp attack against it as a bonus action. + + + Siege Monster + The cerodon deals double damage to objects and structures. + + + Gore + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 25 (4d8 + 7) piercing damage. + Gore|+10|4d8+7 + + + Stomp + Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. 29 (4d10 + 7) bludgeoning damage. + Stomp|+10|4d10+7 + + +Source: Plane Shift: Amonkhet p. 37 + arctic + + + Criosphinx + L + monstrosity + Neutral + 18 (natural armor) + 228 (24d10+96) + walk 30 ft., fly 60 ft. + 18 + 15 + 18 + 16 + 16 + 16 + + Arcana +8, History +8, Perception +8, Religion +8 + 18 + understands Common, Sphinx + 13 + bludgeoning, piercing, slashing from nonmagical attacks + psychic + + charmed, frightened + truesight 120 ft. + + Inscrutable + The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. + + + Magic Weapons + The sphinx's weapon attacks are magical. + + + Multiattack + The sphinx makes a ram attack and two claw attacks. + + + Ram + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 17 (3d8 + 4) bludgeoning damage. + Ram|+9|3d8+4 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claw|+9|2d8+4 + + + The monstrosity can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn. + + + Ram Attack + The sphinx makes one ram attack. + + + Teleport (Costs 2 Actions) + The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + +Source: Plane Shift: Amonkhet p. 32 + + + + Eternal + M + undead + Neutral Evil + 14 (studded leather armor) + 45 (6d8+18) + walk 30 ft. + 15 + 14 + 16 + 10 + 13 + 15 + + Perception +3, Stealth +4 + 13 + the languages it knew in life + 3 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + + exhaustion, poisoned + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, the eternal has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The eternal makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+4|1d6+2 + A humanoid slain by this attack rises 24 hours later as a zombie under the eternal's control, unless the humanoid is restored to life or its body is destroyed. The eternal can have no more than twelve zombies under its control at one time. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+4|1d8+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Plane Shift: Amonkhet p. 34 + underdark, swamp, urban, desert + + + Giant River Serpent + H + monstrosity + Neutral Evil + 17 (natural armor) + 168 (16d12+64) + walk 50 ft., climb 40 ft. + 23 + 16 + 18 + 7 + 14 + 12 + + Perception +6, Stealth +7 + 16 + Draconic + 11 + + lightning + + + darkvision 90 ft. + + Multiattack + The serpent makes two attacks: one with its bite and one to constrict. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 22 (3d10 + 6) piercing damage. + Bite|+10|3d10+6 + + + Constrict + Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the serpent isn't already constricting a creature, and the target is restrained until this grapple ends. + Constrict|+10|2d10+6 + + + Swallow + The serpent makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the serpent, and it takes 21 (6d6) acid damage at the start of each of the serpent's turns. A serpent can have only one creature swallowed at a time. + If the serpent takes 30 damage or more on a single turn from the swallowed creature, the serpent must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the serpent. If the serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. + + +Source: Plane Shift: Amonkhet p. 38 + underdark + + + Hippopotamus + H + beast + Unaligned + 12 (natural armor) + 76 (8d12+24) + walk 40 ft. + 22 + 9 + 17 + 3 + 11 + 6 + + + 10 + + 4 + + + + + + + Trampling Charge + If the hippopotamus moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the hippopotamus can make one stomp attack against it as a bonus action. + + + Hold Breath + The hippopotamus can hold its breath for 30 minutes. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 19 (3d8 + 6) piercing damage. + Bite|+8|3d8+6 + + + Stomp + Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. 22 (3d10 + 6) bludgeoning damage. + Stomp|+8|3d10+6 + + +Source: Plane Shift: Amonkhet p. 38 + grassland + + + Large Drake + L + beast + Neutral Good + 13 + 26 (4d10+4) + walk 10 ft., fly 80 ft. + 16 + 17 + 13 + 8 + 14 + 10 + + Perception +4 + 14 + Giant Eagle, understands Common and Auran but can't speak them + 1 + + + + + + + Keen Sight + The drake has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drake makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Beak|+5|1d6+3 + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Talons|+5|2d6+3 + + +Source: Plane Shift: Amonkhet p. 33 + mountain, grassland, hill, coastal + + + Manticore, Heart-Piercer + L + monstrosity + Chaotic Evil + 15 (natural armor) + 136 (16d10+48) + walk 50 ft. + 19 + 14 + 16 + 5 + 12 + 6 + + Perception +4 + 14 + + 5 + + + + + darkvision 60 ft. + + Multiattack + The manticore makes two attacks, one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Bite|+7|2d6+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws|+7|2d8+4 + + + Stinger + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage. The target must make a DC 14 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Stinger|+7|2d6+4 + Stinger||7d6 + + +Source: Plane Shift: Amonkhet p. 36 + + + + Mindful Marauder + M + undead + Lawful Evil + 17 (natural armor) + 97 (13d8+39) + walk 20 ft. + 18 + 10 + 17 + 11 + 18 + 16 + Con +8, Int +5, Wis +9, Cha +8 + History +5, Religion +5 + 14 + the languages it knew in life + 15 + + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + fire + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Magic Resistance + The marauder has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + A destroyed marauder gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the marauder's heart. + + + Multiattack + The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + + + Rotting Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. + Rotting Fist|+9|3d6+4 + + + Dreadful Glare + The marauder targets one creature it can see within 60 feet of it. If the target can see the marauder, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and marauders for the next 24 hours. + + + The undead can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Attack + The marauder makes one attack with its rotting fist or uses its Dreadful Glare. + + + Blinding Dust + Blinding dust and sand swirls magically around the marauder. Each creature within 5 feet of the marauder must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. + + + Blasphemous Word (Costs 2 Actions) + The marauder utters a blasphemous word. Each non-undead creature within 10 feet of the marauder that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the marauder's next turn. + + + Channel Negative Energy (Costs 2 Actions) + The marauder magically unleashes negative energy. Creatures within 60 feet of the marauder, including ones behind barriers and around corners, can't regain hit points until the end of the marauder's next turn. + + + Whirlwind of Sand (Costs 2 Actions) + The marauder magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the marauder is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the marauder remain in its possession. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row: + • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round. + • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round. + • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted. + + + Regional Effects + + + A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence: + • Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance. + • Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent. + • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic. + If the mummy lord is destroyed, these regional effects end immediately. + + + Spellcasting + The marauder is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The marauder has the following cleric spells prepared: + Cantrips (at will): sacred flame, thaumaturgy + • 1st level (4 slots): command, guiding bolt, shield of faith + • 2nd level (3 slots): hold person, silence, spiritual weapon + • 3rd level (3 slots): animate dead, dispel magic + • 4th level (3 slots): divination, guardian of faith + • 5th level (2 slots): contagion, insect plague + • 6th level (1 slots): harm + + 4, 3, 3, 3, 2, 1 + sacred flame, thaumaturgy, command, guiding bolt, shield of faith, hold person, silence, spiritual weapon, animate dead, dispel magic, divination, guardian of faith, contagion, insect plague, harm + +Source: Plane Shift: Amonkhet p. 34 + desert + + + Mindless Marauder + M + undead + Lawful Evil + 11 (natural armor) + 58 (9d8+18) + walk 20 ft. + 16 + 8 + 15 + 6 + 10 + 12 + Wis +2 + + 10 + the languages it knew in life + 3 + bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + fire + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Multiattack + The marauder can use its Dreadful Glare and makes one attack with its rotting fist. + + + Rotting Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with marauder rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. + Rotting Fist|+5|2d6+3 + + + Dreadful Glare + The marauder targets one creature it can see within 60 feet of it. If the target can see the marauder, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the marauder's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not marauder lords) for the next 24 hours. + + +Source: Plane Shift: Amonkhet p. 34 + desert + + + River Serpent + H + beast + Unaligned + 12 + 60 (8d12+8) + walk 30 ft., swim 30 ft. + 19 + 14 + 12 + 1 + 10 + 3 + + Perception +2 + 12 + + 2 + + + + + blindsight 10 ft. + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. + Bite|+6|2d6+4 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the serpent can't constrict another target. + Constrict|+6|2d8+4 + + +Source: Plane Shift: Amonkhet p. 38 + underwater, underdark, forest, swamp, desert + + + Sandwurm + G + monstrosity + Unaligned + 18 (natural armor) + 247 (15d20+90) + walk 50 ft., burrow 30 ft. + 28 + 7 + 22 + 1 + 8 + 4 + Con +11, Wis +4 + + 9 + + 15 + + + + + blindsight 30 ft., tremorsense 60 ft. + + Tunneler + The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The wurm makes two attacks: one with its bite and one with its stinger. + + + Bite + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wurm, and it takes 21 (6d6) acid damage at the start of each of the wurm's turns. + Bite|+14|3d8+9 + Bite||6d6 + If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + Tail Stinger + Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. + Tail Stinger|+14|3d6+9 + Tail Stinger||12d6 + + +Source: Plane Shift: Amonkhet p. 35 + underdark, desert + + + Serpopard + L + beast + Unaligned + 12 + 52 (7d10+14) + walk 40 ft. + 18 + 14 + 15 + 3 + 12 + 8 + + Perception +3, Stealth +6 + 13 + + 3 + + + + + + + Keen Smell + The serpopard has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the serpopard moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the serpopard can make one bite attack against it as a bonus action. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Bite|+6|1d10+4 + Bite||3d6 + + +Source: Plane Shift: Amonkhet p. 37 + + + + Small Drake + M + beast + Unaligned + 13 (natural armor) + 13 (3d8) + walk 10 ft., fly 60 ft. + 12 + 15 + 10 + 2 + 9 + 5 + + Perception +1 + 11 + + 1/4 + + + + + + + Flyby + The drake doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) piercing damage + Bite|+3|2d4+1 + + +Source: Plane Shift: Amonkhet p. 33 + mountain, grassland, coastal + + + Soulstinger Demon + L + fiend (demon) + Lawful Evil + 19 (natural armor) + 142 (15d10+60) + walk 40 ft., fly 40 ft. + 18 + 16 + 18 + 13 + 14 + 16 + Int +5, Wis +6, Cha +7 + Deception +7, Insight +6 + 12 + Infernal, telepathy 120 ft. + 9 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the demon's darkvision. + + + Magic Resistance + The demon has advantage on saving throws against spells and other magical effects. + + + Multiattack + The demon makes three attacks: two with its claws and one with its sting. + + + Claw + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 8 (1d8 + 4) slashing damage. + Claw|+8|1d8+4 + + + Sting + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Sting|+8|2d8+4 + + +Source: Plane Shift: Amonkhet p. 30 + + + + Young Amonkhet Dragon + L + dragon + Chaotic Evil + 18 (natural armor) + 178 (17d10+85) + walk 40 ft., climb 40 ft., fly 80 ft. + 23 + 10 + 21 + 14 + 11 + 19 + Dex +4, Con +9, Wis +4, Cha +8 + Perception +8, Stealth +4 + 18 + Common, Draconic + 10 + + fire + + + blindsight 30 ft., darkvision 120 ft. + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. + Bite|+10|2d10+6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+10|2d6+6 + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||16d6 + + +Source: Plane Shift: Amonkhet p. 33 + mountain, hill + + diff --git a/FightClub5eXML/Sources/PlaneShift/bestiary-ps-d.xml b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-d.xml new file mode 100755 index 0000000..adecd55 --- /dev/null +++ b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-d.xml @@ -0,0 +1,169 @@ + + + + Homarid + M + monstrosity + Chaotic Evil + 14 (natural armor) + 44 (8d8+8) + walk 20 ft., swim 30 ft. + 13 + 8 + 13 + 9 + 14 + 10 + + Perception +4, Stealth +3 + 14 + Homarid + 1 + + + + + darkvision 60 ft. + + Amphibious + The homarid can breathe air and water. + + + Multiattack + The homarid makes two claw attacks. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The homarid has two claws, each of which can grapple only one target. + Claw|+3|1d8+1 + + +Source: Plane Shift: Dominaria p. 15 + + + + Kavu Predator + L + beast + Unaligned + 15 (natural armor) + 75 (10d10+20) + walk 30 ft., climb 30 ft. + 18 + 12 + 15 + 6 + 14 + 8 + + Perception +4, Stealth +5 + 14 + understands Elvish + 2 + + + + + darkvision 60 ft. + + Pounce + If the kavu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the kavu can make one bite attack against it as a bonus action. + + + Multiattack + The kavu makes two claw attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage. + Bite|+6|1d10+4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Claw|+6|1d6+4 + + +Source: Plane Shift: Dominaria p. 24 + + + + Steel Leaf Kavu + L + beast + Unaligned + 16 (natural armor) + 142 (15d10+60) + walk 40 ft. + 20 + 12 + 18 + 6 + 14 + 8 + + Perception +4 + 14 + understands Elvish + 4 + + + + + darkvision 60 ft. + + Raking Charge + If the kavu moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the kavu can make one rend attack against it as a bonus action. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage. + Bite|+7|2d8+5 + + + Rend + Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. 23 (4d8 + 5) slashing damage. + Rend|+7|4d8+5 + + +Source: Plane Shift: Dominaria p. 24 + + + + Zombie Horse + L + undead + Neutral Evil + 8 + 22 (3d8+9) + walk 20 ft. + 13 + 6 + 16 + 3 + 6 + 5 + Wis +0 + + 8 + understands all languages it spoke in life but can't speak + 1/4 + + poison + + poisoned + darkvision 60 ft. + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Slam|+3|1d6+1 + + +Source: Plane Shift: Dominaria p. 17 + urban + + diff --git a/FightClub5eXML/Sources/PlaneShift/bestiary-ps-i.xml b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-i.xml new file mode 100755 index 0000000..50bc811 --- /dev/null +++ b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-i.xml @@ -0,0 +1,810 @@ + + + + Creepy Doll + T + construct + Lawful Evil + 12 + 21 (6d4+6) + walk 40 ft. + 6 + 14 + 13 + 12 + 11 + 10 + + Stealth +4 + 10 + speaks and understands the languages known by its creator + 2 + bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, paralyzed + darkvision 60 ft. + + False Appearance + While the creepy doll remains motionless, it is indistinguishable from an ordinary, inanimate doll. + + + Multiattack + The creepy doll makes one attack with its scissors and uses Psychic Assault. + + + Scissors + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. + Scissors|+4|2d4+2 + + + Psychic Assault + The creepy doll targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw or take 11 (2d10) psychic damage. Also on a failure, roll 3d6. If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence, as from the greater restoration spell or similar magic. + Psychic Assault||2d10 + + + Body Exchange + The creepy doll initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the creepy doll's spirit inhabits the target's body while the target's spirit is placed into the creepy doll's body. The creepy doll controls the target's body completely. It retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The target retains its alignment, Intelligence, Wisdom, and Charisma while inhabiting the creepy doll's body. + The body exchange lasts until the doll's spirit is forced out by magic. (The dispel evil and good spell will accomplish this, though the doll is not one of the creature types whose possession that spell normally ends.) The body and the doll must be within 5 feet of each other for such an effect to work. The target is immune to this doll's Body Exchange for 24 hours after winning the Intelligence contest or after the exchange ends. + + +Source: Plane Shift: Innistrad p. 25 + + + + Demonlord of Ashmouth + L + fiend (demon) + Lawful Evil + 18 (natural armor) + 178 (17d10+85) + walk 20 ft., fly 60 ft. + 22 + 17 + 21 + 12 + 16 + 17 + Str +10, Dex +7, Wis +7, Cha +7 + + 13 + Infernal, telepathy 120 ft. + 11 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede the demon's darkvision. + + + Magic Resistance + The demon has advantage on saving throws against spells and other magical effects. + + + Multiattack + The demon makes three melee attacks: two with its battleaxe and one with its tail. It can use Hurl Flame in place of any melee attack. + + + Battleaxe + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (2d8 + 6) slashing damage, or 17 (2d10 + 6) slashing damage if used with two hands. + Battleaxe|+10|2d8+6 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. + Tail|+10|1d8+6 + Tail||3d6 + + + Hurl Flame + Ranged Spell Attack: +7 to hit, range 150 ft., one target. 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. + Hurl Flame|+7|4d6 + + +Source: Plane Shift: Innistrad p. 37 + + + + Flight Alabaster Angel + M + celestial + Lawful Good + 17 (natural armor) + 136 (16d8+64) + walk 30 ft., fly 90 ft. + 18 + 18 + 18 + 17 + 20 + 20 + Wis +9, Cha +9 + Insight +9, Perception +9 + 19 + all, telepathy 120 ft. + 10 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Angelic Weapons + The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Multiattack + The angel makes two melee attacks. + + + Mace + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. + Mace|+8|1d6+4 + + + Healing Touch (3/Day) + The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Change Shape + The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice). + In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. + + + Innate Spellcasting + The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components: + At will: detect evil and good, protection from evil and good + 1/day each: commune, raise dead + + detect evil and good, protection from evil and good, commune, raise dead + +Source: Plane Shift: Innistrad p. 26 + + + + Flight Goldnight Angel + M + celestial + Lawful Good + 17 (natural armor) + 136 (16d8+64) + walk 30 ft., fly 90 ft. + 18 + 18 + 18 + 17 + 20 + 20 + Wis +9, Cha +9 + Insight +9, Perception +9 + 19 + all, telepathy 120 ft. + 10 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Angelic Weapons + The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Goldnight Menace + As an action, an angel of Flight Goldnight can strike fear into the hearts of its enemies. Each creature of the angel's choice that is within 120 feet of it and is aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. The DC for this saving throw is the same as for the angel's Innate Spellcasting trait. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that angel's Goldnight Menace for the next 24 hours. + + + Multiattack + The angel makes two melee attacks. + + + Mace + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. + Mace|+8|1d6+4 + + + Healing Touch (3/Day) + The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Change Shape + The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice). + In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. + + + Innate Spellcasting + The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components: + At will: detect evil and good + 1/day each: commune, raise dead + + detect evil and good, commune, raise dead + +Source: Plane Shift: Innistrad p. 26 + + + + Flight of Moonsilver Angel + M + celestial + Lawful Good + 17 (natural armor) + 136 (16d8+64) + walk 30 ft., fly 90 ft. + 18 + 18 + 18 + 17 + 20 + 20 + Wis +9, Cha +9 + Insight +9, Perception +9 + 19 + all, telepathy 120 ft. + 10 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Angelic Weapons + The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Moonsilver Spear + An angel of the Flight of Moonsilver wields a spear made from a shard of the Helvault. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when the angel hits a creature with an attack using this weapon, it can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time the angel has wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. + + + Multiattack + The angel makes two melee attacks. + + + Mace + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. + Mace|+8|1d6+4 + + + Healing Touch (3/Day) + The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Change Shape + The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice). + In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. + + + Innate Spellcasting + The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components: + At will: detect evil and good + 1/day each: commune, raise dead + + detect evil and good, commune, raise dead + +Source: Plane Shift: Innistrad p. 26 + + + + Geist + M + undead + Any alignment + 11 + 45 (10d8) + walk 0 ft., fly 40 ft. + 7 + 13 + 10 + 10 + 12 + 17 + + + 11 + any languages it knew in life + 4 + acid, fire, lightning, thunder, bludgeoning + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled + darkvision 60 ft. + + Ethereal Sight + The geist can see 60 feet into the Ethereal Plane when + it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The geist can move through other creatures + and objects as if they were difficult terrain. It takes 5 (1d10) force + damage if it ends its turn inside an object. + + + Geist Powers + Geists are as varied as the humans they were in life. In addition to the traits and actions all geists possess, an individual geist might have any of the following special characteristics. + + + Geist Powers: Intangible Virtue + A living creature possessed by a white-aligned geist gains immunity to the charmed and frightened conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. While the creature is possessed, the geist can allow it to take control of its body, but the geist can regain control at any time (no action required). + + + Geist Powers: Horrifying Visage + Black-aligned geists can make themselves terrible to behold, even when they are possessing the living. Each non-undead creature within 60 feet of the geist that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this geist's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. + + + Withering Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target 17 (4d6 + 3) necrotic damage. + Withering Touch|+5|4d6+3 + + + Etherealness + The geist enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Possession (Recharge 6) + One creature that the geist can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the geist; the geist then disappears, and the target is incapacitated and loses control of its body. The geist now controls the body but doesn't deprive the target of awareness. The geist can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the geist ends it as a bonus action, or the geist is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the geist reappears in an unoccupied space within 5 feet of the body. The target is immune to this geist's Possession for 24 hours after succeeding on the saving throw or after the possession ends. The geist can instead target the corpse of a creature, effectively using its own life force to animate the corpse as a zombie. The animated corpse uses zombie statistics and returns to death if the geist ends the possession. + + +Source: Plane Shift: Innistrad p. 19 + + + + Host of Herons Angel + M + celestial + Lawful Good + 17 (natural armor) + 136 (16d8+64) + walk 30 ft., fly 90 ft. + 18 + 18 + 18 + 17 + 20 + 20 + Wis +9, Cha +9 + Insight +9, Perception +9 + 19 + all, telepathy 120 ft. + 10 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Angelic Weapons + The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Heron Protection + Whenever an angel of the Host of Herons or a friendly creature within 10 feet of it makes a saving throw, the creature gains a bonus to the saving throw equal to the angel's Charisma modifier. The angel must be conscious to receive or grant this bonus. + + + Multiattack + The angel makes two melee attacks. + + + Mace + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. + Mace|+8|1d6+4 + + + Healing Touch (3/Day) + The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Change Shape + The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice). + In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. + + + Innate Spellcasting + The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components: + At will: detect evil and good + 1/day each: commune, raise dead + + detect evil and good, commune, raise dead + +Source: Plane Shift: Innistrad p. 26 + + + + Keeper of the Feather + M + humanoid (human, shapechanger) + Lawful Good + 12 + 31 (7d8) + walk 30 ft. + 10 + 15 + 11 + 13 + 15 + 14 + + Insight +4, Perception +6 + 16 + Common (can't speak in raven form) + 2 + + bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons + + + + + Shapechanger + The keeper can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies. + + + Mimicry + The keeper can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. + + + Multiattack (Human or Hybrid Form Only) + The keeper makes two weapon attacks, one of which can be with its hand crossbow. + + + Beak (Raven or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. + Beak (Raven or Hybrid Form Only)|+4|1d4+2 + + + Shortsword (Human or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword (Human or Hybrid Form Only)|+4|1d6+2 + + + Hand Crossbow (Human or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow (Human or Hybrid Form Only)|+4|1d6+2 + + +Source: Plane Shift: Innistrad p. 40 + + + + Skaab + M + construct + Neutral + 9 + 93 (11d8+44) + walk 30 ft. + 19 + 9 + 18 + 6 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 5 + + lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Berserk + Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. + + + Aversion of Fire + If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Skaab Characteristics + The most basic skaabs are simply flesh golems, as described in the Monster Manual. But the aspiration of every skaberen is to produce a truly unique masterpiece, a goal that might see a stitcher create golems with one of the following special characteristics. + + + Skaab Characteristic: Armor Plating + Increase the skaab's Armor Class to 14 and increase its challenge rating to 6 (2,300 XP). + + + Skaab Characteristic: Six Arms + The skaab's multiattack action allows it to make three slam attacks. Increase its challenge rating to 6 (2,300 XP). + + + Skaab Characteristic: Three Heads + The skaab has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious. (Its challenge rating doesn't change.) + + + Skaab Characteristic: Skaab Goliath + This skaab has three heads, six arms, and armor plating. Increase its challenge rating to 7 (2,900 XP). + + + Skaab Characteristic: Winged Skaab + The skaab has a flying speed of 30 feet. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Slam|+7|2d8+4 + + +Source: Plane Shift: Innistrad p. 20 + + + + Vampire Neonate + M + undead + Neutral Evil + 15 (natural armor) + 82 (11d8+33) + walk 30 ft. + 16 + 16 + 16 + 11 + 10 + 12 + Dex +6, Wis +3 + Perception +3, Stealth +6 + 13 + Common + 5 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks not made with living wood weapons + + + + darkvision 60 ft. + + Regeneration + The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + + + Multiattack + The vampire makes two attacks, only one of which can be a bite attack. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). + Claws|+6|2d4+3 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Bite|+6|1d6+3 + + + Vampiric Glamer + The vampire obscures its form with mind-affecting magic that makes others perceive it as a beautiful human of the same size and shape. The illusion ends if the vampire takes a bonus action to end it or if the vampire dies. A creature that can see the vampire can take an action to visually inspect it, ending the mental effect on itself and seeing the vampire's true form with a successful DC 20 Wisdom (Perception) check. + + + Aura of Silence + The vampire shrouds itself in a cloak of silence to a radius of 2 feet. Within that radius, the effect is the same as the silence spell. + + + Variant: Elder Vampires + The basic vampire statistics represent a "neonate"—a newly spawned vampire. Older vampires can learn powerful magic of many different kinds, and might have any of the following traits and abilities. + Shapechanger. The vampire has the Shapechanger trait of the vampire in the Monster Manual, as well as the shapechanger tag. Some vampires can turn into bat form, some can assume mist form, and a few can choose either form. + Charm. The vampire has the Charm action of the vampire in the Monster Manual. + Flight. The vampire has a flying speed of 30 feet. + Gorger. The vampire has advantage on melee attack rolls, but attack rolls against it have advantage. + Spellcasting. The vampire has the spellcasting abilities of a wizard or cleric. + + +Source: Plane Shift: Innistrad p. 17 + + + + Werewolf (Krallenhorde) + M + humanoid (human, shapechanger) + Chaotic Evil + 11 (in humanoid form, 12 (natural armor) in canid form) + 58 (9d8+18) + walk 30 ft. + 15 + 13 + 14 + 10 + 11 + 10 + + Perception +4, Stealth +3 + 14 + Common (can't speak in canid form) + 3 + + bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons + + + + + Shapechanger + The werewolf polymorphs into a wolf-humanoid canid form, or back into its true human form. This change is dictated by the moon, but can also be induced by trauma or strong emotion. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Howlpack: Vildin + Vildin Rampage (Canid Form Only). When the werewolf reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack (Canid Form Only) + The werewolf makes two attacks: one with its bite and one with its claws or spear. + + + Bite (Canid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Bite (Canid Form Only)|+4|1d8+2 + + + Claws (Canid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. + Claws (Canid Form Only)|+4|2d4+2 + + + Spear (Human Form Only) + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear (Human Form Only)|+4|1d6+2 + + + Variant: Howlpack + The basic werewolf statistics represent a member of the Krallenhorde, Innistrad's largest howlpack. Werewolves of other packs might have additional abilities such as the following. + + + Variant: Mondronen + Mondronen Wounded Fury. While it has 10 hit points or fewer, the werewolf has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. + + + Variant: Leeraug + Leeraug Blood Frenzy. The werewolf has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + +Source: Plane Shift: Innistrad p. 15 + + + + Zombie Cat + T + beast + Unaligned + 12 + 2 (1d4) + walk 40 ft., climb 30 ft. + 3 + 15 + 10 + 3 + 12 + 7 + + Perception +3, Stealth +4 + 13 + + 0 + + + + + + + Keen Smell + The cat has advantage on Wisdom (Perception) checks that rely on smell. + + + Claws + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage. + + +Source: Plane Shift: Innistrad p. 17 + grassland, forest, urban, desert + + + Zombie Rat + T + beast + Unaligned + 10 + 1 (1d4-1) + walk 20 ft. + 2 + 11 + 9 + 2 + 10 + 4 + + + 10 + + 0 + + + + + darkvision 30 ft. + + Keen Smell + The rat has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 piercing damage. + + +Source: Plane Shift: Innistrad p. 17 + swamp, urban + + + Zombie Snake + T + beast + Unaligned + 13 + 2 (1d4) + walk 30 ft., swim 30 ft. + 2 + 16 + 11 + 1 + 10 + 3 + + + 10 + + 1/8 + + + + + blindsight 10 ft. + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. + Bite|+5|2d4 + + +Source: Plane Shift: Innistrad p. 17 + grassland, forest, swamp, hill, desert, coastal + + diff --git a/FightClub5eXML/Sources/PlaneShift/bestiary-ps-k.xml b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-k.xml new file mode 100755 index 0000000..ce09bbc --- /dev/null +++ b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-k.xml @@ -0,0 +1,112 @@ + + + + Gremlin + S + beast + Unaligned + 11 + 27 (5d8+5) + walk 40 ft. + 12 + 13 + 13 + 3 + 13 + 6 + + + 11 + + 1/2 + + + + + darkvision 60 ft. + + Aether Scent + The gremlin can pinpoint, by scent, the location of refined or unrefined aether within 30 feet of it. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Claws|+3|1d8+1 + + + Siphon + The gremlin drains aether from an aether-powered device it can see within 5 feet of it. If the object isn't being worn or carried, the touch automatically drains aether. If the object is being worn or carried by a creature, the creature must succeed on a DC 11 Dexterity saving throw to keep it out of the gremlin's reach. + If the aether-powered device grants any bonus (to attack rolls, damage rolls, Armor Class, and so on), that bonus is reduced by 1. If the device has charges, it loses 1 charge. Otherwise, it stops functioning for 1 round. Left unhindered, a gremlin can completely destroy an aether-powered device. + + +Source: Plane Shift: Kaladesh p. 26 + + + + Servo + T + construct + Unaligned + 11 (natural armor) + 10 (3d4+3) + walk 20 ft. + 4 + 11 + 12 + 3 + 10 + 7 + + + 10 + + 0 + + poison + + charmed, poisoned + + + Claw + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage. + + +Source: Plane Shift: Kaladesh p. 32 + + + + Sky Leviathan + G + beast + Unaligned + 14 (natural armor) + 247 (15d20+90) + fly 50 ft. + 28 + 7 + 22 + 1 + 8 + 4 + Con +10, Wis +3 + + 9 + + 10 + + + + + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the leviathan. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns. + Bite|+9|3d8+9 + Bite||6d6 + If the leviathan takes 30 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + +Source: Plane Shift: Kaladesh p. 28 + + + diff --git a/FightClub5eXML/Sources/PlaneShift/bestiary-ps-x.xml b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-x.xml new file mode 100755 index 0000000..eba8406 --- /dev/null +++ b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-x.xml @@ -0,0 +1,844 @@ + + + + Chupacabra + M + monstrosity + Neutral Evil + 14 (natural armor) + 45 (6d8+18) + walk 30 ft. + 15 + 14 + 16 + 6 + 13 + 9 + + Perception +3, Stealth +4 + 13 + + 3 + bludgeoning, piercing, slashing from nonmagical weapons + + + + darkvision 120 ft. + + Sunlight Sensitivity + While in sunlight, the chupacabra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + Bite|+4|2d4+2 + + + Drain Blood + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature that is prone, incapacitated, or restrained. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the chupacabra regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Drain Blood|+4|1d6+2 + + + Pin + If a creature within 5 feet of the chupacabra stands up, the chupacabra can use its reaction to make a bite attack. + + +Source: Plane Shift: Ixalan p. 9 + + + + Elder Dinosaur + G + monstrosity (titan) + Unaligned + 25 (natural armor) + 676 (33d20+330) + walk 40 ft. + 30 + 11 + 30 + 3 + 11 + 11 + Int +5, Wis +9, Cha +9 + + 10 + + 30 + + fire, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, paralyzed, poisoned + blindsight 120 ft. + + Legendary Resistance (3/Day) + If the elder dinosaur fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The elder dinosaur has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The elder dinosaur deals double damage to objects and structures. + + + Uniqueness + These statistics are shared by all six elder dinosaurs: Elder Dinosaur (Etali, Primal Storm), Elder Dinosaur (Ghalta, Primal Hunger), Elder Dinosaur (Nezahal, Primal Tide), Elder Dinosaur (Tetzimoc, Primal Death), Elder Dinosaur (Zacama, Primal Calamity), Elder Dinosaur (Zetalpa, Primal Dawn) + + + Frightful Presence + Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours. + + + Swallow + The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Attack + The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack. + + + Move + The elder dinosaur moves up to half its speed. + + + Chomp (Costs 2 Actions) + The elder dinosaur makes one bite attack or uses its Swallow. + + +Source: Plane Shift: Ixalan p. 33 + + + + Elder Dinosaur (Etali, Primal Storm) + G + monstrosity (titan) + Unaligned + 25 (natural armor) + 676 (33d20+330) + walk 40 ft. + 30 + 11 + 30 + 3 + 11 + 11 + Int +5, Wis +9, Cha +9 + + 10 + + 30 + + fire, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, paralyzed, poisoned + blindsight 120 ft. + + Legendary Resistance (3/Day) + If the elder dinosaur fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The elder dinosaur has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The elder dinosaur deals double damage to objects and structures. + + + Lightning Storm + The elder dinosaur is always accompanied by a raging thunderstorm similar to the effect of a call lightning spell. A storm cloud in the shape of a cylinder that is 10 feet tall with a 60-foot radius instantly forms 100 feet in the air over the elder dinosaur when it is angered or becomes violent, as long as it is outdoors. On each of its turns, as an action, the elder dinosaur can choose a point it can see within 120 feet of it. A bolt of lightning flashes down from the cloud to that point. Each creature within 10 feet of that point must make a DC 20 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. + + + Multiattack + The elder dinosaur can use its Frightful Presence and call down two lightning strikes from its Lightning Storm. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target. + Bite|+19|4d12+10 + + + Claw + Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 28 (4d8 + 10) slashing damage. + Claw|+19|4d8+10 + + + Frightful Presence + Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours. + + + Swallow + The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Attack + The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack. + + + Move + The elder dinosaur moves up to half its speed. + + + Chomp (Costs 2 Actions) + The elder dinosaur makes one bite attack or uses its Swallow. + + +Source: Plane Shift: Ixalan p. 33 + + + + Elder Dinosaur (Ghalta, Primal Hunger) + G + monstrosity (titan) + Unaligned + 25 (natural armor) + 676 (33d20+330) + walk 40 ft. + 30 + 11 + 30 + 3 + 11 + 11 + Int +5, Wis +9, Cha +9 + + 10 + + 30 + + fire, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, paralyzed, poisoned + blindsight 120 ft. + + Legendary Resistance (3/Day) + If the elder dinosaur fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The elder dinosaur has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The elder dinosaur deals double damage to objects and structures. + + + Multiattack + The elder dinosaur can use its Frightful Presence. It then makes three attacks: one with its bite, one with its stomp, and one with its tail. It can use its Swallow instead of its bite. + + + Bite + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 62 (8d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target. + Bite|+19|8d12+10 + + + Stomp + Melee Weapon Attack: +19 to hit, reach 5 ft., one target. 46 (8d8 + 10) bludgeoning damage. + Stomp|+19|8d8+10 + + + Tail + Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. + Tail|+19|8d6+10 + + + Frightful Presence + Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours. + + + Swallow + The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Attack + The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack. + + + Move + The elder dinosaur moves up to half its speed. + + + Chomp (Costs 2 Actions) + The elder dinosaur makes one bite attack or uses its Swallow. + + +Source: Plane Shift: Ixalan p. 33 + + + + Elder Dinosaur (Nezahal, Primal Tide) + G + monstrosity (titan) + Unaligned + 25 (natural armor) + 676 (33d20+330) + walk 20 ft., swim 60 ft. + 30 + 11 + 30 + 3 + 11 + 11 + Int +5, Wis +9, Cha +9 + + 10 + + 30 + + fire, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, paralyzed, poisoned + blindsight 120 ft. + + Legendary Resistance (3/Day) + If the elder dinosaur fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The elder dinosaur has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The elder dinosaur deals double damage to objects and structures. + + + Hold Breath + The elder dinosaur can hold its breath for 4 hours. + + + Multiattack + The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite and four with its flippers. No two flipper attacks can target the same creature. It can use its Swallow instead of its bite. + + + Bite + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target. + Bite|+19|4d12+10 + + + Flipper + Melee Weapon Attack: +19 to hit, reach 5 ft., one target. 28 (4d8 + 10) bludgeoning damage. + Flipper|+19|4d8+10 + + + Frightful Presence + Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours. + + + Swallow + The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Attack + The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack. + + + Move + The elder dinosaur moves up to half its speed. + + + Chomp (Costs 2 Actions) + The elder dinosaur makes one bite attack or uses its Swallow. + + +Source: Plane Shift: Ixalan p. 33 + + + + Elder Dinosaur (Tetzimoc, Primal Death) + G + monstrosity (titan) + Unaligned + 25 (natural armor) + 676 (33d20+330) + walk 40 ft. + 30 + 11 + 30 + 3 + 11 + 11 + Int +5, Wis +9, Cha +9 + + 10 + + 30 + + fire, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, paralyzed, poisoned + blindsight 120 ft. + + Legendary Resistance (3/Day) + If the elder dinosaur fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The elder dinosaur has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The elder dinosaur deals double damage to objects and structures. + + + Spiny Carapace + The elder dinosaur is covered in an armored carapace bristling with thick, sharp spines. Any creature that hits or misses Tetzimoc with a melee attack takes 7 (2d6) piercing damage. + + + Tail Spike Regrowth + The elder dinosaur has forty tail spikes. Used spikes regrow when the elder dinosaur finishes a long rest. + + + Multiattack + The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its tail spikes in place of any or all of those attacks, and it can use its Swallow instead of its bite. + + + Bite + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target. + Bite|+19|4d12+10 + + + Claw + Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 28 (4d8 + 10) slashing damage. + Claw|+19|4d8+10 + + + Horns + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 32 (4d10 + 10) piercing damage. + Horns|+19|4d10+10 + + + Tail + Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 24 (4d6 + 10) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. + Tail|+19|4d6+10 + + + Tail Spikes + Ranged Weapon Attack: +9 to hit, range 100/300 ft., two targets. 7 (2d6) piercing damage. + Tail Spikes|+9|2d6 + + + Frightful Presence + Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours. + + + Swallow + The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Attack + The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack. + + + Move + The elder dinosaur moves up to half its speed. + + + Chomp (Costs 2 Actions) + The elder dinosaur makes one bite attack or uses its Swallow. + + +Source: Plane Shift: Ixalan p. 33 + + + + Elder Dinosaur (Zacama, Primal Calamity) + G + monstrosity (titan) + Unaligned + 25 (natural armor) + 676 (33d20+330) + walk 40 ft. + 30 + 11 + 30 + 3 + 11 + 11 + Int +5, Wis +9, Cha +9 + + 10 + + 30 + + fire, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, paralyzed, poisoned + blindsight 120 ft. + + Legendary Resistance (3/Day) + If the elder dinosaur fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The elder dinosaur has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The elder dinosaur deals double damage to objects and structures. + + + Multiattack + The elder dinosaur can use its Frightful Presence. It then makes five attacks: three with its bite, one with its stomp, and one with its tail. It can use its Swallow instead of a bite. + + + Bite + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained. If the elder dinosaur has three targets restrained in this way, it can't bite another target. + Bite|+19|4d12+10 + + + Stomp + Melee Weapon Attack: +19 to hit, reach 5 ft., one target. 46 (8d8 + 10) bludgeoning damage. + Stomp|+19|8d8+10 + + + Tail + Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. + Tail|+19|8d6+10 + + + Frightful Presence + Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours. + + + Swallow + The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Attack + The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack. + + + Move + The elder dinosaur moves up to half its speed. + + + Chomp (Costs 2 Actions) + The elder dinosaur makes one bite attack or uses its Swallow. + + +Source: Plane Shift: Ixalan p. 33 + + + + Elder Dinosaur (Zetalpa, Primal Dawn) + G + monstrosity (titan) + Unaligned + 25 (natural armor) + 676 (33d20+330) + walk 20 ft., fly 60 ft. + 30 + 11 + 30 + 3 + 11 + 11 + Int +5, Wis +9, Cha +9 + + 10 + + 30 + radiant + fire, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, paralyzed, poisoned + blindsight 120 ft. + + Legendary Resistance (3/Day) + If the elder dinosaur fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The elder dinosaur has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The elder dinosaur deals double damage to objects and structures. + + + Multiattack + The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, and two with its wings. It can use its Swallow instead of its bite. + + + Bite + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the elder dinosaur can't bite another target. + Bite|+19|4d12+10 + + + Claw + Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 28 (4d8 + 10) slashing damage. + Claw|+19|4d8+10 + + + Wing + Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 28 (4d8 + 10) bludgeoning damage. + Wing|+19|4d8+10 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 25 (4d8 + 7) bludgeoning damage. + Tail|+11|4d8+7 + + + Frightful Presence + Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours. + + + Swallow + The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the elder dinosaur, and it takes 56 (16d6) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn. + + + Attack + The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack. + + + Move + The elder dinosaur moves up to half its speed. + + + Chomp (Costs 2 Actions) + The elder dinosaur makes one bite attack or uses its Swallow. + + +Source: Plane Shift: Ixalan p. 33 + + + + Frilled Deathspitter + S + beast + Unaligned + 13 (natural armor) + 18 (4d6+4) + walk 40 ft. + 12 + 16 + 13 + 4 + 12 + 6 + + Perception +3 + 13 + + 1/2 + + + + + + + Multiattack + The deathspitter makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite|+5|1d6+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+5|1d6+3 + + + Spit Poison + Ranged Weapon Attack: +5 to hit, range 15/30 ft., one creature. The target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is blinded until the end of the deathspitter's next turn. + Spit Poison|+5|4d8 + + +Source: Plane Shift: Ixalan p. 30 + + + + Gishath, Sun's Avatar + G + beast + Unaligned + 16 (natural armor) + 203 (14d20+56) + walk 40 ft. + 24 + 12 + 18 + 12 + 16 + 6 + Str +11, Con +8, Wis +7, Cha +2 + Perception +7 + 17 + + 10 + + + + + + + Legendary Resistance (3/Day) + If Gishath fails a saving throw, it can choose to succeed instead. + + + Multiattack + Gishath makes two attacks: one with its bite and one with its stomp or tail. It can't make both attacks against the same target. + + + Bite + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 39 (5d12 + 7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and Gishath can't bite another target. + Bite|+11|5d12+7 + + + Swallow + Gishath makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Gishath, and it takes 21 (6d6) acid damage at the start of each of Gishath's turns. + If Gishath takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If Gishath dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + Stomp + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 29 (5d8 + 7) bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone. + Stomp|+11|5d8+7 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 25 (4d8 + 7) bludgeoning damage. + Tail|+11|4d8+7 + + + Gishath, can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Gishath, regains spent legendary actions at the start of its turn. + + + Attack + Gishath makes one stomp or tail attack. + + + Roar (Costs 2 Actions) + Each creature that is within 120 feet of Gishath and can hear it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on tself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Gishath's Roar for the next 24 hours. + + +Source: Plane Shift: Ixalan p. 32 + + + + Harpy–Plane Shift: Ixalan + M + monstrosity + Chaotic Evil + 11 + 38 (7d8+7) + walk 20 ft., fly 40 ft. + 12 + 13 + 12 + 7 + 10 + 13 + + + 10 + Common + 1 + + + + + + + Multiattack + The Harpy–Plane Shift: Ixalan makes two attacks: one with its claws and one with its bite. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage. + Claws|+3|2d4+1 + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. + Bite|+3|1d4+1 + + + Luring Song + The Harpy–Plane Shift: Ixalan sings a magical melody. Every humanoid and giant within 300 feet of the Harpy–Plane Shift: Ixalan that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The Harpy–Plane Shift: Ixalan must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the Harpy–Plane Shift: Ixalan is incapacitated. + While charmed by the Harpy–Plane Shift: Ixalan, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the Harpy–Plane Shift: Ixalan, the target must move on its turn toward the Harpy–Plane Shift: Ixalan by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the Harpy–Plane Shift: Ixalan, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. + A target that successfully saves is immune to this Harpy–Plane Shift: Ixalan's song for the next 24 hours. + + +Source: Plane Shift: Ixalan p. 36 + mountain, forest, hill, coastal + + + Sunbird + G + monstrosity + Unaligned + 17 (natural armor) + 279 (18d20+90) + walk 20 ft., fly 120 ft. + 28 + 10 + 20 + 13 + 14 + 15 + Dex +5, Con +10, Wis +7, Cha +7 + Perception +7 + 17 + Giant Owl, understands Common but can't speak it + 13 + bludgeoning, piercing, slashing from nonmagical attacks + fire + + + darkvision 120 ft. + + Death Throes + When the sunbird dies, it explodes, and each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. The sunbird's body turns to ash, but an egg is left where the sunbird was. + + + Fire Aura + At the start of each of the sunbird's turns, each creature within 5 feet of it takes 11 (2d10) fire damage, and flammable objects in the area that aren't being worn or carried ignite. A creature that touches the sunbird or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. The aura also sheds bright light in a 60-foot radius and dim light for an additional 60 feet. + + + Flyby + The sunbird doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Keen Hearing and Sight + The sunbird has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + The sunbird makes two talon attacks. + + + Talon + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 16 (2d6 + 9) slashing damage plus 14 (4d6) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the sunbird can't attack another target with that talon. A grappled creature takes 11 (2d10) fire damage at the start of each of the sunbird's turns. + Talon|+14|2d6+9 + + +Source: Plane Shift: Ixalan p. 32 + + + diff --git a/FightClub5eXML/Sources/PlaneShift/bestiary-ps-z.xml b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-z.xml new file mode 100755 index 0000000..cf4b022 --- /dev/null +++ b/FightClub5eXML/Sources/PlaneShift/bestiary-ps-z.xml @@ -0,0 +1,209 @@ + + + + Archon Of Redemption + L + celestial + Lawful Neutral + 17 (natural armor) + 136 (16d8+64) + walk 30 ft., fly 90 ft. + 18 + 18 + 18 + 17 + 20 + 20 + Wis +9, Cha +9 + Insight +9, Perception +9 + 19 + all, telepathy 120 ft. + 10 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Angelic Weapons + The archon's weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack). + + + Axiomatic Mind + The archon can't be compelled to act in a manner contrary to its nature or its understanding of justice. + + + Magic Resistance + The archon has advantage on saving throws against spells and other magical effects. + + + One Being + Though it appears as a humanoid creature riding a mount, an archon is a single being. The "rider" can't be dismounted, and no other means can separate the two portions of the archon's being short of its death. + + + Multiattack + The archon makes two attacks: one with its sword and one with its claws. + + + Sword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage plus 13 (3d8) radiant damage. + Sword|+8|1d8+4 + + + Claws + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage plus 13 (3d8) radiant damage. + Claws|+8|2d6+4 + + + Innate Spellcasting + The archon's innate spellcasting ability is Charisma (spell save DC 17). The archon can innately cast the following spells, requiring only verbal components: + At will: detect evil and good + 1/day each: destructive wave, geas + + detect evil and good, destructive wave, geas + +Source: Plane Shift: Zendikar p. 22 + + + + Felidar–Plane Shift: Zendikar + L + celestial + Lawful Good + 12 + 67 (9d10+18) + walk 50 ft. + 18 + 14 + 15 + 11 + 17 + 16 + + + 13 + Celestial, telepathy 60 ft. + 5 + + poison + + charmed, paralyzed, poisoned + darkvision 60 ft. + + Pounce + If the Felidar–Plane Shift: Zendikar moves at least 20 feet straight toward a creature and then hits it with a claws attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Felidar–Plane Shift: Zendikar can make one bite attack against it as a bonus action. + + + Magic Resistance + The Felidar–Plane Shift: Zendikar has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The Felidar–Plane Shift: Zendikar's weapon attacks are magical. + + + Multiattack + The Felidar–Plane Shift: Zendikar makes two attacks with its claws. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|+7|2d6+4 + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Bite|+7|1d8+4 + + + Healing Touch (3/Day) + The Felidar–Plane Shift: Zendikar touches another creature with its horns. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target + + + Teleport (1/Day) + The Felidar–Plane Shift: Zendikar magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the Felidar–Plane Shift: Zendikar is familiar with, up to 1 mile away. + + + The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn. + + + Claws + The Felidar–Plane Shift: Zendikar makes one attack with its claws. + + + Shimmering Shield (Costs 2 Actions) + The Felidar–Plane Shift: Zendikar creates a shimmering magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the Felidar–Plane Shift: Zendikar's next turn. + + + Heal Self (Costs 3 Actions) + The Felidar–Plane Shift: Zendikar magically regains 11 (2d8 + 2) hit points. + + + Innate Spellcasting + The Felidar–Plane Shift: Zendikar's innate spellcasting ability is Charisma (spell save DC 14). The Felidar–Plane Shift: Zendikar can innately cast the following spells, requiring no components: + At will: detect evil and good, light, thaumaturgy + 1/day each: calm emotions, daylight, dispel evil and good + + detect evil and good, light, thaumaturgy, calm emotions, daylight, dispel evil and good + +Source: Plane Shift: Zendikar p. 23 + + + + Kraken–Plane Shift: Zendikar + H + monstrosity + Chaotic Evil + 16 (natural armor) + 230 (20d12+100) + walk 30 ft., swim 50 ft. + 29 + 14 + 20 + 16 + 18 + 18 + + Athletics +14, Perception +9 + 19 + Common + 13 + cold + lightning, thunder + + + darkvision 120 ft. + + Amphibious + The Kraken–Plane Shift: Zendikar can breathe air and water. + + + Multiattack + The Kraken–Plane Shift: Zendikar makes two attacks: one with its claw and one with its tentacles. + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage. + Claw|+14|6d6+9 + + + Tentacles + Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 30 (6d6 + 9) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. + Tentacles|+14|6d6+9 + + + Lightning Strike (Recharge 5-6) + The Kraken–Plane Shift: Zendikar hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike (Recharge 5-6)||12d8 + + + Innate Spellcasting + The Kraken–Plane Shift: Zendikar's innate spellcasting ability is Charisma (spell save DC 17). The Kraken–Plane Shift: Zendikar can innately cast the following spells, requiring no components: + 3/day each: control weather, water breathing + + control weather, water breathing + +Source: Plane Shift: Zendikar p. 25 + + + diff --git a/FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml new file mode 100755 index 0000000..e4ce9ac --- /dev/null +++ b/FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml @@ -0,0 +1,198 @@ + + + + Animated Object (Huge) + H + construct + Unaligned + 10 (natural armor) + 80 (80d1) + walk 30 ft. + 18 + 6 + 10 + 3 + 3 + 1 + + + 6 + + + + + + + blindsight 30 ft. (blind beyond this radius) + + Animated + If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. + When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. + The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d12 + 4) bludgeoning damage. + Slam|+8|2d12+4 + + +Source: Player's Handbook p. 213 + + + + Animated Object (Large) + L + construct + Unaligned + 10 (natural armor) + 50 (50d1) + walk 30 ft. + 14 + 10 + 10 + 3 + 3 + 1 + + + 6 + + + + + + + blindsight 30 ft. (blind beyond this radius) + + Animated + If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. + When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. + The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d10 + 2) bludgeoning damage. + Slam|+6|2d10+2 + + +Source: Player's Handbook p. 213 + + + + Animated Object (Medium) + M + construct + Unaligned + 13 (natural armor) + 40 (40d1) + walk 30 ft. + 10 + 12 + 10 + 3 + 3 + 1 + + + 6 + + + + + + + blindsight 30 ft. (blind beyond this radius) + + Animated + If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. + When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. + The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (2d6 + 1) bludgeoning damage. + Slam|+5|2d6+1 + + +Source: Player's Handbook p. 213 + + + + Animated Object (Small) + S + construct + Unaligned + 16 (natural armor) + 25 (25d1) + walk 30 ft. + 6 + 14 + 10 + 3 + 3 + 1 + + + 6 + + + + + + + blindsight 30 ft. (blind beyond this radius) + + Animated + If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. + When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. + The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage. + Slam|+6|1d8+2 + + +Source: Player's Handbook p. 213 + + + + Animated Object (Tiny) + T + construct + Unaligned + 18 (natural armor) + 20 (20d1) + walk 30 ft. + 4 + 18 + 10 + 3 + 3 + 1 + + + 6 + + + + + + + blindsight 30 ft. (blind beyond this radius) + + Animated + If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. + When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. + The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 6 (1d4 + 4) bludgeoning damage. + Slam|+8|1d4+4 + + +Source: Player's Handbook p. 213 + + + diff --git a/FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml new file mode 100755 index 0000000..e9463e3 --- /dev/null +++ b/FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml @@ -0,0 +1,6160 @@ + + + + Acid Splash + 0 + C + NO + + 60 feet + V, S + Instantaneous + Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer + You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. +This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Player's Handbook p. 211 + 1d6 + 2d6 + 3d6 + 4d6 + + + Aid + 2 + A + NO + + 30 feet + V, S, M (a tiny strip of white cloth) + 8 hours + Cleric, Paladin, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Protection (UA)), Cleric (Solidarity (PSA)), Cleric (Unity (UA)) + Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. +Source: Player's Handbook p. 211 + + + Alarm + 1 + A + YES + + 30 feet + V, S, M (a tiny bell and a piece of fine silver wire) + 8 hours + Ranger, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Sorcerer (Clockwork Soul (UA)), Paladin (Watchers (UA)) + You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. +A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. +An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. +Source: Player's Handbook p. 211 + + + Alter Self + 2 + T + NO + + Self + V, S + Concentration, up to 1 hour + Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Ranger (Horizon Walker (UA)), Ranger (Revised) (UA) (Horizon Walker (UA)), Artificer (Alchemist) + You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. +Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. +Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. +Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. +Source: Player's Handbook p. 211 + 1d6 + + + Animal Friendship + 1 + EN + NO + + 30 feet + V, S, M (a morsel of food) + 24 hours + Bard, Druid, Ranger, Cleric (Nature) + This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. +Source: Player's Handbook p. 212 + + + Animal Messenger + 2 + EN + YES + + 30 feet + V, S, M (a morsel of food) + 24 hours + Bard, Druid, Ranger + By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. +When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. +At Higher Levels: +If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. +Source: Player's Handbook p. 212 + + + Animal Shapes + 8 + T + NO + + 30 feet + V, S + Concentration, up to 24 hours + Druid + Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. +The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. +The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment. +Source: Player's Handbook p. 212 + + + Animate Dead + 3 + N + NO + + 10 feet + V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) + Instantaneous + Cleric, Wizard, Cleric (Death), Paladin (Oathbreaker), Druid (Spores (UA)), Druid (Spores) + This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics). +On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. +The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. +Source: Player's Handbook p. 212 + + + Animate Objects + 5 + T + NO + + 120 feet + V, S + Concentration, up to 1 minute + Bard, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Cleric (Forge (UA)), Cleric (Forge), Sorcerer (Clockwork Soul (UA)) + Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. +As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. +Animated Object Statistics +Size | HP | AC | Attack | Str | Dex +animated object (tiny) | 20 | 18 | +8 to hit, 1d4 + 4 damage | 1d20 - 3 | 1d20 + 4 +animated object (small) | 25 | 16 | +6 to hit, 1d8 + 2 damage | 1d20 - 2 | 1d20 + 2 +animated object (medium) | 40 | 13 | +5 to hit, 2d6 + 1 damage | 1d20 | 1d20 + 1 +animated object (large) | 50 | 10 | +6 to hit, 2d10 + 2 damage | 1d20 + 2 | 1d20 +animated object (huge) | 80 | 10 | +8 to hit, 2d12 + 4 damage | 1d20 + 4 | 1d20 - 3 +An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. +If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. +At Higher Levels: +If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. +Source: Player's Handbook p. 213 + 1d4+4 + 1d20-3 + 1d20+4 + 1d8+2 + 1d20-2 + 1d20+2 + 2d6+1 + 1d20 + 1d20+1 + 2d10+2 + 1d20+2 + 2d12+4 + 1d20+4 + 1d20-3 + + + Antilife Shell + 5 + A + NO + + Self (10-foot radius) + V, S + Concentration, up to 1 hour + Druid, Cleric (Death), Cleric (Protection (UA)), Cleric (Grave (UA)), Cleric (Grave), Warlock (Undead (UA)) + A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. +The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. +If you move so that an affected creature is forced to pass through the barrier, the spell ends. +Source: Player's Handbook p. 213 + + + Antimagic Field + 8 + A + NO + + Self (10-foot sphere) + V, S, M (a pinch of powdered iron or iron filings) + Concentration, up to 1 hour + Cleric, Wizard + A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. +Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. +Targeted Effects: Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. +Areas of Magic: The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. +Spells: Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. +Magic Items: The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. +A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. +Magical Travel: Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. +Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. +Dispel Magic: Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other. +Source: Player's Handbook p. 213 + + + Antipathy/Sympathy + 8 + EN + NO + + 60 feet + V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect) + 10 days + Druid, Wizard + This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. +Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. +Sympathy: The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. +If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. +Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. +A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. +Source: Player's Handbook p. 214 + + + Arcane Eye + 4 + D + NO + + 30 feet + V, S, M (a bit of bat fur) + Concentration, up to 1 hour + Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Arcana), Cleric (Knowledge), Cleric (Knowledge (PSA)), Warlock (Seeker (UA)), Sorcerer (Clockwork Soul (UA)) + You create an invisible, magical eye within range that hovers in the air for the duration. +You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. +As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. +Source: Player's Handbook p. 214 + + + Arcane Gate + 6 + C + NO + + 500 feet + V, S + Concentration, up to 10 minutes + Sorcerer, Warlock, Wizard + You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. +The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal. +Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction. +Source: Player's Handbook p. 214 + + + Arcane Lock + 2 + A + NO + + Touch + V, S, M (gold dust worth at least 25 gp, which the spell consumes) + Until dispelled + Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer + You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. +While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. +Source: Player's Handbook p. 215 + + + Armor of Agathys + 1 + A + NO + + Self + V, S, M (a cup of water) + 1 hour + Warlock, Paladin (Conquest (UA)), Paladin (Conquest v2 (UA)), Paladin (Conquest), Sorcerer (Giant Soul (UA)) + A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st. +Source: Player's Handbook p. 215 + + + Arms of Hadar + 1 + C + NO + + Self (10-foot radius) + V, S + Instantaneous + Warlock, Cleric (Darkness (Twitter)), Sorcerer (Aberrant Mind (UA)) + You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. +Source: Player's Handbook p. 215 + 2d6 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + 10d6 + + + Astral Projection + 9 + N + NO + + 10 feet + V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) + special + Cleric, Warlock, Wizard + You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age. +Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. +Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. +The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. +The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. +If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. +Source: Player's Handbook p. 215 + + + Augury + 2 + D + YES + + Self + V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) + Instantaneous + Cleric, Cleric (Knowledge), Cleric (Knowledge (PSA)), Warlock (Kraken (Stream)), Barbarian (Ancestral Guardian), Paladin (Watchers (UA)) + By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: +• Weal, for good results +• Woe, for bad results +• Weal and woe, for both good and bad results +• Nothing, for results that aren't especially good or bad +The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. +If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. +Source: Player's Handbook p. 215 + + + Aura of Life + 4 + A + NO + + Self (30-foot radius) + V + Concentration, up to 10 minutes + Paladin, Warlock (Undying), Cleric (Solidarity (PSA)), Cleric (Twilight (UA)), Druid (Wildfire (UA)), Warlock (Undead (UA)) + Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points. +Source: Player's Handbook p. 216 + + + Aura of Purity + 4 + A + NO + + Self (30-foot radius) + V + Concentration, up to 10 minutes + Paladin, Artificer (Revisited) (UA) (Battle Smith), Artificer (Battle Smith), Cleric (Unity (UA)), Cleric (Love (UA)), Paladin (Watchers (UA)) + Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. +Source: Player's Handbook p. 216 + + + Aura of Vitality + 3 + EV + NO + + Self (30-foot radius) + V + Concentration, up to 1 minute + Paladin, Paladin (Crown), Artificer (Revisited) (UA) (Battle Smith), Cleric (Twilight (UA)), Artificer (Battle Smith) + Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. +Source: Player's Handbook p. 216 + 2d6 + + + Awaken + 5 + T + NO + + Touch + V, S, M (an agate worth at least 1,000 gp, which the spell consumes) + Instantaneous + Bard, Druid + After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. +The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. +Source: Player's Handbook p. 216 + + + Bane + 1 + EN + NO + + 30 feet + V, S, M (a drop of blood) + Concentration, up to 1 minute + Bard, Cleric, Paladin (Vengeance), Cleric (Grave (UA)), Cleric (Ambition (PSA)), Cleric (Grave), Sorcerer (Divine Soul), Wizard (Onomancy (UA)), Warlock (Undead (UA)) + Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +Source: Player's Handbook p. 216 + + + Banishing Smite + 5 + A + NO + + Self + V + Concentration, up to 1 minute + Paladin, Warlock (Hexblade), Artificer (Revisited) (UA) (Battle Smith), Artificer (Battle Smith) + The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. +Source: Player's Handbook p. 216 + 5d10 + + + Banishment + 4 + A + NO + + 60 feet + V, S, M (an item distasteful to the target) + Concentration, up to 1 minute + Cleric, Paladin, Sorcerer, Warlock, Wizard, Paladin (Crown), Paladin (Vengeance), Ranger (Horizon Walker (UA)), Ranger (Horizon Walker), Ranger (Revised) (UA) (Horizon Walker (UA)), Ranger (Revised) (UA) (Horizon Walker), Ranger (Monster Slayer (UA)), Ranger (Monster Slayer), Ranger (Revised) (UA) (Monster Slayer (UA)), Ranger (Revised) (UA) (Monster Slayer), Ranger (Fey Wanderer (UA)), Ranger (Revised) (UA) (Fey Wanderer (UA)), Paladin (Watchers (UA)) + You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. +If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. +If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. +Source: Player's Handbook p. 217 + + + Barkskin + 2 + T + NO + + Touch + V, S, M (a handful of oak bark) + Concentration, up to 1 hour + Druid, Ranger, Cleric (Nature), Druid (Land) + You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. +Source: Player's Handbook p. 217 + + + Beacon of Hope + 3 + A + NO + + 30 feet + V, S + Concentration, up to 1 minute + Cleric, Cleric (Life), Paladin (Devotion), Cleric (Solidarity (PSA)), Cleric (Beauty (Twitter)), Cleric (Unity (UA)), Cleric (Love (UA)) + This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. +Source: Player's Handbook p. 217 + + + Beast Sense + 2 + D + YES + + Touch + S + Concentration, up to 1 hour + Druid, Ranger, Barbarian (Totem Warrior) + You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings. +Source: Player's Handbook p. 217 + + + Bestow Curse + 3 + N + NO + + Touch + V, S + Concentration, up to 1 minute + Bard, Cleric, Wizard, Paladin (Oathbreaker), Cleric (Ambition (PSA)), Paladin (Conquest (UA)), Paladin (Conquest v2 (UA)), Paladin (Conquest) + You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: +• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. +• While cursed, the target has disadvantage on attack rolls against you. +• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. +• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. +A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. +At Higher Levels: +If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. +Source: Player's Handbook p. 218 + 1d8 + + + Bigby's Hand + 5 + EV + NO + + 120 feet + V, S, M (an eggshell and a snakeskin glove) + Concentration, up to 1 minute + Wizard, Artificer (Revisited) (UA), Artificer, Warlock (Noble Genie (UA)) + You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. +The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (8) and a Dexterity of 10 (0). The hand doesn't fill its space. +When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. +Clenched Fist: The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. +Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. +Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. +Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. +Source: Player's Handbook p. 218 + 4d8 + 2d6+SPELL + 2d8 + 6d8 + 8d8 + 10d8 + 12d8 + 4d6 + 6d6 + 8d6 + 10d6 + + + Blade Barrier + 6 + EV + NO + + 90 feet + V, S + Concentration, up to 10 minutes + Cleric + You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. +When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. +Source: Player's Handbook p. 218 + 6d10 + + + Blade Ward + 0 + A + NO + + Self + V, S + 1 round + Bard, Sorcerer, Warlock, Wizard + You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. +Source: Player's Handbook p. 218 + + + Bless + 1 + EN + NO + + 30 feet + V, S, M (a sprinkling of holy water) + Concentration, up to 1 minute + Cleric, Paladin, Cleric (Life), Cleric (Solidarity (PSA)), Sorcerer (Divine Soul), Wizard (Onomancy (UA)) + You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +Source: Player's Handbook p. 219 + + + Blight + 4 + N + NO + + 30 feet + V, S + Instantaneous + Druid, Sorcerer, Warlock, Wizard, Cleric (Death), Cleric (Grave (UA)), Cleric (Grave), Druid (Land), Paladin (Oathbreaker), Paladin (Conquest (UA)), Cleric (Darkness (Twitter)), Artificer (Revisited) (UA) (Alchemist), Druid (Spores (UA)), Druid (Spores), Artificer (Alchemist) + Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. +If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. +If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. +Source: Player's Handbook p. 219 + 8d8 + 9d8 + 10d8 + 11d8 + 12d8 + 13d8 + + + Blinding Smite + 3 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin, Sorcerer (Stone (UA)), Artificer (Revisited) (UA) (Battle Smith) + The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. +A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. +Source: Player's Handbook p. 219 + 3d8 + + + Blindness/Deafness + 2 + N + NO + + 30 feet + V + 1 minute + Bard, Cleric, Sorcerer, Wizard, Cleric (Death), Warlock (Fiend), Warlock (Undying), Cleric (Darkness (Twitter)), Druid (Spores (UA)), Druid (Spores), Warlock (Undead (UA)) + You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. +Source: Player's Handbook p. 219 + + + Blink + 3 + T + NO + + Self + V, S + 1 minute + Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Trickery), Warlock (Archfey), Warlock (Hexblade (UA)), Warlock (Hexblade) + Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. +While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. +Source: Player's Handbook p. 219 + + + Blur + 2 + I + NO + + Self + V + Concentration, up to 1 minute + Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Druid (Land), Warlock (Hexblade), Warlock (Genie (UA)) + Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. +Source: Player's Handbook p. 219 + + + Branding Smite + 2 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin, Warlock (Hexblade (UA)), Warlock (Hexblade), Sorcerer (Stone (UA)), Artificer (Revisited) (UA) (Battle Smith), Artificer (Battle Smith) + The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. +Source: Player's Handbook p. 219 + 2d6 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + + + Burning Hands + 1 + EV + NO + + Self (15-foot cone) + V, S + Instantaneous + Sorcerer, Wizard, Cleric (Light), Warlock (Fiend), Warlock (Celestial (UA)), Warlock (Undying Light (UA)), Sorcerer (Giant Soul (UA)), Warlock (Genie (UA)) + As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. +The fire ignites any flammable objects in the area that aren't being worn or carried. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. +Source: Player's Handbook p. 220 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + 10d6 + 11d6 + + + Call Lightning + 3 + C + NO + + 120 feet + V, S + Concentration, up to 10 minutes + Druid, Cleric (Tempest), Druid (Land), Warlock (Kraken (Stream)) + A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). +When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. +If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. +At Higher Levels: +When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. +Source: Player's Handbook p. 220 + 3d10 + 1d10 + 4d10 + 5d10 + 6d10 + 7d10 + 8d10 + 9d10 + + + Calm Emotions + 2 + EN + NO + + 60 feet + V, S + Concentration, up to 1 minute + Bard, Cleric, Warlock (Archfey), Paladin (Redemption), Sorcerer (Aberrant Mind (UA)) + You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. +You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. +Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. +Source: Player's Handbook p. 221 + + + Chain Lightning + 6 + EV + NO + + 150 feet + V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) + Instantaneous + Sorcerer, Wizard + You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. +A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. +Source: Player's Handbook p. 221 + 10d8 + + + Charm Person + 1 + EN + NO + + 30 feet + V, S + 1 hour + Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Trickery), Paladin (Treachery (UA)), Cleric (Beauty (Twitter)), Cleric (Love (UA)), Ranger (Fey Wanderer (UA)), Ranger (Revised) (UA) (Fey Wanderer (UA)) + You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. +Source: Player's Handbook p. 221 + + + Chill Touch + 0 + N + NO + + 120 feet + V, S + 1 round + Sorcerer, Warlock, Wizard + You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. +If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. +This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). +Source: Player's Handbook p. 221 + 1d8 + 2d8 + 3d8 + 4d8 + + + Chromatic Orb + 1 + EV + NO + + 90 feet + V, S, M (a diamond worth at least 50 gp) + Instantaneous + Sorcerer, Wizard, Paladin (Watchers (UA)) + You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. +Source: Player's Handbook p. 221 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + 11d8 + + + Circle of Death + 6 + N + NO + + 150 feet + V, S, M (the powder of a crushed black pearl worth at least 500 gp) + Instantaneous + Sorcerer, Warlock, Wizard + A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. +Source: Player's Handbook p. 221 + 8d6 + 10d6 + 12d6 + 14d6 + + + Circle of Power + 5 + A + NO + + Self (30-foot radius) + V + Concentration, up to 10 minutes + Paladin, Paladin (Crown), Cleric (Solidarity (PSA)), Cleric (Twilight (UA)) + Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw. +Source: Player's Handbook p. 221 + + + Clairvoyance + 3 + D + NO + + 1 mile + V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) + Concentration, up to 10 minutes + Bard, Cleric, Sorcerer, Wizard, Warlock (Great Old One), Warlock (Seeker (UA)), Barbarian (Ancestral Guardian) + You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. +When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. +A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. +Source: Player's Handbook p. 222 + + + Clone + 8 + N + NO + + Touch + V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) + Instantaneous + Wizard + This spell grows an inert duplicate of a living, Medium creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. +At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere. +Source: Player's Handbook p. 222 + + + Cloud of Daggers + 2 + C + NO + + 60 feet + V, S, M (a sliver of glass) + Concentration, up to 1 minute + Bard, Sorcerer, Warlock, Wizard + You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. +Source: Player's Handbook p. 222 + 4d4 + 6d4 + 8d4 + 10d4 + 12d4 + 14d4 + 16d4 + 18d4 + + + Cloudkill + 5 + C + NO + + 120 feet + V, S + Concentration, up to 10 minutes + Sorcerer, Wizard, Cleric (Death), Druid (Land), Paladin (Conquest v2 (UA)), Paladin (Conquest), Warlock (Lolth (Twitter)), Cleric (Destruction (Twitter)), Artificer (Revisited) (UA) (Alchemist), Druid (Spores), Druid (Spores (UA)), Artificer (Alchemist), Warlock (Undead (UA)) + You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. +When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. +The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. +Source: Player's Handbook p. 222 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + + + Color Spray + 1 + I + NO + + Self (15-foot cone) + V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) + 1 round + Sorcerer, Wizard + A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). +Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. +Source: Player's Handbook p. 222 + 6d10 + 8d10 + 10d10 + 12d10 + 14d10 + 16d10 + 18d10 + 20d10 + 22d10 + + + Command + 1 + EN + NO + + 60 feet + V + 1 round + Cleric, Paladin, Cleric (Knowledge), Cleric (Knowledge (PSA)), Paladin (Crown), Warlock (Fiend), Paladin (Conquest (UA)), Paladin (Conquest v2 (UA)), Paladin (Conquest), Cleric (Order (UA)), Cleric (Order) + You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. +Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. +Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. +Drop: The target drops whatever it is holding and then ends its turn. +Flee: The target spends its turn moving away from you by the fastest available means. +Grovel: The target falls prone and then ends its turn. +Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. +Source: Player's Handbook p. 223 + + + Commune + 5 + D + YES + + Self + V, S, M (incense and a vial of holy or unholy water) + 1 minute + Cleric, Paladin (Devotion), Warlock (Raven Queen (UA)), Cleric (Order (UA)), Cleric (Order), Paladin (Glory) + You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. +Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. +If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. +Source: Player's Handbook p. 223 + + + Commune with Nature + 5 + D + YES + + Self + V, S + Instantaneous + Druid, Ranger, Druid (Land), Druid (Land), Paladin (Ancients), Warlock (Kraken (Stream)), Warlock (Lurker in the Deep (UA)), Barbarian (Totem Warrior) + You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. +You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: +• terrain and bodies of water +• prevalent plants, minerals, animals, or peoples +• powerful celestials, fey, fiends, elementals, or undead +• influence from other planes of existence +• buildings +For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. +Source: Player's Handbook p. 224 + + + Compelled Duel + 1 + EN + NO + + 30 feet + V + Concentration, up to 1 minute + Paladin, Paladin (Crown), Cleric (Protection (UA)), Sorcerer (Stone (UA)) + You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. +The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. +Source: Player's Handbook p. 224 + + + Comprehend Languages + 1 + D + YES + + Self + V, S, M (a pinch of soot and salt) + 1 hour + Bard, Sorcerer, Warlock, Wizard, Cleric (City (UA)), Artificer (Revisited) (UA) (Archivist) + For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. +This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. +Source: Player's Handbook p. 224 + + + Compulsion + 4 + EN + NO + + 30 feet + V, S + Concentration, up to 1 minute + Bard, Cleric (Order (UA)), Cleric (Beauty (Twitter)), Cleric (Order), Sorcerer (Aberrant Mind (UA)), Paladin (Glory) + Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. +A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. +Source: Player's Handbook p. 224 + + + Cone of Cold + 5 + EV + NO + + Self (60-foot cone) + V, S, M (a small crystal or glass cone) + Instantaneous + Sorcerer, Wizard, Druid (Land), Warlock (Raven Queen (UA)), Warlock (Hexblade (UA)), Warlock (Hexblade), Warlock (Kraken (Stream)), Artificer (Revisited) (UA) (Artillerist), Warlock (Lurker in the Deep (UA)), Artificer (Artillerist), Warlock (Genie (UA)) + A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. +A creature killed by this spell becomes a frozen statue until it thaws. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. +Source: Player's Handbook p. 224 + 8d8 + 9d8 + 10d8 + 11d8 + 12d8 + + + Confusion + 4 + EN + NO + + 90 feet + V, S, M (three nut shells) + Concentration, up to 1 minute + Bard, Druid, Sorcerer, Wizard, Cleric (Knowledge), Cleric (Knowledge (PSA)), Paladin (Oathbreaker), Paladin (Treachery (UA)), Druid (Spores (UA)), Druid (Spores), Cleric (Love (UA)) + This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. +An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. +Confusion Behaviour +d10 | Behavior +1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. +2-6 | The creature doesn't move or take actions this turn. +7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. +9-10 | The creature can act and move normally. +At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. +Source: Player's Handbook p. 224 + + + Conjure Animals + 3 + C + NO + + 60 feet + V, S + Concentration, up to 1 hour + Druid, Ranger, Ranger (Primeval Guardian (UA)), Ranger (Revised) (UA) (Primeval Guardian (UA)) + You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: +• One beast of challenge rating 2 or lower +• Two beasts of challenge rating 1 or lower +• Four beasts of challenge rating 1/2 or lower +• Eight beasts of challenge rating 1/4 or lower +Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. +The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. +The DM has the creatures' statistics. +At Higher Levels: +When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. +Source: Player's Handbook p. 225 + + + Conjure Barrage + 3 + C + NO + + Self (60-foot cone) + V, S, M (one piece of ammunition or a thrown weapon) + Instantaneous + Ranger, Artificer (Battle Smith) + You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component. +Source: Player's Handbook p. 225 + 3d8 + + + Conjure Celestial + 7 + C + NO + + 90 feet + V, S + Concentration, up to 1 hour + Cleric + You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. +The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. +The DM has couatl's statistics. +At Higher Levels: +When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. +Source: Player's Handbook p. 225 + + + Conjure Elemental + 5 + C + NO + + 90 feet + V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) + Concentration, up to 1 hour + Druid, Wizard, Druid (Land) + You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. +The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. +If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. +The DM has the elemental's statistics. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. +Source: Player's Handbook p. 225 + + + Conjure Fey + 6 + C + NO + + 90 feet + V, S + Concentration, up to 1 hour + Druid, Warlock + You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. +The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. +If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. +The DM has the fey creature's statistics. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. +Source: Player's Handbook p. 226 + + + Conjure Minor Elementals + 4 + C + NO + + 90 feet + V, S + Concentration, up to 1 hour + Druid, Wizard + You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: +• One elemental of challenge rating 2 or lower +• Two elementals of challenge rating 1 or lower +• Four elementals of challenge rating 1/2 or lower +• Eight elementals of challenge rating 1/4 or lower. +An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. +The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. +The DM has the creatures' statistics. +At Higher Levels: +When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. +Source: Player's Handbook p. 226 + + + Conjure Volley + 5 + C + NO + + 150 feet + V, S, M (one piece of ammunition or one thrown weapon) + Instantaneous + Ranger + You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon. +Source: Player's Handbook p. 226 + 8d8 + + + Conjure Woodland Beings + 4 + C + NO + + 60 feet + V, S, M (one holly berry per creature summoned) + Concentration, up to 1 hour + Druid, Ranger + You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: +• One fey creature of challenge rating 2 or lower +• Two fey creatures of challenge rating 1 or lower +• Four fey creatures of challenge rating 1/2 or lower +• Eight fey creatures of challenge rating 1/4 or lower +A summoned creature disappears when it drops to 0 hit points or when the spell ends. +The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. +The DM has the creatures' statistics. +At Higher Levels: +When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. +Source: Player's Handbook p. 226 + + + Contact Other Plane + 5 + D + YES + + Self + V + 1 minute + Warlock, Wizard + You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. +On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer. +Source: Player's Handbook p. 226 + 6d6 + + + Contagion + 5 + N + NO + + Touch + V, S + 7 days + Cleric, Druid, Paladin (Oathbreaker), Warlock (Undying), Cleric (Darkness (Twitter)), Druid (Spores), Druid (Spores (UA)) + Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. +At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration. +Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. +Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. +Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. +Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. +Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. +Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. +Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. +Source: Player's Handbook p. 227 + + + Contingency + 6 + EV + NO + + Self + V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) + 10 days + Wizard + Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. +The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. +The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person. +Source: Player's Handbook p. 227 + + + Continual Flame + 2 + EV + NO + + Touch + V, S, M (ruby dust worth 50 gp, which the spell consumes) + Until dispelled + Cleric, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer + A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. +Source: Player's Handbook p. 227 + + + Control Water + 4 + T + NO + + 300 feet + V, S, M (a drop of water and a pinch of dust) + Concentration, up to 10 minutes + Cleric, Druid, Wizard, Cleric (Tempest), Druid (Land), Warlock (Kraken (Stream)), Warlock (Lurker in the Deep (UA)), Warlock (Genie (UA)) + Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. +Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. +If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. +The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. +Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. +Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. +Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. +When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. +The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. +Source: Player's Handbook p. 227 + 2d8 + + + Control Weather + 8 + T + NO + + Self (5-mile radius) + V, S, M (burning incense and bits of earth and wood mixed in water) + Concentration, up to 8 hours + Cleric, Druid, Wizard + You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. +When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. +When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. +Precipitation +Stage | Condition +1 | Clear +2 | Light clouds +3 | Overcast or ground fog +4 | Rain, hail, or snow +5 | Torrential rain, driving hail, or blizzard +Temperature +Stage | Condition +1 | Unbearable heat +2 | Hot +3 | Warm +4 | Cool +5 | Cold +6 | Arctic cold +Wind +Stage | Condition +1 | Calm +2 | Moderate wind +3 | Strong wind +4 | Gale +5 | Storm +Source: Player's Handbook p. 228 + 1d4 + + + Cordon of Arrows + 2 + T + NO + + 5 feet + V, S, M (four or more arrows or bolts) + 8 hours + Ranger + You plant four pieces of nonmagical ammunition—arrow or crossbow bolt—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. +When you cast this spell, you can designate any creatures you choose, and the spell ignores them. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd. +Source: Player's Handbook p. 228 + 1d6 + + + Counterspell + 3 + A + NO + + 60 feet + S + Instantaneous + Sorcerer, Warlock, Wizard, Paladin (Redemption (UA)), Paladin (Redemption), Sorcerer (Clockwork Soul (UA)), Paladin (Watchers (UA)) + You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. +Source: Player's Handbook p. 228 + + + Create Food and Water + 3 + C + NO + + 30 feet + V, S + Instantaneous + Cleric, Paladin, Artificer, Druid (Land), Artificer (Revisited) (UA) (Alchemist), Warlock (Noble Genie (UA)), Warlock (Genie (UA)) + You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. +Source: Player's Handbook p. 229 + + + Create or Destroy Water + 1 + T + NO + + 30 feet + V, S, M (a drop of water if creating water or a few grains of sand if destroying it) + Instantaneous + Cleric, Druid, Warlock (Kraken (Stream)), Warlock (Lurker in the Deep (UA)) + You either create or destroy water. +Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. +Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. +Source: Player's Handbook p. 229 + + + Create Undead + 6 + N + NO + + 10 feet + V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) + Instantaneous + Cleric, Warlock, Wizard + You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) +As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. +The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. +At Higher Levels: +When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghoul. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghoul or two ghast or wight. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghoul, three ghast or wight, or two mummy. +Source: Player's Handbook p. 229 + + + Creation + 5 + I + NO + + 30 feet + V, S, M (a tiny piece of matter of the same type of the item you plan to create) + special + Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Cleric (Forge (UA)), Cleric (Forge), Warlock (Noble Genie (UA)), Warlock (Genie (UA)) + You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. +The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. +Creation +Material | Duration +Vegetable matter | 1 day +Stone or crystal | 12 hours +Precious metals | 1 hour +Gems | 10 minutes +Adamantine or mithral | 1 minute +Using any material created by this spell as another spell's material component causes that spell to fail. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. +Source: Player's Handbook p. 229 + + + Crown of Madness + 2 + EN + NO + + 120 feet + V, S + Concentration, up to 1 minute + Bard, Sorcerer, Warlock, Wizard, Paladin (Oathbreaker) + One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. +The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. +On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. +Source: Player's Handbook p. 229 + + + Crusader's Mantle + 3 + EV + NO + + Self (30-foot radius) + V + Concentration, up to 1 minute + Paladin, Cleric (War), Cleric (Solidarity (PSA)) + Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack. +Source: Player's Handbook p. 230 + 1d4 + + + Cure Wounds + 1 + EV + NO + + Touch + V, S + Instantaneous + Bard, Cleric, Druid, Paladin, Ranger, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Life), Warlock (Celestial (UA)), Warlock (Celestial), Sorcerer (Divine Soul) + A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. +Source: Player's Handbook p. 230 + 1d8+SPELL + 2d8 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + + + Dancing Lights + 0 + EV + NO + + 120 feet + V, S, M (a bit of phosphorus or wychwood, or a glowworm) + Concentration, up to 1 minute + Bard, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer + You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. +As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. +Source: Player's Handbook p. 230 + + + Darkness + 2 + EV + NO + + 60 feet + V, M (bat fur and a drop of pitch or piece of coal) + Concentration, up to 10 minutes + Sorcerer, Warlock, Wizard, Druid (Land), Paladin (Oathbreaker), Warlock (Lolth (Twitter)), Cleric (Darkness (Twitter)), Cleric (Twilight (UA)) + Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. +If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. +If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. +Source: Player's Handbook p. 230 + + + Darkvision + 2 + T + NO + + Touch + V, S, M (either a pinch of dried carrot or an agate) + 8 hours + Druid, Ranger, Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer + You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. +Source: Player's Handbook p. 230 + + + Daylight + 3 + EV + NO + + 60 feet + V, S + 1 hour + Cleric, Druid, Paladin, Ranger, Sorcerer, Cleric (Light), Druid (Land), Warlock (Celestial (UA)), Warlock (Undying Light (UA)), Warlock (Celestial) + A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. +If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. +If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. +Source: Player's Handbook p. 230 + + + Death Ward + 4 + A + NO + + Touch + V, S + 8 hours + Cleric, Paladin, Artificer (UA), Cleric (Death), Cleric (Life), Warlock (Undying), Cleric (Grave (UA)), Cleric (Ambition (PSA)), Cleric (Grave), Artificer (Revisited) (UA) (Alchemist), Artificer (Alchemist), Warlock (Undead (UA)) + You touch a creature and grant it a measure of protection from death. +The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. +If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. +Source: Player's Handbook p. 230 + + + Delayed Blast Fireball + 7 + EV + NO + + 150 feet + V, S, M (a tiny ball of bat guano and sulfur) + Concentration, up to 1 minute + Sorcerer, Wizard + A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. +The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. +If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. +The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. +At Higher Levels: +When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. +Source: Player's Handbook p. 230 + 12d6 + 1d6 + 13d6 + 14d6 + + + Demiplane + 8 + C + NO + + 60 feet + S + 1 hour + Warlock, Wizard + You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. +Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead. +Source: Player's Handbook p. 231 + + + Destructive Wave + 5 + EV + NO + + Self (30-foot radius) + V + Instantaneous + Paladin, Cleric (Tempest), Warlock (Hexblade (UA)), Cleric (Strength (PSA)), Cleric (Zeal (PSA)), Cleric (Destruction (Twitter)) + You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. +Source: Player's Handbook p. 231 + 5d6 + + + Detect Evil and Good + 1 + D + NO + + Self + V, S + Concentration, up to 10 minutes + Cleric, Paladin, Warlock (Genie (UA)) + For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. +The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. +Source: Player's Handbook p. 231 + + + Detect Magic + 1 + D + YES + + Self + V, S + Concentration, up to 10 minutes + Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Cleric (Arcana) + For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. +The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. +Source: Player's Handbook p. 231 + + + Detect Poison and Disease + 1 + D + YES + + Self + V, S, M (a yew leaf) + Concentration, up to 10 minutes + Cleric, Druid, Paladin, Ranger + For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. +The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. +Source: Player's Handbook p. 231 + + + Detect Thoughts + 2 + D + NO + + Self + V, S, M (a copper piece) + Concentration, up to 1 minute + Bard, Sorcerer, Wizard, Warlock (Great Old One), Artificer (Revisited) (UA) (Archivist), Sorcerer (Aberrant Mind (UA)) + For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. +You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. +Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. +You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. +Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. +Source: Player's Handbook p. 231 + + + Dimension Door + 4 + C + NO + + 500 feet + V + Instantaneous + Bard, Sorcerer, Warlock, Wizard, Cleric (Trickery), Paladin (Vengeance), Cleric (Ambition (PSA)), Warlock (Lolth (Twitter)) + You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet." +You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. +If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. +Source: Player's Handbook p. 233 + 4d6 + + + Disguise Self + 1 + I + NO + + Self + V, S + 1 hour + Bard, Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Trickery), Cleric (Ambition (PSA)), Ranger (Deep Stalker (UA)), Ranger (Gloom Stalker), Ranger (Revised) (UA) (Deep Stalker Conclave), Ranger (Revised) (UA) (Gloom Stalker) + You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. +The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. +To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. +Source: Player's Handbook p. 233 + + + Disintegrate + 6 + T + NO + + 60 feet + V, S, M (a lodestone and a pinch of dust) + Instantaneous + Sorcerer, Wizard + A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. +A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. +A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. +This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. +Source: Player's Handbook p. 233 + 10d6+40 + 13d6+40 + 16d6+40 + 19d6+40 + + + Dispel Evil and Good + 5 + A + NO + + Self + V, S, M (holy water or powdered silver and iron) + Concentration, up to 1 minute + Cleric, Paladin + Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. +You can end the spell early by using either of the following special functions. +Break Enchantment: As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. +Dismissal: As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. +Source: Player's Handbook p. 233 + + + Dispel Magic + 3 + A + NO + + 120 feet + V, S + Instantaneous + Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer (Revisited) (UA), Artificer, Cleric (Arcana), Cleric (Trickery), Paladin (Devotion), Ranger (Fey Wanderer (UA)), Ranger (Revised) (UA) (Fey Wanderer (UA)) + Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. +Source: Player's Handbook p. 234 + + + Dissonant Whispers + 1 + EN + NO + + 60 feet + V + Instantaneous + Bard, Warlock (Great Old One), Artificer (Revisited) (UA) (Archivist), Sorcerer (Aberrant Mind (UA)) + You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. +Source: Player's Handbook p. 234 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + 10d6 + 11d6 + + + Divination + 4 + D + YES + + Self + V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) + Instantaneous + Cleric, Druid (Land), Druid (Land) + Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. +The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. +If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. +Source: Player's Handbook p. 234 + + + Divine Favor + 1 + EV + NO + + Self + V, S + Concentration, up to 1 minute + Paladin, Cleric (War), Cleric (Strength (PSA)) + Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. +Source: Player's Handbook p. 234 + 1d4 + + + Divine Word + 7 + EV + NO + + 30 feet + V + Instantaneous + Cleric + You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: +• 50 hit points or fewer: deafened for 1 minute +• 40 hit points or fewer: deafened and blinded for 10 minutes +• 30 hit points or fewer: blinded, deafened, and stunned for 1 hour +• 20 hit points or fewer: killed instantly +Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell. +Source: Player's Handbook p. 234 + + + Dominate Beast + 4 + EN + NO + + 60 feet + V, S + Concentration, up to 1 minute + Druid, Sorcerer, Cleric (Nature), Warlock (Archfey), Warlock (Great Old One), Paladin (Conquest (UA)), Paladin (Conquest v2 (UA)), Paladin (Conquest), Cleric (Strength (PSA)) + You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. +While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. +You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. +Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. +At Higher Levels: +When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. +Source: Player's Handbook p. 234 + + + Dominate Monster + 8 + EN + NO + + 60 feet + V, S + Concentration, up to 1 hour + Bard, Sorcerer, Warlock, Wizard + You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. +While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. +You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. +Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. +At Higher Levels: +When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. +Source: Player's Handbook p. 235 + + + Dominate Person + 5 + EN + NO + + 60 feet + V, S + Concentration, up to 1 minute + Bard, Sorcerer, Wizard, Cleric (Trickery), Paladin (Oathbreaker), Warlock (Archfey), Warlock (Great Old One), Paladin (Conquest (UA)), Paladin (Conquest v2 (UA)), Paladin (Conquest), Paladin (Treachery (UA)), Cleric (Ambition (PSA)), Cleric (Order (UA)), Cleric (Beauty (Twitter)), Cleric (Order), Wizard (Psionics (UA)) + You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. +While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. +You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. +Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. +At Higher Levels: +When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. +Source: Player's Handbook p. 235 + + + Drawmij's Instant Summons + 6 + C + YES + + Touch + V, S, M (a sapphire worth 1,000 gp) + Until dispelled + Wizard + You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. +At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. +If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. +Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect. +Source: Player's Handbook p. 235 + + + Dream + 5 + I + NO + + Special + V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) + 8 hours + Bard, Warlock, Wizard, Druid (Land), Cleric (Twilight (UA)) + This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. +If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. +You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. +If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. +Source: Player's Handbook p. 236 + 3d6 + + + Druidcraft + 0 + T + NO + + 30 feet + V, S + Instantaneous + Druid, Fighter (Arcane Archer) + Whispering to the spirits of nature, you create one of the following effects within range: +• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. +• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. +• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. +• You instantly light or snuff out a candle, a torch, or a small campfire. +Source: Player's Handbook p. 236 + + + Earthquake + 8 + EV + NO + + 500 feet + V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) + Concentration, up to 1 minute + Cleric, Druid, Sorcerer + You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. +The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. +When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. +This spell can have additional effects depending on the terrain in the area, as determined by the DM. +Fissures: Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. +A fissure that opens beneath a structure causes it to automatically collapse (see below). +Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. +Source: Player's Handbook p. 236 + 1d6 + 1d10 + 5d6 + + + Eldritch Blast + 0 + EV + NO + + 120 feet + V, S + Instantaneous + Warlock + A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. +The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. +Source: Player's Handbook p. 237 + 1d10 + + + Elemental Weapon + 3 + T + NO + + Touch + V, S + Concentration, up to 1 hour + Paladin, Artificer (Revisited) (UA), Artificer, Cleric (Forge (UA)), Warlock (Hexblade (UA)), Warlock (Hexblade), Sorcerer (Stone (UA)), Sorcerer (Stone (UA)), Cleric (Forge) + A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. +At Higher Levels: +When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4. +Source: Player's Handbook p. 237 + 1d4 + 2d4 + 3d4 + + + Enhance Ability + 2 + T + NO + + Touch + V, S, M (fur or a feather from a beast) + Concentration, up to 1 hour + Bard, Cleric, Druid, Sorcerer, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Strength (PSA)), Ranger (Primeval Guardian (UA)), Ranger (Revised) (UA) (Primeval Guardian (UA)), Cleric (Order (UA)), Paladin (Glory) + You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. +Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. +Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles. +Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. +Eagle's Splendor: The target has advantage on Charisma checks. +Fox's Cunning: The target has advantage on Intelligence checks. +Owl's Wisdom: The target has advantage on Wisdom checks. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. +Source: Player's Handbook p. 237 + 2d6 + + + Enlarge/Reduce + 2 + T + NO + + 30 feet + V, S, M (a pinch of powdered iron) + Concentration, up to 1 minute + Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Sorcerer (Giant Soul (UA)), Cleric (Destruction (Twitter)), Warlock (Noble Genie (UA)) + You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. +If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. +Enlarge: The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. +Reduce: The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). +Source: Player's Handbook p. 237 + 1d4 + + + Ensnaring Strike + 1 + C + NO + + Self + V + Concentration, up to 1 minute + Ranger, Paladin (Ancients) + The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. +While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. +At Higher Levels: +If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. +Source: Player's Handbook p. 237 + 1d6 + 2d6 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + + + Entangle + 1 + C + NO + + 90 feet + V, S + Concentration, up to 1 minute + Druid, Ranger (Primeval Guardian (UA)), Ranger (Revised) (UA) (Primeval Guardian (UA)), Sorcerer (Giant Soul (UA)) + Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. +A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. +When the spell ends, the conjured plants wilt away. +Source: Player's Handbook p. 238 + + + Enthrall + 2 + EN + NO + + 60 feet + V, S + 1 minute + Bard, Warlock, Cleric (Beauty (Twitter)), Cleric (Love (UA)) + You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. +Source: Player's Handbook p. 238 + + + Etherealness + 7 + T + NO + + Self + V, S + 8 hours + Bard, Cleric, Sorcerer, Warlock, Wizard + You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. +While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. +You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. +When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. +This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. +At Higher Levels: +When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. +Source: Player's Handbook p. 238 + + + Evard's Black Tentacles + 4 + C + NO + + 90 feet + V, S, M (a piece of tentacle from a giant octopus or a giant squid) + Concentration, up to 1 minute + Wizard, Warlock (Great Old One), Warlock (Kraken (Stream)), Cleric (Darkness (Twitter)), Sorcerer (Aberrant Mind (UA)), Warlock (Lurker in the Deep (UA)) + Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. +When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. +A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. +Source: Player's Handbook p. 238 + 3d6 + + + Expeditious Retreat + 1 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Sorcerer, Warlock, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Paladin (Treachery (UA)) + This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. +Source: Player's Handbook p. 238 + + + Eyebite + 6 + N + NO + + Self + V, S + Concentration, up to 1 minute + Bard, Sorcerer, Warlock, Wizard + For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite. +Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. +Panicked: The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. +Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. +Source: Player's Handbook p. 238 + + + Fabricate + 4 + T + NO + + 120 feet + V, S + Instantaneous + Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Forge (UA)), Cleric (Forge) + You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. +Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. +Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects. +Source: Player's Handbook p. 239 + + + Faerie Fire + 1 + EV + NO + + 60 feet + V + Concentration, up to 1 minute + Bard, Druid, Artificer (Revisited) (UA), Artificer, Cleric (Light), Warlock (Archfey), Warlock (Lolth (Twitter)), Cleric (Twilight (UA)), Ranger (Swarmkeeper (UA)), Ranger (Revised) (UA) (Swarmkeeper (UA)) + Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. +Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. +Source: Player's Handbook p. 239 + + + False Life + 1 + N + NO + + Self + V, S, M (a small amount of alcohol or distilled spirits) + 1 hour + Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Death), Warlock (Undying), Cleric (Grave (UA)), Warlock (Raven Queen (UA)), Cleric (Grave), Warlock (Undead (UA)) + Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. +Source: Player's Handbook p. 239 + 1d4+4 + + + Fear + 3 + I + NO + + Self (30-foot cone) + V, S, M (a white feather or the heart of a hen) + Concentration, up to 1 minute + Bard, Sorcerer, Warlock, Wizard, Paladin (Conquest (UA)), Paladin (Conquest v2 (UA)), Paladin (Conquest), Ranger (Gloom Stalker), Ranger (Revised) (UA) (Gloom Stalker), Warlock (Lolth (Twitter)), Cleric (Darkness (Twitter)) + You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. +While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. +Source: Player's Handbook p. 239 + + + Feather Fall + 1 + T + NO + + 60 feet + V, M (a small feather or a piece of down) + 1 minute + Bard, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Warlock (Seeker (UA)) + Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. +Source: Player's Handbook p. 239 + + + Feeblemind + 8 + EN + NO + + 150 feet + V, S, M (a handful of clay, crystal, glass, or mineral spheres) + Instantaneous + Bard, Druid, Warlock, Wizard + You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. +On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. +At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. +The spell can also be ended by greater restoration, heal, or wish. +Source: Player's Handbook p. 239 + 4d6 + + + Feign Death + 3 + N + YES + + Touch + V, S, M (a pinch of graveyard dirt) + 1 hour + Bard, Cleric, Druid, Wizard, Warlock (Undying), Warlock (Raven Queen (UA)) + You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. +For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends. +Source: Player's Handbook p. 240 + + + Find Familiar + 1 + C + YES + + 10 feet + V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) + Instantaneous + Wizard + You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. +Additional animal form choices may be available at the DM's discretion. +Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. +When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. +While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deafened and blinded with regard to your own senses. +As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. +You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. +Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. +Source: Player's Handbook p. 240 + + + Find Steed + 2 + C + NO + + 30 feet + V, S + Instantaneous + Paladin + You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. +Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. +When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. +While your steed is within 1 mile of you, you can communicate with each other telepathically. +You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. +Source: Player's Handbook p. 240 + + + Find the Path + 6 + D + NO + + Self + V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find) + Concentration, up to 1 day + Bard, Cleric, Druid + This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. +For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. +Source: Player's Handbook p. 240 + + + Find Traps + 2 + D + NO + + 120 feet + V, S + Instantaneous + Cleric, Druid, Ranger, Sorcerer (Clockwork Soul (UA)) + You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. +This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. +Source: Player's Handbook p. 241 + + + Finger of Death + 7 + N + NO + + 60 feet + V, S + Instantaneous + Sorcerer, Warlock, Wizard + You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. +A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. +Source: Player's Handbook p. 241 + 7d8+30 + + + Fire Bolt + 0 + EV + NO + + 120 feet + V, S + Instantaneous + Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Sorcerer (Giant Soul (UA)) + You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. +This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). +Source: Player's Handbook p. 242 + 1d10 + 2d10 + 3d10 + 4d10 + + + Fire Shield + 4 + EV + NO + + Self + V, S, M (a bit of phosphorus or a firefly) + 10 minutes + Wizard, Warlock (Fiend), Warlock (Undying Light (UA)), Cleric (Zeal (PSA)), Druid (Wildfire (UA)), Artificer (Battle Smith), Artificer (Armorer (UA)), Warlock (Genie (UA)) + Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. +The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. +In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. +Source: Player's Handbook p. 242 + 2d8 + + + Fire Storm + 7 + EV + NO + + 150 feet + V, S + Instantaneous + Cleric, Druid, Sorcerer + A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. +The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell. +Source: Player's Handbook p. 242 + 7d10 + + + Fireball + 3 + EV + NO + + 150 feet + V, S, M (a tiny ball of bat guano and sulfur) + Instantaneous + Sorcerer, Wizard, Cleric (Light), Warlock (Fiend), Cleric (Zeal (PSA)), Cleric (Destruction (Twitter)), Artificer (Revisited) (UA) (Artillerist), Druid (Wildfire (UA)), Artificer (Artillerist), Warlock (Genie (UA)) + A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. +The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. +Source: Player's Handbook p. 241 + 8d6 + 9d6 + 10d6 + 11d6 + 12d6 + 13d6 + 14d6 + + + Flame Blade + 2 + EV + NO + + Self + V, S, M (leaf of sumac) + Concentration, up to 10 minutes + Druid + You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. +You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. +The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. +Source: Player's Handbook p. 242 + 3d6 + 1d6 + + + Flame Strike + 5 + EV + NO + + 60 feet + V, S, M (pinch of sulfur) + Instantaneous + Cleric, Cleric (Light), Cleric (War), Paladin (Devotion), Warlock (Fiend), Warlock (Celestial (UA)), Warlock (Undying Light (UA)), Warlock (Celestial), Cleric (Zeal (PSA)), Druid (Wildfire (UA)), Warlock (Genie (UA)), Paladin (Glory) + A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. +Source: Player's Handbook p. 242 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + + + Flaming Sphere + 2 + C + NO + + 60 feet + V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) + Concentration, up to 1 minute + Druid, Wizard, Cleric (Light), Warlock (Celestial (UA)), Warlock (Undying Light (UA)), Warlock (Celestial), Sorcerer (Giant Soul (UA)), Artificer (Alchemist) + A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. +As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. +When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. +Source: Player's Handbook p. 242 + 2d6 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + + + Flesh to Stone + 6 + T + NO + + 60 feet + V, S, M (a pinch of lime, water, and earth) + Concentration, up to 1 minute + Warlock, Wizard + You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. +A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. +If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. +If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed. +Source: Player's Handbook p. 243 + + + Fly + 3 + T + NO + + Touch + V, S, M (a wing feather from any bird) + Concentration, up to 10 minutes + Sorcerer, Warlock, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer + You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. +Source: Player's Handbook p. 243 + + + Fog Cloud + 1 + C + NO + + 120 feet + V, S + Concentration, up to 1 hour + Druid, Ranger, Sorcerer, Wizard, Cleric (Tempest), Sorcerer (Giant Soul (UA)), Warlock (Noble Genie (UA)), Warlock (Genie (UA)) + You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. +Source: Player's Handbook p. 243 + + + Forbiddance + 6 + A + YES + + Touch + V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) + 1 day + Cleric + You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. +In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). +When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. +The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. +Source: Player's Handbook p. 243 + 5d10 + + + Forcecage + 7 + EV + NO + + 100 feet + V, S, M (ruby dust worth 1,500 gp) + 1 hour + Bard, Warlock, Wizard + An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. +A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. +A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. +When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. +A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. +This spell can't be dispelled by dispel magic. +Source: Player's Handbook p. 243 + + + Foresight + 9 + D + NO + + Touch + V, S, M (a hummingbird feather) + 8 hours + Bard, Druid, Warlock, Wizard + You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. +This spell immediately ends if you cast it again before its duration ends. +Source: Player's Handbook p. 244 + + + Freedom of Movement + 4 + A + NO + + Touch + V, S, M (a leather strap, bound around the arm or a similar appendage) + 1 hour + Bard, Cleric, Druid, Ranger, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (War), Druid (Land), Druid (Land), Druid (Land), Druid (Land), Druid (Land), Paladin (Devotion), Cleric (Zeal (PSA)), Paladin (Glory) + You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. +The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. +Source: Player's Handbook p. 244 + + + Friends + 0 + EN + NO + + Self + S, M (a small amount of makeup applied to the face as this spell is cast) + Concentration, up to 1 minute + Bard, Sorcerer, Warlock, Wizard, Wizard (Psionics (UA)) + For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it. +Source: Player's Handbook p. 244 + + + Gaseous Form + 3 + T + NO + + Touch + V, S, M (a bit of gauze and a wisp of smoke) + Concentration, up to 1 hour + Sorcerer, Warlock, Wizard, Artificer (UA), Artificer (Revisited) (UA), Druid (Land), Paladin (Treachery (UA)), Druid (Spores (UA)), Druid (Spores), Ranger (Swarmkeeper (UA)), Ranger (Revised) (UA) (Swarmkeeper (UA)), Artificer (Alchemist) + You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. +While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. +While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. +Source: Player's Handbook p. 244 + + + Gate + 9 + C + NO + + 60 feet + V, S, M (a diamond worth at least 5,000 gp) + Concentration, up to 1 minute + Cleric, Sorcerer, Wizard + You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. +The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. +Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. +When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you. +Source: Player's Handbook p. 244 + + + Geas + 5 + EN + NO + + 60 feet + V + 30 days + Bard, Cleric, Druid, Paladin, Wizard, Paladin (Crown) + You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. +You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. +You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. +At Higher Levels: +When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. +Source: Player's Handbook p. 244 + 5d10 + + + Gentle Repose + 2 + N + YES + + Touch + V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) + 10 days + Cleric, Wizard, Cleric (Grave (UA)), Cleric (Grave), Druid (Spores), Druid (Spores (UA)) + You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. +The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. +Source: Player's Handbook p. 245 + + + Giant Insect + 4 + T + NO + + 30 feet + V, S + Concentration, up to 10 minutes + Druid, Ranger (Primeval Guardian (UA)), Ranger (Revised) (UA) (Primeval Guardian (UA)), Warlock (Lolth (Twitter)), Ranger (Swarmkeeper (UA)), Ranger (Revised) (UA) (Swarmkeeper (UA)) + You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. +Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement. +A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. +The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. +Source: Player's Handbook p. 245 + + + Glibness + 8 + T + NO + + Self + V + 1 hour + Bard, Warlock + Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. +Source: Player's Handbook p. 245 + + + Globe of Invulnerability + 6 + A + NO + + Self (10-foot radius) + V, S, M (a glass or crystal bead that shatters when the spell ends) + Concentration, up to 1 minute + Sorcerer, Wizard + An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. +Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. +Source: Player's Handbook p. 245 + + + Glyph of Warding + 3 + A + NO + + Touch + V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) + Until dispelled or triggered + Bard, Cleric, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Ranger (Deep Stalker (UA)), Ranger (Revised) (UA) (Deep Stalker Conclave), Sorcerer (Clockwork Soul (UA)) + When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. +The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. +You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. +You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. +When you inscribe the glyph, choose explosive runes or a spell glyph. +Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. +Spell Glyph: You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding. +Source: Player's Handbook p. 245 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + 11d8 + + + Goodberry + 1 + T + NO + + Touch + V, S, M (a sprig of mistletoe) + Instantaneous + Druid, Ranger + Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. +The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. +Source: Player's Handbook p. 246 + + + Grasping Vine + 4 + C + NO + + 30 feet + V, S + Concentration, up to 1 minute + Druid, Ranger, Cleric (Nature) + You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. +Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. +Source: Player's Handbook p. 246 + + + Grease + 1 + C + NO + + 60 feet + V, S, M (a bit of pork rind or butter) + 1 minute + Wizard, Artificer (Revisited) (UA), Artificer + Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. +When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. +Source: Player's Handbook p. 246 + + + Greater Invisibility + 4 + I + NO + + Touch + V, S + Concentration, up to 1 minute + Bard, Sorcerer, Wizard, Druid (Land), Warlock (Archfey), Paladin (Treachery (UA)), Ranger (Deep Stalker (UA)), Ranger (Gloom Stalker), Ranger (Revised) (UA) (Deep Stalker Conclave), Ranger (Revised) (UA) (Gloom Stalker), Cleric (Twilight (UA)), Artificer (Armorer (UA)), Warlock (Genie (UA)), Warlock (Undead (UA)) + You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. +Source: Player's Handbook p. 246 + + + Greater Restoration + 5 + A + NO + + Touch + V, S, M (diamond dust worth at least 100 gp, which the spell consumes) + Instantaneous + Bard, Cleric, Druid, Artificer (Revisited) (UA), Artificer, Warlock (Celestial (UA)), Warlock (Celestial), Cleric (Unity (UA)), Cleric (Love (UA)) + You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: +• One effect that charmed or petrified the target +• One curse, including the target's attunement to a cursed magic item +• Any reduction to one of the target's ability scores +• One effect reducing the target's hit point maximum +Source: Player's Handbook p. 246 + + + Guardian of Faith + 4 + C + NO + + 30 feet + V + 8 hours + Cleric, Cleric (Life), Cleric (Light), Paladin (Crown), Paladin (Devotion), Cleric (Protection (UA)), Cleric (Solidarity (PSA)), Warlock (Celestial (UA)), Warlock (Celestial), Cleric (Unity (UA)) + A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. +Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. +Source: Player's Handbook p. 246 + + + Guards and Wards + 6 + A + NO + + Touch + V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) + 24 hours + Bard, Wizard + You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. +When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. +Guards and wards creates the following effects within the warded area. +Corridors: Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. +Doors: All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. +Stairs: Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. +Other Spell Effect: You can place your choice of one of the following magical effects within the warded area of the stronghold. +The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. +You can create a permanently guarded and warded structure by casting this spell there every day for one year. +Source: Player's Handbook p. 248 + + + Guidance + 0 + D + NO + + Touch + V, S + Concentration, up to 1 minute + Cleric, Druid, Artificer (Revisited) (UA), Artificer + You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. +Source: Player's Handbook p. 248 + + + Guiding Bolt + 1 + EV + NO + + 120 feet + V, S + 1 round + Cleric, Cleric (Solidarity (PSA)), Warlock (Celestial), Paladin (Glory) + A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. +Source: Player's Handbook p. 248 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + 10d6 + 11d6 + 12d6 + + + Gust of Wind + 2 + EV + NO + + Self (60-foot line) + V, S, M (a legume seed) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard, Cleric (Tempest), Warlock (Kraken (Stream)), Sorcerer (Giant Soul (UA)), Warlock (Lurker in the Deep (UA)), Warlock (Genie (UA)) + A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. +Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. +The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. +As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. +Source: Player's Handbook p. 248 + + + Hail of Thorns + 1 + C + NO + + Self + V + Concentration, up to 1 minute + Ranger + The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. +At Higher Levels: +If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10). +Source: Player's Handbook p. 249 + 1d10 + 2d10 + 3d10 + 4d10 + 5d10 + 6d10 + 7d10 + 8d10 + 9d10 + 13d10 + 19d10 + 25d10 + 31d10 + 37d10 + 43d10 + 49d10 + + + Hallow + 5 + EV + NO + + Touch + V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) + Until dispelled + Cleric, Warlock (Fiend), Paladin (Watchers (UA)) + You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. +First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. +Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. +Courage: Affected creatures can't be frightened while in the area. +Darkness: Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area. +Daylight: Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light. +Energy Protection: Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. +Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. +Everlasting Rest: Dead bodies interred in the area can't be turned into undead. +Extradimensional Interference: Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means. +Fear: Affected creatures are frightened while in the area. +Silence: No sound can emanate from within the area, and no sound can reach into it. +Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a common language. +Source: Player's Handbook p. 249 + + + Hallucinatory Terrain + 4 + I + NO + + 300 feet + V, S, M (a stone, a twig, and a bit of green plant) + 24 hours + Bard, Druid, Warlock, Wizard, Druid (Land) + You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. +The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. +Source: Player's Handbook p. 249 + + + Harm + 6 + N + NO + + 60 feet + V, S + Instantaneous + Cleric + You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. +Source: Player's Handbook p. 249 + 14d6 + + + Haste + 3 + T + NO + + 30 feet + V, S, M (a shaving of licorice root) + Concentration, up to 1 minute + Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Druid (Land), Paladin (Vengeance), Paladin (Treachery (UA)), Cleric (Strength (PSA)), Cleric (Zeal (PSA)), Ranger (Horizon Walker), Ranger (Revised) (UA) (Horizon Walker), Paladin (Glory) + Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. +When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. +Source: Player's Handbook p. 250 + + + Heal + 6 + EV + NO + + 60 feet + V, S + Instantaneous + Cleric, Druid + Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blinded, deafened, and any diseases affecting the target. This spell has no effect on constructs or undead. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. +Source: Player's Handbook p. 250 + + + Healing Word + 1 + EV + NO + + 60 feet + V + Instantaneous + Bard, Cleric, Druid, Artificer (Alchemist) + A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. +Source: Player's Handbook p. 250 + 1d4+SPELL + 2d4 + 3d4 + 4d4 + 5d4 + 6d4 + 7d4 + 8d4 + 9d4 + + + Heat Metal + 2 + T + NO + + 60 feet + V, S, M (a piece of iron and a flame) + Concentration, up to 1 minute + Bard, Druid, Artificer (Revisited) (UA), Artificer, Cleric (City (UA)), Cleric (Forge (UA)), Cleric (Forge), Sorcerer (Clockwork Soul (UA)) + Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. +If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. +Source: Player's Handbook p. 250 + 2d8 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + + + Hellish Rebuke + 1 + EV + NO + + 60 feet + V, S + Instantaneous + Warlock, Paladin (Oathbreaker) + You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. +Source: Player's Handbook p. 250 + 2d10 + 3d10 + 4d10 + 5d10 + 6d10 + 7d10 + 8d10 + 9d10 + 10d10 + + + Heroes' Feast + 6 + C + NO + + 30 feet + V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) + Instantaneous + Cleric, Druid + You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. +A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. +Source: Player's Handbook p. 250 + 2d10 + + + Heroism + 1 + EN + NO + + Touch + V, S + Concentration, up to 1 minute + Bard, Paladin, Cleric (Order (UA)), Sorcerer (Giant Soul (UA)), Cleric (Beauty (Twitter)), Cleric (Order), Artificer (Revisited) (UA) (Battle Smith), Artificer (Battle Smith), Cleric (Unity (UA)), Cleric (Love (UA)), Paladin (Glory) + A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +Source: Player's Handbook p. 250 + + + Hex + 1 + EN + NO + + 90 feet + V, S, M (the petrified eye of a newt) + Concentration, up to 1 hour + Warlock, Cleric (Darkness (Twitter)) + You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. +If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. +A remove curse cast on the target ends this spell early. +At Higher Levels: +When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. +Source: Player's Handbook p. 251 + 1d6 + + + Hold Monster + 5 + EN + NO + + 90 feet + V, S, M (a small, straight piece of iron) + Concentration, up to 1 minute + Bard, Sorcerer, Warlock, Wizard, Cleric (War), Paladin (Vengeance), Paladin (Redemption (UA)), Paladin (Redemption), Warlock (Lolth (Twitter)), Cleric (Beauty (Twitter)), Cleric (Love (UA)), Paladin (Watchers (UA)) + Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. +Source: Player's Handbook p. 251 + + + Hold Person + 2 + EN + NO + + 60 feet + V, S, M (a small, straight piece of iron) + Concentration, up to 1 minute + Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Druid (Land), Paladin (Vengeance), Paladin (Conquest (UA)), Paladin (Conquest v2 (UA)), Paladin (Conquest), Paladin (Redemption (UA)), Paladin (Redemption), Cleric (Order (UA)), Sorcerer (Giant Soul (UA)), Cleric (Order) + Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. +Source: Player's Handbook p. 251 + + + Holy Aura + 8 + A + NO + + Self + V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text) + Concentration, up to 1 minute + Cleric + Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. +Source: Player's Handbook p. 251 + + + Hunger of Hadar + 3 + C + NO + + 150 feet + V, S, M (a pickled octopus tentacle) + Concentration, up to 1 minute + Warlock, Sorcerer (Aberrant Mind (UA)) + You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. +The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it. +Source: Player's Handbook p. 251 + 2d6 + + + Hunter's Mark + 1 + D + NO + + 90 feet + V + Concentration, up to 1 hour + Ranger, Paladin (Vengeance) + You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. +At Higher Levels: +When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. +Source: Player's Handbook p. 251 + 1d6 + + + Hypnotic Pattern + 3 + I + NO + + 120 feet + S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) + Concentration, up to 1 minute + Bard, Sorcerer, Warlock, Wizard, Paladin (Redemption (UA)), Paladin (Redemption), Cleric (Beauty (Twitter)), Artificer (Revisited) (UA) (Archivist), Cleric (Love (UA)), Artificer (Armorer (UA)) + You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. +The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. +Source: Player's Handbook p. 252 + + + Ice Storm + 4 + EV + NO + + 300 feet + V, S, M (a pinch of dust and a few drops of water) + Instantaneous + Druid, Sorcerer, Wizard, Cleric (Tempest), Druid (Land), Paladin (Ancients), Warlock (Raven Queen (UA)), Cleric (Destruction (Twitter)), Artificer (Revisited) (UA) (Artillerist), Artificer (Artillerist) + A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. +Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. +Source: Player's Handbook p. 252 + 2d8 + 4d6 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + + + Identify + 1 + D + YES + + Touch + V, S, M (a pearl worth at least 100 gp and an owl feather) + Instantaneous + Bard, Wizard, Artificer (Revisited) (UA), Artificer, Cleric (Knowledge), Cleric (Knowledge (PSA)), Cleric (Forge) + You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. +If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. +Source: Player's Handbook p. 252 + + + Illusory Script + 1 + I + YES + + Touch + S, M (a lead-based ink worth at least 10 gp, which the spell consumes) + 10 days + Bard, Warlock, Wizard + You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. +To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. +Should the spell be dispelled, the original script and the illusion both disappear. +A creature with truesight can read the hidden message. +Source: Player's Handbook p. 252 + + + Imprisonment + 9 + A + NO + + 30 feet + V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) + Until dispelled + Warlock, Wizard + You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. +When you cast the spell, you choose one of the following forms of imprisonment. +Burial: The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. +The special component for this version of the spell is a small mithral orb. +Chaining: Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. +The special component for this version of the spell is a fine chain of precious metal. +Hedged Prison: The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. +The special component for this version of the spell is a miniature representation of the prison made from jade. +Minimus Containment: The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. +The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. +Slumber: The target falls asleep and can't be awoken. +The special component for this version of the spell consists of rare soporific herbs. +Ending the Spell: During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. +A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. +You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. +Source: Player's Handbook p. 252 + + + Incendiary Cloud + 8 + C + NO + + 150 feet + V, S + Concentration, up to 1 minute + Sorcerer, Wizard + A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. +When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. +The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. +Source: Player's Handbook p. 253 + 10d8 + + + Inflict Wounds + 1 + N + NO + + Touch + V, S + Instantaneous + Cleric, Paladin (Oathbreaker), Sorcerer (Divine Soul), Cleric (Destruction (Twitter)) + Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. +Source: Player's Handbook p. 253 + 3d10 + 4d10 + 5d10 + 6d10 + 7d10 + 8d10 + 9d10 + 10d10 + 11d10 + + + Insect Plague + 5 + C + NO + + 300 feet + V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) + Concentration, up to 10 minutes + Cleric, Druid, Sorcerer, Cleric (Nature), Cleric (Tempest), Druid (Land), Druid (Land), Druid (Land), Druid (Land), Paladin (Conquest (UA)), Cleric (Strength (PSA)), Ranger (Primeval Guardian (UA)), Ranger (Revised) (UA) (Primeval Guardian (UA)), Ranger (Swarmkeeper (UA)), Ranger (Revised) (UA) (Swarmkeeper (UA)) + Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. +When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. +Source: Player's Handbook p. 254 + 4d10 + 5d10 + 6d10 + 7d10 + 8d10 + + + Invisibility + 2 + I + NO + + Touch + V, S, M (an eyelash encased in gum arabic) + Concentration, up to 1 hour + Bard, Sorcerer, Warlock, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Druid (Land), Paladin (Treachery (UA)), Sorcerer (Giant Soul (UA)), Cleric (Twilight (UA)) + A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. +Source: Player's Handbook p. 254 + + + Jump + 1 + T + NO + + Touch + V, S, M (a grasshopper's hind leg) + 1 minute + Druid, Ranger, Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Warlock (Seeker (UA)), Warlock (Lolth (Twitter)) + You touch a creature. The creature's jump distance is tripled until the spell ends. +Source: Player's Handbook p. 254 + + + Knock + 2 + T + NO + + 60 feet + V + Instantaneous + Bard, Sorcerer, Wizard + Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. +A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. +If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. +When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. +Source: Player's Handbook p. 254 + + + Legend Lore + 5 + D + NO + + Self + V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) + Instantaneous + Bard, Cleric, Wizard, Cleric (Knowledge), Cleric (Knowledge (PSA)), Warlock (Undying), Warlock (Seeker (UA)), Artificer (Revisited) (UA) (Archivist) + Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. +The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." +Source: Player's Handbook p. 254 + + + Leomund's Secret Chest + 4 + C + NO + + Touch + V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) + Instantaneous + Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Arcana) + You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). +While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. +After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. +Source: Player's Handbook p. 254 + + + Leomund's Tiny Hut + 3 + EV + YES + + Self (10-foot hemisphere) + V, S, M (a small crystal bead) + 8 hours + Bard, Wizard, Cleric (Twilight (UA)) + A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. +Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. +Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. +Source: Player's Handbook p. 255 + + + Lesser Restoration + 2 + A + NO + + Touch + V, S + Instantaneous + Bard, Cleric, Druid, Paladin, Ranger, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Life), Paladin (Devotion), Warlock (Celestial (UA)), Warlock (Celestial) + You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. +Source: Player's Handbook p. 255 + + + Levitate + 2 + T + NO + + 60 feet + V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) + Concentration, up to 10 minutes + Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Warlock (Seeker (UA)) + One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. +The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. +When the spell ends, the target floats gently to the ground if it is still aloft. +Source: Player's Handbook p. 255 + + + Light + 0 + EV + NO + + Touch + V, M (a firefly or phosphorescent moss) + 1 hour + Bard, Cleric, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Warlock (Undying Light (UA)), Warlock (Celestial) + You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. +If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. +Source: Player's Handbook p. 255 + + + Lightning Arrow + 3 + T + NO + + Self + V, S + Concentration, up to 1 minute + Ranger + The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage. +Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. +The piece of ammunition or weapon then returns to its normal form. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd. +Source: Player's Handbook p. 255 + 4d8 + 2d8 + 5d8 + 3d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + + + Lightning Bolt + 3 + EV + NO + + Self (100-foot line) + V, S, M (a bit of fur and a rod of amber, crystal, or glass) + Instantaneous + Sorcerer, Wizard, Druid (Land), Cleric (City (UA)), Cleric (Destruction (Twitter)), Warlock (Lurker in the Deep (UA)), Artificer (Armorer (UA)) + A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. +The lightning ignites flammable objects in the area that aren't being worn or carried. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. +Source: Player's Handbook p. 255 + 8d6 + 9d6 + 10d6 + 11d6 + 12d6 + 13d6 + 14d6 + + + Locate Animals or Plants + 2 + D + YES + + Self + V, S, M (a bit of fur from a bloodhound) + Instantaneous + Bard, Druid, Ranger, Druid (Wildfire (UA)) + Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. +Source: Player's Handbook p. 256 + + + Locate Creature + 4 + D + NO + + Self + V, S, M (a bit of fur from a bloodhound) + Concentration, up to 1 hour + Bard, Cleric, Druid, Paladin, Ranger, Wizard, Druid (Land), Cleric (City (UA)), Warlock (Raven Queen (UA)), Warlock (Seeker (UA)), Cleric (Order (UA)), Cleric (Order), Artificer (Revisited) (UA) (Archivist) + Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. +The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. +This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. +Source: Player's Handbook p. 256 + + + Locate Object + 2 + D + NO + + Self + V, S, M (a forked twig) + Concentration, up to 10 minutes + Bard, Cleric, Druid, Paladin, Ranger, Wizard, Warlock (Seeker (UA)), Artificer (Revisited) (UA) (Archivist) + Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. +The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. +This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. +Source: Player's Handbook p. 256 + + + Longstrider + 1 + T + NO + + Touch + V, S, M (a pinch of dirt) + 1 hour + Bard, Druid, Ranger, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer + You touch a creature. The target's speed increases by 10 feet until the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. +Source: Player's Handbook p. 256 + + + Mage Armor + 1 + A + NO + + Touch + V, S, M (a piece of cured leather) + 8 hours + Sorcerer, Wizard + You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. +Source: Player's Handbook p. 256 + + + Mage Hand + 0 + C + NO + + 30 feet + V, S + 1 minute + Bard, Sorcerer, Warlock, Wizard, Artificer (Revisited) (UA), Artificer, Fighter (Psychic Warrior (UA)), Wizard (Psionics (UA)) + A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. +You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. +The hand can't attack, activate magic items, or carry more than 10 pounds. +Source: Player's Handbook p. 256 + + + Magic Circle + 3 + A + NO + + 10 feet + V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) + 1 hour + Cleric, Paladin, Warlock, Wizard, Cleric (Arcana), Ranger (Monster Slayer (UA)), Ranger (Monster Slayer), Ranger (Revised) (UA) (Monster Slayer (UA)), Ranger (Revised) (UA) (Monster Slayer) + You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. +Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: +• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. +• The creature has disadvantage on attack rolls against targets within the cylinder. +• Targets within the cylinder can't be charmed, frightened, or possessed by the creature. +When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. +Source: Player's Handbook p. 256 + + + Magic Jar + 6 + N + NO + + Self + V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) + Until dispelled + Wizard + Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. +You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. +Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. +Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. +While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. +If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. +When the spell ends, the container is destroyed. +Source: Player's Handbook p. 257 + + + Magic Missile + 1 + EV + NO + + 120 feet + V, S + Instantaneous + Sorcerer, Wizard, Cleric (Arcana), Artificer (Armorer (UA)) + You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. +Source: Player's Handbook p. 257 + 1d4+1 + + + Magic Mouth + 2 + I + YES + + 30 feet + V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) + Until dispelled + Bard, Wizard, Artificer (Revisited) (UA), Artificer + You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. +When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. +The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. +Source: Player's Handbook p. 257 + + + Magic Weapon + 2 + T + NO + + Touch + V, S + Concentration, up to 1 hour + Paladin, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Arcana), Cleric (War), Cleric (Forge (UA)), Warlock (Hexblade (UA)), Sorcerer (Stone (UA)), Cleric (Zeal (PSA)), Cleric (Forge), Paladin (Glory) + You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. +Source: Player's Handbook p. 257 + + + Major Image + 3 + I + NO + + 120 feet + V, S, M (a bit of fleece) + Concentration, up to 10 minutes + Bard, Sorcerer, Warlock, Wizard + You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte stench). +As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. +Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. +Source: Player's Handbook p. 258 + + + Mass Cure Wounds + 5 + EV + NO + + 60 feet + V, S + Instantaneous + Bard, Cleric, Druid, Cleric (Life), Cleric (Solidarity (PSA)), Artificer (Revisited) (UA) (Battle Smith), Artificer (Battle Smith) + A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. +Source: Player's Handbook p. 258 + 3d8+SPELL + 4d8 + 5d8 + 6d8 + 7d8 + + + Mass Heal + 9 + EV + NO + + 60 feet + V, S + Instantaneous + Cleric + A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. +Source: Player's Handbook p. 258 + + + Mass Healing Word + 3 + EV + NO + + 60 feet + V + Instantaneous + Cleric, Cleric (Order (UA)), Cleric (Order), Artificer (Alchemist) + As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. +Source: Player's Handbook p. 258 + 1d4+SPELL + 2d4 + 3d4 + 4d4 + 5d4 + 6d4 + 7d4 + + + Mass Suggestion + 6 + EN + NO + + 60 feet + V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) + 24 hours + Bard, Sorcerer, Warlock, Wizard + You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. +Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. +You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. +If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. +At Higher Levels: +When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. +Source: Player's Handbook p. 258 + + + Maze + 8 + C + NO + + 60 feet + V, S + Concentration, up to 10 minutes + Wizard + You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. +The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). +When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. +Source: Player's Handbook p. 258 + + + Meld into Stone + 3 + T + YES + + Touch + V, S + 8 hours + Cleric, Druid, Druid (Land), Warlock (Genie (UA)) + You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. +While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. +Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. +Source: Player's Handbook p. 259 + 6d6 + + + Melf's Acid Arrow + 2 + EV + NO + + 90 feet + V, S, M (powdered rhubarb leaf and an adder's stomach) + Instantaneous + Wizard, Druid (Land), Artificer (Revisited) (UA) (Alchemist), Artificer (Alchemist) + A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. +Source: Player's Handbook p. 259 + 4d4 + 2d4 + 5d4 + 3d4 + 6d4 + 7d4 + 8d4 + 9d4 + 10d4 + 11d4 + + + Mending + 0 + T + NO + + Touch + V, S, M (two lodestones) + Instantaneous + Bard, Cleric, Druid, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Artificer (Artillerist), Artificer (Battle Smith) + This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. +This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. +Source: Player's Handbook p. 259 + + + Message + 0 + T + NO + + 120 feet + V, S, M (a short piece of copper wire) + 1 round + Bard, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Wizard (Psionics (UA)) + You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. +You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. +Source: Player's Handbook p. 259 + + + Meteor Swarm + 9 + EV + NO + + 1 mile + V, S + Instantaneous + Sorcerer, Wizard + Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. +The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. +Source: Player's Handbook p. 259 + 20d6 + + + Mind Blank + 8 + A + NO + + Touch + V, S + 24 hours + Bard, Wizard + Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. +Source: Player's Handbook p. 259 + + + Minor Illusion + 0 + I + NO + + 30 feet + S, M (a bit of fleece) + 1 minute + Bard, Sorcerer, Warlock, Wizard, Sorcerer (Giant Soul (UA)) + You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. +If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. +If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. +If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. +Source: Player's Handbook p. 260 + + + Mirage Arcane + 7 + I + NO + + Sight + V, S + 10 days + Bard, Druid, Wizard + You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. +Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. +The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. +Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion. +Source: Player's Handbook p. 260 + + + Mirror Image + 2 + I + NO + + Self + V, S + 1 minute + Sorcerer, Warlock, Wizard, Cleric (Trickery), Druid (Land), Paladin (Treachery (UA)), Cleric (Ambition (PSA)), Artificer (Armorer (UA)) + Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. +Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. +If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. +A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. +A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. +Source: Player's Handbook p. 260 + + + Mislead + 5 + I + NO + + Self + S + Concentration, up to 1 hour + Bard, Wizard, Ranger (Fey Wanderer (UA)), Ranger (Revised) (UA) (Fey Wanderer (UA)) + You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. +You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. +You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. +Source: Player's Handbook p. 260 + + + Misty Step + 2 + C + NO + + Self + V + Instantaneous + Sorcerer, Warlock, Wizard, Druid (Land), Paladin (Ancients), Paladin (Vengeance), Ranger (Horizon Walker), Ranger (Revised) (UA) (Horizon Walker), Ranger (Fey Wanderer (UA)), Ranger (Revised) (UA) (Fey Wanderer (UA)) + Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. +Source: Player's Handbook p. 260 + + + Modify Memory + 5 + EN + NO + + 30 feet + V, S + Concentration, up to 1 minute + Bard, Wizard, Cleric (Trickery), Cleric (Ambition (PSA)), Artificer (Revisited) (UA) (Archivist), Sorcerer (Aberrant Mind (UA)) + You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. +While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. +You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. +A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. +A remove curse or greater restoration spell cast on the target restores the creature's true memory. +At Higher Levels: +If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level). +Source: Player's Handbook p. 261 + + + Moonbeam + 2 + EV + NO + + 120 feet + V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) + Concentration, up to 1 minute + Druid, Paladin (Ancients), Paladin (Watchers (UA)) + A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. +When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. +A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. +On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. +Source: Player's Handbook p. 261 + 2d10 + 3d10 + 4d10 + 5d10 + 6d10 + 7d10 + 8d10 + 9d10 + + + Mordenkainen's Faithful Hound + 4 + C + NO + + 30 feet + V, S, M (a tiny silver whistle, a piece of bone, and a thread) + 8 hours + Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer + You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. +The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. +At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. +Source: Player's Handbook p. 261 + 4d8 + + + Mordenkainen's Magnificent Mansion + 7 + C + NO + + 300 feet + V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) + 24 hours + Bard, Wizard + You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. +Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. +You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. +Source: Player's Handbook p. 261 + + + Mordenkainen's Private Sanctum + 4 + A + NO + + 120 feet + V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) + 24 hours + Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer + You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. +When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: +• Sound can't pass through the barrier at the edge of the warded area. +• The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. +• Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. +• Creatures in the area can't be targeted by divination spells. +• Nothing can teleport into or out of the warded area. +• Planar travel is blocked within the warded area. +Casting this spell on the same spot every day for a year makes this effect permanent. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. +Source: Player's Handbook p. 262 + + + Mordenkainen's Sword + 7 + EV + NO + + 60 feet + V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) + Concentration, up to 1 minute + Bard, Wizard + You create a sword-shaped plane of force that hovers within range. It lasts for the duration. +When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. +Source: Player's Handbook p. 262 + 3d10 + + + Move Earth + 6 + T + NO + + 120 feet + V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand) + Concentration, up to 2 hours + Druid, Sorcerer, Wizard + Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. +At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. +Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. +This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. +Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it. +Source: Player's Handbook p. 263 + + + Nondetection + 3 + A + NO + + Touch + V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) + 8 hours + Bard, Ranger, Wizard, Cleric (Knowledge), Cleric (Knowledge (PSA)), Paladin (Watchers (UA)) + For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. +Source: Player's Handbook p. 263 + + + Nystul's Magic Aura + 2 + I + NO + + Touch + V, S, M (a small square of silk) + 24 hours + Wizard, Cleric (Arcana) + You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. +When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. +False Aura: You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. +Mask: You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. +Source: Player's Handbook p. 263 + + + Otiluke's Freezing Sphere + 6 + EV + NO + + 300 feet + V, S, M (a small crystal sphere) + Instantaneous + Wizard + A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. +If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. +You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. +Source: Player's Handbook p. 263 + 10d6 + 11d6 + 12d6 + 13d6 + + + Otiluke's Resilient Sphere + 4 + EV + NO + + 30 feet + V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) + Concentration, up to 1 minute + Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Protection (UA)), Paladin (Redemption (UA)), Paladin (Redemption), Sorcerer (Clockwork Soul (UA)) + A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. +Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. +The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. +A disintegrate spell targeting the globe destroys it without harming anything inside it. +Source: Player's Handbook p. 264 + + + Otto's Irresistible Dance + 6 + EN + NO + + 30 feet + V + Concentration, up to 1 minute + Bard, Wizard + Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. +A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. +Source: Player's Handbook p. 264 + + + Pass without Trace + 2 + A + NO + + Self + V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) + Concentration, up to 1 hour + Druid, Ranger, Cleric (Trickery), Druid (Land) + A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. +Source: Player's Handbook p. 264 + + + Passwall + 5 + T + NO + + 30 feet + V, S, M (a pinch of sesame seeds) + 1 hour + Wizard, Druid (Land), Warlock (Seeker (UA)), Paladin (Treachery (UA)), Artificer (Armorer (UA)) + A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. +When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. +Source: Player's Handbook p. 264 + + + Phantasmal Force + 2 + I + NO + + 60 feet + V, S, M (a bit of fleece) + Concentration, up to 1 minute + Bard, Sorcerer, Wizard, Warlock (Archfey), Warlock (Great Old One), Warlock (Noble Genie (UA)), Warlock (Genie (UA)), Warlock (Undead (UA)) + You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. +The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. +The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. +While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off. +An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion. +Source: Player's Handbook p. 264 + 1d6 + + + Phantasmal Killer + 4 + I + NO + + 120 feet + V, S + Concentration, up to 1 minute + Wizard, Warlock (Hexblade (UA)), Warlock (Hexblade), Artificer (Revisited) (UA) (Archivist), Warlock (Noble Genie (UA)), Warlock (Genie (UA)) + You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. +Source: Player's Handbook p. 265 + 4d10 + 5d10 + 6d10 + 7d10 + 8d10 + 9d10 + + + Phantom Steed + 3 + I + YES + + 30 feet + V, S + 1 hour + Wizard, Warlock (Undead (UA)) + A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. +For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage. +Source: Player's Handbook p. 265 + + + Planar Ally + 6 + C + NO + + 60 feet + V, S + Instantaneous + Cleric + You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice). +When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. +Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. +As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. +After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. +A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded. +Source: Player's Handbook p. 265 + + + Planar Binding + 5 + A + NO + + 60 feet + V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) + 24 hours + Bard, Cleric, Druid, Wizard, Cleric (Arcana), Ranger (Monster Slayer (UA)), Ranger (Monster Slayer), Ranger (Revised) (UA) (Monster Slayer (UA)), Ranger (Revised) (UA) (Monster Slayer) + With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. +A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. +Source: Player's Handbook p. 265 + + + Plane Shift + 7 + C + NO + + Touch + V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) + Instantaneous + Cleric, Druid, Sorcerer, Warlock, Wizard + You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. +Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. +You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence. +Source: Player's Handbook p. 266 + + + Plant Growth + 3 + T + NO + + 150 feet + V, S + Instantaneous + Bard, Druid, Ranger, Cleric (Nature), Druid (Land), Paladin (Ancients), Warlock (Archfey), Druid (Wildfire (UA)) + This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. +If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. +You can exclude one or more areas of any size within the spell's area from being affected. +If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. +Source: Player's Handbook p. 266 + + + Poison Spray + 0 + C + NO + + 10 feet + V, S + Instantaneous + Druid, Sorcerer, Warlock, Wizard, Artificer (Revisited) (UA), Artificer + You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. +This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). +Source: Player's Handbook p. 266 + 1d12 + 2d12 + 3d12 + 4d12 + + + Polymorph + 4 + T + NO + + 60 feet + V, S, M (a caterpillar cocoon) + Concentration, up to 1 hour + Bard, Druid, Sorcerer, Wizard, Cleric (Trickery), Warlock (Noble Genie (UA)) + This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. +The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. +The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. +The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. +The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. +Source: Player's Handbook p. 266 + + + Power Word Heal + 9 + EV + NO + + Touch + V, S + Instantaneous + Bard + A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs. +Source: Player's Handbook p. 266 + + + Power Word Kill + 9 + EN + NO + + 60 feet + V + Instantaneous + Bard, Sorcerer, Warlock, Wizard + You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. +Source: Player's Handbook p. 266 + + + Power Word Stun + 8 + EN + NO + + 60 feet + V + Instantaneous + Bard, Sorcerer, Warlock, Wizard + You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. +The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. +Source: Player's Handbook p. 267 + + + Prayer of Healing + 2 + EV + NO + + 30 feet + V + Instantaneous + Cleric + Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. +Source: Player's Handbook p. 267 + 2d8+SPELL + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + + + Prestidigitation + 0 + T + NO + + 10 feet + V, S + 1 hour + Bard, Sorcerer, Warlock, Wizard, Artificer (Revisited) (UA), Artificer, Fighter (Arcane Archer) + This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: +• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. +• You instantaneously light or snuff out a candle, a torch, or a small campfire. +• You instantaneously clean or soil an object no larger than 1 cubic foot. +• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. +• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. +• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. +If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. +Source: Player's Handbook p. 267 + + + Prismatic Spray + 7 + EV + NO + + Self (60-foot cone) + V, S + Instantaneous + Sorcerer, Wizard + Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. +1-Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. +2-Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. +3-Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. +4-Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. +5-Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. +6-Indigo: On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. +7-Violet: On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) +8-Special: The target is struck by two rays. Roll twice more, rerolling any 8. +Source: Player's Handbook p. 267 + 10d6 + + + Prismatic Wall + 9 + A + NO + + 60 feet + V, S + 10 minutes + Wizard + A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. +The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. +The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. +The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall. +Red: The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. +Orange: The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. +Yellow: The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. +Green: The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. +Blue: The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. +Indigo: On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. +While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level. +Violet: On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects. +Source: Player's Handbook p. 267 + 10d6 + + + Produce Flame + 0 + C + NO + + Self + V, S + 10 minutes + Druid + A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. +You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. +This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). +Source: Player's Handbook p. 269 + 1d8 + 2d8 + 3d8 + 4d8 + + + Programmed Illusion + 6 + I + NO + + 120 feet + V, S, M (a bit of fleece and jade dust worth at least 25 gp) + Until dispelled + Bard, Wizard + You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. +When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. +The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. +Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. +Source: Player's Handbook p. 269 + + + Project Image + 7 + I + NO + + 500 miles + V, S, M (a small replica of you made from materials worth at least 5 gp) + Concentration, up to 1 day + Bard, Wizard + You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. +You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. +You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. +Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. +Source: Player's Handbook p. 270 + + + Protection from Energy + 3 + A + NO + + Touch + V, S + Concentration, up to 1 hour + Cleric, Druid, Ranger, Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Druid (Land), Paladin (Ancients), Paladin (Vengeance), Cleric (Forge (UA)), Cleric (Protection (UA)), Cleric (Strength (PSA)), Cleric (Forge), Ranger (Horizon Walker (UA)), Ranger (Revised) (UA) (Horizon Walker (UA)), Warlock (Noble Genie (UA)), Paladin (Glory) + For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. +Source: Player's Handbook p. 270 + + + Protection from Evil and Good + 1 + A + NO + + Touch + V, S, M (holy water or powdered silver and iron, which the spell consumes) + Concentration, up to 10 minutes + Cleric, Paladin, Warlock, Wizard, Paladin (Devotion), Cleric (Protection (UA)), Ranger (Horizon Walker (UA)), Ranger (Horizon Walker), Ranger (Revised) (UA) (Horizon Walker (UA)), Ranger (Revised) (UA) (Horizon Walker), Ranger (Monster Slayer (UA)), Ranger (Monster Slayer), Ranger (Revised) (UA) (Monster Slayer (UA)), Ranger (Revised) (UA) (Monster Slayer), Sorcerer (Divine Soul), Sorcerer (Clockwork Soul (UA)) + Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. +The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. +Source: Player's Handbook p. 270 + + + Protection from Poison + 2 + A + NO + + Touch + V, S + 1 hour + Cleric, Druid, Paladin, Ranger, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Strength (PSA)), Cleric (Protection (UA)) + You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. +For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. +Source: Player's Handbook p. 270 + + + Purify Food and Drink + 1 + T + YES + + 10 feet + V, S + Instantaneous + Cleric, Druid, Paladin, Artificer, Artificer (Revisited) (UA) (Alchemist) + All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. +Source: Player's Handbook p. 270 + + + Raise Dead + 5 + N + NO + + Touch + V, S, M (a diamond worth at least 500 gp, which the spell consumes) + Instantaneous + Bard, Cleric, Paladin, Cleric (Life), Cleric (Grave (UA)), Cleric (Grave), Artificer (Revisited) (UA) (Alchemist), Druid (Wildfire (UA)), Artificer (Alchemist) + You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. +This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. +This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. +Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. +Source: Player's Handbook p. 270 + + + Rary's Telepathic Bond + 5 + D + YES + + 30 feet + V, S, M (pieces of eggshell from two different kinds of creatures) + 1 hour + Wizard, Sorcerer (Aberrant Mind (UA)), Cleric (Unity (UA)) + You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. +Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. +Source: Player's Handbook p. 270 + + + Ray of Enfeeblement + 2 + N + NO + + 60 feet + V, S + Concentration, up to 1 minute + Warlock, Wizard, Cleric (Death), Cleric (Grave (UA)), Cleric (Ambition (PSA)), Cleric (Grave), Paladin (Redemption (UA)), Druid (Spores (UA)) + A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. +At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. +Source: Player's Handbook p. 271 + + + Ray of Frost + 0 + EV + NO + + 60 feet + V, S + Instantaneous + Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Sorcerer (Giant Soul (UA)) + A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. +The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). +Source: Player's Handbook p. 271 + 1d8 + 2d8 + 3d8 + 4d8 + + + Ray of Sickness + 1 + N + NO + + 60 feet + V, S + Instantaneous + Sorcerer, Wizard, Cleric (Death), Warlock (Undying), Artificer (Revisited) (UA) (Alchemist), Artificer (Alchemist) + A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. +Source: Player's Handbook p. 271 + 2d8 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + + + Regenerate + 7 + T + NO + + Touch + V, S, M (a prayer wheel and holy water) + 1 hour + Bard, Cleric, Druid + You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). +The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. +Source: Player's Handbook p. 271 + 4d8+15 + + + Reincarnate + 5 + T + NO + + Touch + V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) + Instantaneous + Druid + You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. +The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. +Reincarnate Races +d100 | Race +1-4 | Dragonborn +5-13 | dwarf (hill) +14-21 | dwarf (mountain) +22-25 | elf (drow) +26-34 | elf (high) +35-42 | elf (wood) +43-46 | gnome (forest) +47-52 | gnome (rock) +53-56 | Half-elf +57-60 | Half-orc +61-68 | halfling (lightfoot) +69-76 | halfling (stout) +77-96 | Human +97-0 | Tiefling +The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. +Source: Player's Handbook p. 271 + + + Remove Curse + 3 + A + NO + + Touch + V, S + Instantaneous + Cleric, Paladin, Warlock, Wizard + At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. +Source: Player's Handbook p. 271 + + + Resistance + 0 + A + NO + + Touch + V, S, M (a miniature cloak) + Concentration, up to 1 minute + Cleric, Druid, Artificer (Revisited) (UA), Artificer, Sorcerer (Giant Soul (UA)) + You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. +Source: Player's Handbook p. 272 + + + Resurrection + 7 + N + NO + + Touch + V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) + Instantaneous + Bard, Cleric + You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. +This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. +This spell closes all mortal wounds and restores any missing body parts. +Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. +Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. +Source: Player's Handbook p. 272 + + + Reverse Gravity + 7 + T + NO + + 100 feet + V, S, M (a lodestone and iron filings) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + This spell reverses gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. +If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. +At the end of the duration, affected objects and creatures fall back down. +Source: Player's Handbook p. 272 + + + Revivify + 3 + N + NO + + Touch + V, S, M (diamonds worth 300 gp, which the spell consumes) + Instantaneous + Cleric, Paladin, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (Life), Cleric (Grave (UA)), Warlock (Celestial (UA)), Warlock (Celestial), Cleric (Grave) + You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. +Source: Player's Handbook p. 272 + + + Rope Trick + 2 + T + NO + + Touch + V, S, M (powdered corn extract and a twisted loop of parchment) + 1 hour + Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Ranger (Deep Stalker (UA)), Ranger (Gloom Stalker), Ranger (Revised) (UA) (Deep Stalker Conclave), Ranger (Revised) (UA) (Gloom Stalker) + You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. +The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. +Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. +Anything inside the extradimensional space drops out when the spell ends. +Source: Player's Handbook p. 272 + + + Sacred Flame + 0 + EV + NO + + 60 feet + V, S + Instantaneous + Cleric, Warlock (Undying Light (UA)), Warlock (Celestial) + Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. +The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). +Source: Player's Handbook p. 272 + 1d8 + 2d8 + 3d8 + 4d8 + + + Sanctuary + 1 + A + NO + + 30 feet + V, S, M (a small silver mirror) + 1 minute + Cleric, Artificer (UA), Artificer (Revisited) (UA), Artificer, Paladin (Devotion), Paladin (Redemption), Warlock (Raven Queen (UA)), Warlock (Genie (UA)) + You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. +If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. +Source: Player's Handbook p. 272 + + + Scorching Ray + 2 + EV + NO + + 120 feet + V, S + Instantaneous + Sorcerer, Wizard, Cleric (Light), Warlock (Fiend), Artificer (Revisited) (UA) (Artillerist), Druid (Wildfire (UA)), Artificer (Artillerist), Warlock (Genie (UA)) + You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. +Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. +Source: Player's Handbook p. 273 + 2d6 + + + Scrying + 5 + D + NO + + Self + V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) + Concentration, up to 10 minutes + Bard, Cleric, Druid, Warlock, Wizard, Cleric (Knowledge), Cleric (Knowledge (PSA)), Cleric (Light), Druid (Land), Druid (Land), Paladin (Vengeance), Wizard (Psionics (UA)) + You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. +Knowledge of Target +Knowledge | Save Modifier +Secondhand (you have heard of the target) | +5 +Firsthand (you have met the target) | +0 +Familiar (you know the target well) | -5 +Connection to Target +Connection | Save Modifier +Likeness or picture | -2 +Possession or garment | -4 +Body part, lock of hair, bit of nail, or the like | -10 +On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. +On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. +Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. +Source: Player's Handbook p. 273 + + + Searing Smite + 1 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin, Cleric (Forge (UA)), Sorcerer (Stone (UA)), Cleric (Zeal (PSA)), Cleric (Forge), Artificer (Revisited) (UA) (Battle Smith) + The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st. +Source: Player's Handbook p. 274 + 1d6 + 2d6 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + + + See Invisibility + 2 + D + NO + + Self + V, S, M (a pinch of Talc and a small sprinkling of powdered silver) + 1 hour + Bard, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer + For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. +Source: Player's Handbook p. 274 + + + Seeming + 5 + I + NO + + 30 feet + V, S + 8 hours + Bard, Sorcerer, Wizard, Warlock (Archfey), Ranger (Deep Stalker (UA)), Ranger (Gloom Stalker), Ranger (Revised) (UA) (Deep Stalker Conclave), Ranger (Revised) (UA) (Gloom Stalker), Warlock (Genie (UA)) + This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. +The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. +The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. +A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. +Source: Player's Handbook p. 274 + + + Sending + 3 + EV + NO + + Unlimited + V, S, M (a short piece of fine copper wire) + 1 round + Bard, Cleric, Wizard, Warlock (Great Old One), Warlock (Seeker (UA)), Sorcerer (Aberrant Mind (UA)), Cleric (Unity (UA)) + You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. +You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. +Source: Player's Handbook p. 274 + + + Sequester + 7 + T + NO + + Touch + V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) + Until dispelled + Wizard + By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. +If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. +You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage. +Source: Player's Handbook p. 274 + + + Shapechange + 9 + T + NO + + Self + V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) + Concentration, up to 1 hour + Druid, Wizard + You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. +Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. +You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. +You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. +When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. +During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. +Source: Player's Handbook p. 274 + + + Shatter + 2 + EV + NO + + 60 feet + V, S, M (a chip of mica) + Instantaneous + Bard, Sorcerer, Warlock, Wizard, Cleric (Tempest), Cleric (Zeal (PSA)), Cleric (Destruction (Twitter)), Artificer (Revisited) (UA) (Artillerist), Warlock (Lurker in the Deep (UA)), Artificer (Artillerist), Artificer (Armorer (UA)) + A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. +A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. +Source: Player's Handbook p. 275 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + + + Shield + 1 + A + NO + + Self + V, S + 1 round + Sorcerer, Wizard, Cleric (Forge (UA)), Warlock (Hexblade (UA)), Warlock (Hexblade), Paladin (Redemption (UA)), Artificer (Revisited) (UA) (Artillerist), Artificer (Artillerist), Artificer (Battle Smith), Artificer (Armorer (UA)) + An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. +Source: Player's Handbook p. 275 + + + Shield of Faith + 1 + A + NO + + 60 feet + V, S, M (a small parchment with a bit of holy text written on it) + Concentration, up to 10 minutes + Cleric, Paladin, Artificer (UA), Cleric (War), Cleric (Strength (PSA)), Cleric (Unity (UA)) + A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. +Source: Player's Handbook p. 275 + + + Shillelagh + 0 + T + NO + + Touch + V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) + 1 minute + Druid, Sorcerer (Giant Soul (UA)) + The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. +Source: Player's Handbook p. 275 + + + Shocking Grasp + 0 + EV + NO + + Touch + V, S + Instantaneous + Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Sorcerer (Giant Soul (UA)) + Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. +The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). +Source: Player's Handbook p. 275 + 1d8 + 2d8 + 3d8 + 4d8 + + + Silence + 2 + I + YES + + 120 feet + V, S + Concentration, up to 10 minutes + Bard, Cleric, Ranger, Druid (Land), Warlock (Undying), Warlock (Raven Queen (UA)) + For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. +Source: Player's Handbook p. 275 + + + Silent Image + 1 + I + NO + + 60 feet + V, S, M (a bit of fleece) + Concentration, up to 10 minutes + Bard, Sorcerer, Wizard + You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. +You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. +Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. +Source: Player's Handbook p. 276 + + + Simulacrum + 7 + I + NO + + Touch + V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) + Until dispelled + Wizard + You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. +The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. +If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. +If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. +Source: Player's Handbook p. 276 + + + Sleep + 1 + EN + NO + + 90 feet + V, S, M (a pinch of fine sand, rose petals, or a cricket) + 1 minute + Bard, Sorcerer, Wizard, Warlock (Archfey), Paladin (Redemption (UA)), Paladin (Redemption), Cleric (Twilight (UA)), Warlock (Noble Genie (UA)) + This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). +Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. +Undead and creatures immune to being charmed aren't affected by this spell. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. +Source: Player's Handbook p. 276 + 5d8 + 7d8 + 9d8 + 11d8 + 13d8 + 15d8 + 17d8 + 19d8 + 21d8 + + + Sleet Storm + 3 + C + NO + + 150 feet + V, S, M (a pinch of dust and a few drops of water) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard, Cleric (Tempest), Druid (Land), Warlock (Lurker in the Deep (UA)), Warlock (Genie (UA)) + Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. +The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. +If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. +Source: Player's Handbook p. 276 + + + Slow + 3 + T + NO + + 120 feet + V, S, M (a drop of molasses) + Concentration, up to 1 minute + Sorcerer, Wizard, Druid (Land), Cleric (Protection (UA)), Cleric (Order (UA)), Cleric (Order) + You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. +An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. +If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. +A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. +Source: Player's Handbook p. 277 + + + Spare the Dying + 0 + N + NO + + Touch + V, S + Instantaneous + Cleric, Artificer (Revisited) (UA), Artificer + You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. +Source: Player's Handbook p. 277 + + + Speak with Animals + 1 + D + YES + + Self + V, S + 10 minutes + Bard, Druid, Ranger, Cleric (Nature), Paladin (Ancients), Barbarian (Totem Warrior) + You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. +Source: Player's Handbook p. 277 + + + Speak with Dead + 3 + N + NO + + 10 feet + V, S, M (burning incense) + 10 minutes + Bard, Cleric, Cleric (Knowledge), Cleric (Knowledge (PSA)), Warlock (Undying), Warlock (Raven Queen (UA)), Warlock (Undead (UA)) + You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. +Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. +Source: Player's Handbook p. 277 + + + Speak with Plants + 3 + T + NO + + Self (30-foot radius) + V, S + 10 minutes + Bard, Druid, Ranger + You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. +You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. +Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. +If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. +This spell can cause the plants created by the entangle spell to release a restrained creature. +Source: Player's Handbook p. 277 + + + Spider Climb + 2 + T + NO + + Touch + V, S, M (a drop of bitumen and a spider) + Concentration, up to 1 hour + Sorcerer, Warlock, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Druid (Land), Druid (Land), Druid (Land) + Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. +Source: Player's Handbook p. 277 + + + Spike Growth + 2 + T + NO + + 150 feet + V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) + Concentration, up to 10 minutes + Druid, Ranger, Cleric (Nature), Druid (Land), Druid (Land), Sorcerer (Giant Soul (UA)), Warlock (Genie (UA)) + The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. +The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. +Source: Player's Handbook p. 277 + 2d4 + + + Spirit Guardians + 3 + C + NO + + Self (15-foot radius) + V, S, M (a holy symbol) + Concentration, up to 10 minutes + Cleric, Cleric (War), Paladin (Crown) + You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. +When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. +Source: Player's Handbook p. 278 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + + + Spiritual Weapon + 2 + EV + NO + + 60 feet + V, S + 1 minute + Cleric, Cleric (Life), Cleric (War), Warlock (Raven Queen (UA)), Paladin (Conquest (UA)), Paladin (Conquest v2 (UA)), Paladin (Conquest) + You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. +As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. +The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. +Source: Player's Handbook p. 278 + 1d8+SPELL + 1d8 + + + Staggering Smite + 4 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin, Warlock (Hexblade (UA)), Warlock (Hexblade), Sorcerer (Stone (UA)), Cleric (Destruction (Twitter)), Artificer (Revisited) (UA) (Battle Smith) + The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. +Source: Player's Handbook p. 278 + 4d6 + + + Stinking Cloud + 3 + C + NO + + 90 feet + V, S, M (a rotten egg or several skunk cabbage leaves) + Concentration, up to 1 minute + Bard, Sorcerer, Wizard, Druid (Land), Druid (Land), Warlock (Fiend), Artificer (Revisited) (UA) (Alchemist) + You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. +Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. +A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. +Source: Player's Handbook p. 278 + + + Stone Shape + 4 + T + NO + + Touch + V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) + Instantaneous + Cleric, Druid, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Druid (Land), Druid (Land), Warlock (Genie (UA)) + You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. +Source: Player's Handbook p. 278 + + + Stoneskin + 4 + A + NO + + Touch + V, S, M (diamond dust worth 100 gp, which the spell consumes) + Concentration, up to 1 hour + Druid, Ranger, Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Cleric (War), Druid (Land), Paladin (Ancients), Paladin (Conquest v2 (UA)), Paladin (Conquest), Paladin (Redemption (UA)), Paladin (Redemption), Cleric (Strength (PSA)) + This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. +Source: Player's Handbook p. 278 + + + Storm of Vengeance + 9 + C + NO + + Sight + V, S + Concentration, up to 1 minute + Druid + A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. +Each round you maintain concentration on this spell, the storm produces different effects on your turn. +Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. +Round 3: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. +Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. +Round 5–10: Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. +Source: Player's Handbook p. 279 + 2d6 + 1d6 + 10d6 + + + Suggestion + 2 + EN + NO + + 30 feet + V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) + Concentration, up to 8 hours + Bard, Sorcerer, Warlock, Wizard, Cleric (Knowledge), Cleric (Knowledge (PSA)), Cleric (Beauty (Twitter)) + You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. +The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. +You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. +If you or any of your companions damage the target, the spell ends. +Source: Player's Handbook p. 279 + + + Sunbeam + 6 + EV + NO + + Self (60-foot line) + V, S, M (a magnifying glass) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. +You can create a new line of radiance as your action on any turn until the spell ends. +For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. +Source: Player's Handbook p. 279 + 6d8 + + + Sunburst + 8 + EV + NO + + 150 feet + V, S, M (fire and a piece of sunstone) + Instantaneous + Druid, Sorcerer, Wizard + Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. +A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. +This spell dispels any darkness in its area that was created by a spell. +Source: Player's Handbook p. 279 + 12d6 + + + Swift Quiver + 5 + T + NO + + Touch + V, S, M (a quiver containing at least one piece of ammunition) + Concentration, up to 1 minute + Ranger + You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it. +On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends. +Source: Player's Handbook p. 279 + + + Symbol + 7 + A + NO + + Touch + V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) + Until dispelled or triggered + Bard, Cleric, Wizard + When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. +The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. +You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. +You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. +When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. +Death: Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. +Discord: Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. +Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. +Hopelessness: Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects. +Insanity: Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic. +Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. +Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. +Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. +Source: Player's Handbook p. 280 + 10d10 + + + Tasha's Hideous Laughter + 1 + EN + NO + + 30 feet + V, S, M (tiny tarts and a feather that is waved in the air) + Concentration, up to 1 minute + Bard, Wizard, Warlock (Great Old One) + A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. +At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. +Source: Player's Handbook p. 280 + + + Telekinesis + 5 + T + NO + + 60 feet + V, S + Concentration, up to 10 minutes + Sorcerer, Wizard, Warlock (Great Old One), Wizard (Psionics (UA)) + You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. +Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. +On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. +Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. +If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. +You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. +Source: Player's Handbook p. 280 + + + Telepathy + 8 + EV + NO + + Unlimited + V, S, M (a pair of linked silver rings) + 24 hours + Wizard + You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. +Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. +Source: Player's Handbook p. 281 + + + Teleport + 7 + C + NO + + 10 feet + V + Instantaneous + Bard, Sorcerer, Wizard + This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. +The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. +Teleportation +Familiarity | Mishap | Similar Area | Off Target | On Target +Permanent circle | — | — | — | 01–100 +Associated object | — | — | — | 01–100 +Very familiar | 01–05 | 06–13 | 14–24 | 25–100 +Seen casually | 01–33 | 34–43 | 44–53 | 54–100 +Viewed once | 01–43 | 44–53 | 54–73 | 74–100 +Description | 01–43 | 44–53 | 54–73 | 74–100 +False destination | 01–50 | 51–100 | — | — +Familiarity: "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. +"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. +"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. +On Target: You and your group (or the target object) appear where you want to. +Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. +Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. +Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). +Source: Player's Handbook p. 281 + 1d10 + 3d10 + + + Teleportation Circle + 5 + C + NO + + 10 feet + V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes) + 1 round + Bard, Sorcerer, Wizard, Cleric (Arcana), Ranger (Horizon Walker (UA)), Ranger (Horizon Walker), Ranger (Revised) (UA) (Horizon Walker (UA)), Ranger (Revised) (UA) (Horizon Walker) + As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. +Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. +You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. +Source: Player's Handbook p. 282 + + + Tenser's Floating Disk + 1 + C + YES + + 30 feet + V, S, M (a drop of mercury) + 1 hour + Wizard + This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. +The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. +If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends. +Source: Player's Handbook p. 282 + + + Thaumaturgy + 0 + T + NO + + 30 feet + V + 1 minute + Cleric + You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: +• Your voice booms up to three times as loud as normal for 1 minute. +• You cause flames to flicker, brighten, dim, or change color for 1 minute. +• You cause harmless tremors in the ground for 1 minute. +• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. +• You instantaneously cause an unlocked door or window to fly open or slam shut. +• You alter the appearance of your eyes for 1 minute. +If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. +Source: Player's Handbook p. 282 + + + Thorn Whip + 0 + T + NO + + 30 feet + V, S, M (the stem of a plant with thorns) + Instantaneous + Druid, Artificer (Revisited) (UA), Artificer + You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. +This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Player's Handbook p. 282 + 1d6 + 2d6 + 3d6 + 4d6 + + + Thunderous Smite + 1 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin, Sorcerer (Stone (UA)), Cleric (Zeal (PSA)) + The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. +Source: Player's Handbook p. 282 + 2d6 + + + Thunderwave + 1 + EV + NO + + Self (15-foot cube) + V, S + Instantaneous + Bard, Druid, Sorcerer, Wizard, Cleric (Tempest), Warlock (Kraken (Stream)), Sorcerer (Giant Soul (UA)), Artificer (Revisited) (UA) (Artillerist), Warlock (Lurker in the Deep (UA)), Artificer (Artillerist), Warlock (Genie (UA)) + A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. +In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. +Source: Player's Handbook p. 282 + 2d8 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + + + Time Stop + 9 + T + NO + + Self + V + Instantaneous + Sorcerer, Wizard + You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. +This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. +Source: Player's Handbook p. 283 + 1d4+1 + + + Tongues + 3 + D + NO + + Touch + V, M (a small clay model of a ziggurat) + 1 hour + Bard, Cleric, Sorcerer, Warlock, Wizard, Artificer (Revisited) (UA) (Archivist) + This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. +Source: Player's Handbook p. 283 + + + Transport via Plants + 6 + C + NO + + 10 feet + V, S + 1 round + Druid + This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. +Source: Player's Handbook p. 283 + + + Tree Stride + 5 + C + NO + + Self + V, S + Concentration, up to 1 minute + Druid, Ranger, Cleric (Nature), Druid (Land), Paladin (Ancients) + You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. +You can use this transportation ability once per round for the duration. You must end each turn outside a tree. +Source: Player's Handbook p. 283 + + + True Polymorph + 9 + T + NO + + 30 feet + V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) + Concentration, up to 1 hour + Bard, Warlock, Wizard + Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. +This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. +Creature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. +The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. +The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. +The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. +Object into Creature: You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. +If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. +Creature into Object: If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. +Source: Player's Handbook p. 283 + + + True Resurrection + 9 + N + NO + + Touch + V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) + Instantaneous + Cleric, Druid + You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. +This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. +The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. +Source: Player's Handbook p. 284 + + + True Seeing + 6 + D + NO + + Touch + V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) + 1 hour + Bard, Cleric, Sorcerer, Warlock, Wizard + This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. +Source: Player's Handbook p. 284 + + + True Strike + 0 + D + NO + + 30 feet + S + Concentration, up to 1 round + Bard, Sorcerer, Warlock, Wizard + You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. +Source: Player's Handbook p. 284 + + + Tsunami + 8 + C + NO + + Sight + V, S + Concentration, up to 6 rounds + Druid + A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. +When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. +At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. +A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground. +Source: Player's Handbook p. 284 + 6d10 + 5d10 + 1d10 + + + Unseen Servant + 1 + C + YES + + 60 feet + V, S, M (a piece of string and a bit of wood) + 1 hour + Bard, Warlock, Wizard + This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. +Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. +If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. +Source: Player's Handbook p. 284 + + + Vampiric Touch + 3 + N + NO + + Self + V, S + Concentration, up to 1 minute + Warlock, Wizard, Cleric (Death), Cleric (Grave (UA)), Cleric (Ambition (PSA)), Cleric (Grave), Warlock (Lolth (Twitter)), Cleric (Darkness (Twitter)) + The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. +Source: Player's Handbook p. 285 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + + + Vicious Mockery + 0 + EN + NO + + 60 feet + V + Instantaneous + Bard + You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. +This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). +Source: Player's Handbook p. 285 + 1d4 + 2d4 + 3d4 + 4d4 + + + Wall of Fire + 4 + EV + NO + + 120 feet + V, S, M (a small piece of phosphorus) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard, Cleric (Light), Warlock (Fiend), Cleric (Forge (UA)), Warlock (Celestial (UA)), Warlock (Celestial), Cleric (Forge), Artificer (Revisited) (UA) (Artillerist), Artificer (Artillerist) + You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. +When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. +One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. +Source: Player's Handbook p. 285 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + + + Wall of Force + 5 + EV + NO + + 120 feet + V, S, M (a pinch of powder made by crushing a clear gemstone) + Concentration, up to 10 minutes + Wizard, Cleric (Protection (UA)), Paladin (Redemption (UA)), Paladin (Redemption), Artificer (Revisited) (UA) (Artillerist), Artificer (Artillerist), Sorcerer (Clockwork Soul (UA)), Artificer (Armorer (UA)) + An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). +Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. +Source: Player's Handbook p. 285 + + + Wall of Ice + 6 + EV + NO + + 120 feet + V, S, M (a small piece of quartz) + Concentration, up to 10 minutes + Wizard + You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. +If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. +The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. +Source: Player's Handbook p. 285 + 10d6 + 5d6 + 2d6 + 1d6 + + + Wall of Stone + 5 + EV + NO + + 120 feet + V, S, M (a small block of granite) + Concentration, up to 10 minutes + Druid, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer, Druid (Land), Druid (Land), Warlock (Genie (UA)) + A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. +If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. +The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. +If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. +The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. +If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends. +Source: Player's Handbook p. 287 + + + Wall of Thorns + 6 + C + NO + + 120 feet + V, S, M (a handful of thorns) + Concentration, up to 10 minutes + Druid + You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. +When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. +A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. +Source: Player's Handbook p. 287 + 7d8 + 8d8 + 9d8 + 10d8 + + + Warding Bond + 2 + A + NO + + Touch + V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) + 1 hour + Cleric, Paladin (Crown), Cleric (Solidarity (PSA)), Artificer (Revisited) (UA) (Battle Smith), Artificer (Battle Smith), Cleric (Unity (UA)), Cleric (Love (UA)) + This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. +The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. +Source: Player's Handbook p. 287 + + + Water Breathing + 3 + T + YES + + 30 feet + V, S, M (a short reed or piece of straw) + 24 hours + Druid, Ranger, Sorcerer, Wizard, Artificer (UA), Artificer (Revisited) (UA), Artificer, Druid (Land), Warlock (Kraken (Stream)) + This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. +Source: Player's Handbook p. 287 + + + Water Walk + 3 + T + YES + + 30 feet + V, S, M (a piece of cork) + 1 hour + Cleric, Druid, Ranger, Sorcerer, Artificer (UA), Artificer (Revisited) (UA), Artificer, Druid (Land), Druid (Land) + This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. +If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. +Source: Player's Handbook p. 287 + + + Web + 2 + C + NO + + 60 feet + V, S, M (a bit of spiderweb) + Concentration, up to 1 hour + Sorcerer, Wizard, Artificer, Druid (Land), Warlock (Lolth (Twitter)), Artificer (Revisited) (UA) (Alchemist), Ranger (Swarmkeeper (UA)), Ranger (Revised) (UA) (Swarmkeeper (UA)) + You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. +If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. +Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. +A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. +The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. +Source: Player's Handbook p. 287 + 2d4 + + + Weird + 9 + I + NO + + 120 feet + V, S + Concentration, up to 1 minute + Wizard + Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. +Source: Player's Handbook p. 288 + 4d10 + + + Wind Walk + 6 + T + NO + + 30 feet + V, S, M (fire and holy water) + 8 hours + Druid + You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. +If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance. +Source: Player's Handbook p. 288 + + + Wind Wall + 3 + EV + NO + + 120 feet + V, S, M (a tiny fan and a feather of exotic origin) + Concentration, up to 1 minute + Druid, Ranger, Cleric (Nature), Artificer (Revisited) (UA) (Artillerist), Artificer (Artillerist), Warlock (Genie (UA)) + A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. +When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. +The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it. +Source: Player's Handbook p. 288 + 3d8 + + + Wish + 9 + C + NO + + Self + V + Instantaneous + Sorcerer, Wizard, Warlock (Genie (UA)) + Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. +The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: +• You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. +• You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. +• You grant up to ten creatures that you can see resistance to a damage type you choose. +• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. +• You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. +You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. +The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 chance that you are unable to cast wish ever again if you suffer this stress. +Source: Player's Handbook p. 288 + 1d10 + 2d4 + + + Witch Bolt + 1 + EV + NO + + 30 feet + V, S, M (a twig from a tree that has been struck by lightning) + Concentration, up to 1 minute + Sorcerer, Warlock, Wizard + A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. +Source: Player's Handbook p. 289 + 1d12 + 2d12 + 3d12 + 4d12 + 5d12 + 6d12 + 7d12 + 8d12 + 9d12 + + + Word of Recall + 6 + C + NO + + 5 feet + V + Instantaneous + Cleric + You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. +You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect. +Source: Player's Handbook p. 289 + + + Wrathful Smite + 1 + EV + NO + + Self + V + Concentration, up to 1 minute + Paladin, Warlock (Hexblade (UA)), Warlock (Hexblade), Sorcerer (Stone (UA)), Cleric (Destruction (Twitter)) + The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. +Source: Player's Handbook p. 289 + 1d6 + + + Zone of Truth + 2 + EN + NO + + 60 feet + V, S + 10 minutes + Bard, Cleric, Paladin, Paladin (Devotion), Paladin (Crown), Ranger (Monster Slayer (UA)), Ranger (Monster Slayer), Ranger (Revised) (UA) (Monster Slayer (UA)), Ranger (Revised) (UA) (Monster Slayer), Cleric (Order) + You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. +An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. +Source: Player's Handbook p. 289 + + diff --git a/FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml b/FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml new file mode 100755 index 0000000..de10212 --- /dev/null +++ b/FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml @@ -0,0 +1,3328 @@ + + + + Aerisi Kalinoth + M + humanoid (elf) + Neutral Evil + 13 (16 with mage armor) + 66 (12d8+12) + walk 30 ft. + 8 + 16 + 12 + 17 + 10 + 16 + + Arcana +6, History +6, Perception +3 + 13 + Auran, Common, Elvish + 7 + lightning + + + + darkvision 60 ft. + + Fey Ancestry + Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Howling Defeat + When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind. + + + Legendary Resistance (2/Day) + If Aerisi fails a saving throw, she can choose to succeed instead. + + + Windvane + Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. 9 (1d6 + 6) piercing damage, or 10 (1d8 + 6) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage. + Windvane|+9|1d6+6 + + + Lair Actions + + + If Aerisi is in the air node while Yan-C-Bin isn't, Aerisi can take lair actions. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can't cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Aerisi can take no other lair actions while concentrating on a spell cast as a lair action. + If Aerisi casts invisibility using this lair action, she also draws the power of the air node into herself. By doing so, she regains 15 (3d8 + 2) hit points. + + + Spellcasting + Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared: + Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp + • 1st level (4 slots): charm person, feather fall, mage armor, thunderwave + • 2nd level (3 slots): dust devil, gust of wind, invisibility + • 3rd level (3 slots): fly, gaseous form, lightning bolt + • 4th level (3 slots): ice storm, storm sphere + • 5th level (2 slots): cloudkill, seeming (cast each day) + • 6th level (1 slots): chain lightning + + 4, 3, 3, 3, 2, 1 + gust, mage hand, message, prestidigitation, ray of frost, shocking grasp, charm person, feather fall, mage armor, thunderwave, dust devil, gust of wind, invisibility, fly, gaseous form, lightning bolt, ice storm, storm sphere, cloudkill, seeming, chain lightning + Aerisi Kalinoth is the air prophet of the Elder Elemental Eye and leader of the Cult of the Howling Hatred. Tall and slender, with dark hair and (illusory) feathered wings that gently fan the air, Aerisi Kalinoth speaks to her people in a whisper that belies her violent temper, which reveals itself whenever she is denied. +Aerisi was a sheltered moon elf princess named Dara Algwynenn Kalinoth who grew up in a remote Faerie realm. Her parents had wished to protect her from the harsh realities of the world, but they only succeeded in spoiling her. When they tried to discipline their wilful daughter, she used the power of elemental air against them. Soon after, her dreams led her to the ancient dwarven ruins where the spear Windvane awaited her. +Dara changed her name to Aerisi and pretended to be an avariel (winged elf) princess like the ones from her storybooks. Then Aerisi used her talents for enchantment magic to sway mortals into joining her cult. She has convinced all her followers that she is in fact an avariel, and believes it herself even though she must cast seeming each day to "reveal" her wings. +Aerisi is prone to deluded flights of fancy and impulsive decadence. She sees herself as a beautiful, fierce, and just ruler who wields elemental power because she deserves it. +In the Air Node. When danger threatens the Temple of Howling Hatred, Aerisi retreats to the Howling Caves, the air node. Within this node, Aerisi gains one additional use of her Legendary Resistance trait. +Source: Princes of the Apocalypse p. 192 + + + + Aquatic Ghoul + M + undead + Chaotic Evil + 12 + 22 (5d8) + walk 30 ft. + 13 + 15 + 10 + 7 + 10 + 6 + + + 10 + Common + 1 + + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 9 (2d6 + 2) piercing damage. + Bite|+2|2d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|+4|2d4+2 + + +Source: Princes of the Apocalypse p. 87 + underdark, swamp, urban + + + Bastian Thermandar + M + humanoid (fire genasi) + Neutral Evil + 12 (15 with mage armor) + 78 (12d8+24) + walk 30 ft. + 12 + 14 + 15 + 11 + 9 + 18 + + Arcana +3, Deception +7 + 9 + Common, Ignan + 8 + fire + + + + darkvision 60 ft. + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Innate Spellcasting + Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: + At will: produce flame + 1/day: burning hands + + + Spellcasting + Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells: + Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp + • 1st level (4 slots): mage armor, magic missile, shield + • 2nd level (3 slots): misty step, scorching ray + • 3rd level (3 slots): counterspell, fireball + • 4th level (3 slots): dimension door, wall of fire + • 5th level (1 slots): hold monster + + 4, 3, 3, 3, 1 + produce flame, burning hands, fire bolt, mage hand, message, prestidigitation, shocking grasp, mage armor, magic missile, shield, misty step, scorching ray, counterspell, fireball, dimension door, wall of fire, hold monster + Like many in the fire cult, Bastian burns with an inner fire, but his fire is ambition, rather than a wish to see the world burn. Bastian is scheming to supplant Vanifer and claim Tinderstrike for himself. +As a practitioner of the arcane arts who learned much of his fire magic from Vanifer herself, Bastian relies on his spells in a fight, and he is a "quick-burning" sort who tries to deliver maximum impact early in the fight. If he knows a fight is coming but can't preemptively strike, Bastian becomes more cautious, casting wall of fire to protect himself before he hurls magic into the fray. +Source: Princes of the Apocalypse p. 201 + + + + Black Earth Guard + M + humanoid (human) + Neutral Evil + 18 (plate armor) + 39 (6d8+12) + walk 30 ft. + 17 + 11 + 14 + 10 + 10 + 9 + + Intimidation +1, Perception +2 + 12 + Common + 2 + + + + + + + Multiattack + The guard makes two melee attacks. + + + Morningstar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Morningstar|+5|1d8+3 + + + Unyielding + When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone. + + Black Earth guards are the warriors of the earth cult. They are brutal, heavily armored thugs devoted to Ogremoch. That devotion has granted them an uncanny ability to hold their ground against the buffeting assaults. It has also earned them the right to wear special plate armor of elemental stone, which breaks down when the guard is slain. +These guards are fanatically loyal to the Black Earth priests and the leaders of the cult. They fight to the death if commanded to do so by their superiors. Those with more potential become burrowsharks. +Source: Princes of the Apocalypse p. 195 + + + + Black Earth Priest + M + humanoid (human) + Neutral Evil + 17 (splint armor) + 45 (7d8+14) + walk 30 ft. + 15 + 11 + 14 + 12 + 10 + 16 + + Intimidation +5, Religion +3, Persuasion +5 + 10 + Common, Terran + 3 + + + + + + + Multiattack + The priest makes two melee attacks. + + + Glaive + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 7 (1d10 + 2) slashing damage. + Glaive|+4|1d10+2 + + + Unyielding + When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone. + + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + Cantrips (at will): acid splash, blade ward, light, mending, mold earth + • 1st level (4 slots): earth tremor, expeditious retreat, shield + • 2nd level (3 slots): shatter, spider climb + • 3rd level (2 slots): slow + + 4, 3, 2 + acid splash, blade ward, light, mending, mold earth, earth tremor, expeditious retreat, shield, shatter, spider climb, slow + The priests of the Black Earth are the drivers and organizers of Ogremoch's cult. They are the true believers, seeing Ogremoch as a divine force, and they have developed a twisted dogma to explain how the evil of elemental earth is destined to remake the world and rule over all. The Black Earth priests form a cabal of leaders whose fanaticism and magical power serve as the backbone of the cult. Individuals of unusual power hold higher rank in the cult, but the priests provide the cult leader with his or her authority over the rest of Ogremoch's followers. +Source: Princes of the Apocalypse p. 195 + + + + Braelen Hatherhand + M + humanoid (any race) + Any alignment + 10 + 2 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Princes of the Apocalypse p. 156 + arctic, desert, coastal, grassland, hill, urban, forest + + + Bronzefume + G + dragon + Neutral + 20 (natural armor) + 220 (22d20+110) + walk 20 ft., swim 40 ft. + 25 + 10 + 20 + 10 + 12 + 12 + Dex +6, Con +11, Wis +7 + + 11 + Aquan, Draconic + 17 + fire + + + + darkvision 120 ft. + + Amphibious + The dragon turtle can breathe air and water. + + + Multiattack + The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. + + + Bite + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 26 (3d12 + 7) piercing damage. + Bite|+13|3d12+7 + + + Claw + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 16 (2d8 + 7) slashing damage. + Claw|+13|2d8+7 + + + Tail + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. + Tail|+13|3d12+7 + + + Steam Breath (Recharge 5-6) + The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. + Steam Breath (Recharge 5-6)||15d6 + + +Source: Princes of the Apocalypse p. 92 + underwater, coastal + + + Burrowshark + M + humanoid (human) + Neutral Evil + 18 (plate armor) + 82 (11d8+33) + walk 30 ft. + 18 + 12 + 16 + 10 + 11 + 13 + + Animal handling +2, Athletics +6, Intimidation +3, Perception +2 + 12 + Common + 4 + + + + + + + Bond of the Black Earth + The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month. + + + Multiattack + The burrowshark makes three melee attacks. + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+6|1d6+4 + + + Unyielding + When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone. + + Elite warriors of the earth cult, burrowsharks are fierce champions who ride trained bulettes into battle. While their powerful mounts rend and tear foes to pieces, burrowsharks leap to the ground and cut down their foes without mercy. +Burrowsharks are much like Black Earth guards, since both have uncanny footing and special armor. For burrowsharks, an additional gift of Ogremoch's might establishes a magical bond between the burrowshark and a bulette, allowing the rider to burrow with its mount and sense what its mount senses. +Source: Princes of the Apocalypse p. 196 + + + + Cavil Zaltobar + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Cavil is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Cavil has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Princes of the Apocalypse p. 182 + + + + Crushing Wave Priest + M + humanoid (human) + Neutral Evil + 13 (chain shirt) + 52 (8d8+16) + walk 30 ft. + 15 + 11 + 14 + 10 + 11 + 16 + + Deception +5, Religion +2, Stealth +2 + 10 + Aquan, Common + 2 + + + + + + + Quarterstaff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage. + Quarterstaff|+4|1d8+2 + + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost + • 1st level (4 slots): expeditious retreat, ice knife, magic missile, shield + • 2nd level (3 slots): blur, hold person + • 3rd level (2 slots): sleet storm + + 4, 3, 2 + chill touch, mage hand, minor illusion, prestidigitation, ray of frost, expeditious retreat, ice knife, magic missile, shield, blur, hold person, sleet storm + Crushing Wave priests are the fanatical core of the cult. Gathering in secretive cabals, they perform dark rituals to glorify Olhydra as the embodiment of water's destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra's favor. +Source: Princes of the Apocalypse p. 205 + + + + Crushing Wave Reaver + M + humanoid (human) + Neutral Evil + 14 (shield) + 22 (4d8+4) + walk 30 ft. + 15 + 14 + 13 + 10 + 11 + 8 + + Athletics +4, Stealth +4 + 10 + Common + 1/2 + + + + + + + Sharktoothed Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword. + Sharktoothed Longsword|+4|1d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Javelin|+4|1d6+2 + + The foot soldiers of the Crushing Wave cult are vicious sea reavers. Many of them were pirates before they fell in with the cult, and they remain eager for blood and plunder. Crushing Wave reavers appreciate the value of stealth and surprise, and look for chances to launch sudden attacks from positions of concealment whenever possible. The soldiers of the Crushing Wave cult are highly loyal to the cult priests, but they rarely fight to the death if an avenue of retreat is open to them. +Reavers carry shields made of giant crab shells, and the blades of their swords are lined with shark's teeth. +Source: Princes of the Apocalypse p. 205 + + + + Darathra Shendrel + M + humanoid (any race) + Any alignment + 18 (plate armor) + 52 (8d8+16) + walk 30 ft. + 16 + 11 + 14 + 11 + 11 + 15 + Con +4, Wis +2 + + 10 + any one language (usually Common) + 3 + + + + + + + Brave + Darathra has advantage on saving throws against being frightened. + + + Multiattack + Darathra makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Greatsword|+5|2d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, Darathra can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Darathra. A creature can benefit from only one Leadership die at a time. This effect ends if Darathra is incapacitated. + + + Parry + Darathra adds 2 to its AC against one melee attack that would hit it. To do so, Darathra must see the attacker and be wielding a melee weapon. + + +Source: Princes of the Apocalypse p. 37 + + + + Dark Tide Knight + M + humanoid (human) + Lawful Evil + 13 + 58 (9d8+18) + walk 30 ft. + 17 + 16 + 14 + 10 + 11 + 11 + + Athletics +7, Stealth +7 + 10 + Common + 3 + + + + + + + Bonded Mount + The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month. + + + Sneak Attack + The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn't incapacitated and the knight doesn't have disadvantage on the attack roll. + + + Multiattack + The knight makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Lance + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 9 (1d12 + 3) piercing damage. + Lance|+5|1d12+3 + + + Uncanny Dodge + When an attacker the knight can see hits it with an attack, the knight can halve the damage against it. + + Dark Tide knights are the elite warriors of the Crushing Wave cult. By drawing upon Olhydra's dark power, they gain the ability to ride sea-creatures that normally wouldn't be suitable as mounts, and can even breathe underwater and share their mount's senses. The knights prefer to fight from or in the water, since they don't like to leave their mounts behind, but they can be fierce opponents on foot at need. +Unlike most other knights, Dark Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory. +Source: Princes of the Apocalypse p. 205, Essentials Kit: Storm Lord's Wrath + + + + Deseyna Majarra + M + humanoid (any race) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Deseyna adds 2 to its AC against one melee attack that would hit it. To do so, Deseyna must see the attacker and be wielding a melee weapon. + + +Source: Princes of the Apocalypse p. 126 + + + + Drannin Splithelm + M + humanoid (shield dwarf) + Neutral Evil + 18 (plate armor) + 93 (11d8+44) + walk 25 ft. + 19 + 10 + 18 + 11 + 8 + 12 + + Athletics +7, Intimidation +4 + 9 + Common, Dwarvish + 7 + cold, poison + + + + darkvision 60 ft. + + Action Surge (Recharges after a Short or Long Rest) + Drannin takes an additional action on his turn. + + + Brute + A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack). + + + Dwarven Resilience + Drannin has advantage on saving throws against poison. + + + Indomitable (Recharges after a Short or Long Rest) + Drannin can reroll a saving throw that he fails. He must use the new roll. + + + Second Wind (Recharges after a Short or Long Rest) + Drannin can use a bonus action to regain 16 (1d10 + 11) hit points. + + + Special Equipment + Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance. He also carries a potion of frost giant strength. + + + Multiattack + Drannin makes three attacks with his greataxe. + + + Greataxe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage. + Greataxe|+7|2d12+4 + + Drannin is a self-serving dwarf who has always felt that, due to his heritage, he was owed better than he received. When he didn't receive the accolades, he began to see everyone in his way as the problem, trying to keep him down, and he vowed to do whatever it took to turn the tables. He is currently intent on claiming the legendary axe Orcsplitter, the weapon buried with King Torhild Flametongue of Besilmer many centuries ago. The secret doors and puzzles of the Halls of the Hunting Axe have frustrated Drannin for a long time, but he now has a plan to dupe his cousin Gargosh into finding the axe for him (see the "Halls of the Hunting Axe" side trek in chapter 6). Drannin believes that with Orcsplitter in his possession he can establish himself as a powerful lord among his clan, and finally win the respect he thinks he deserves. +Drannin's most prized possession is his shield guardian. He stole the amulet that controls the shield guardian from a sorcerer some years back. +Source: Princes of the Apocalypse p. 210 + + + + Elizar Dryflagon + M + humanoid (human) + Neutral Evil + 14 (hide armor) + 71 (11d8+22) + walk 30 ft. + 13 + 15 + 14 + 11 + 18 + 10 + + Arcana +3, Deception +3 + 14 + Common, Druidic + 5 + + + + + + + Summon Mephits (Recharges after a Long Rest) + By puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephits. + + + Dagger +1 + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger +1|+6|1d4+3 + + + Spellcasting + Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared: + Cantrips (at will): druidcraft, guidance, poison spray, produce flame + • 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave + • 2nd level (3 slots): flame blade, spike growth + • 3rd level (3 slots): dispel magic, stinking cloud + • 4th level (2 slots): blight, wall of fire + + 4, 3, 3, 2 + druidcraft, guidance, poison spray, produce flame, animal friendship, faerie fire, healing word, jump, thunderwave, flame blade, spike growth, dispel magic, stinking cloud, blight, wall of fire + Elizar was a druid who claims to be a member of the Circle of the Scarlet Moon. However, Elizar is really in service to Imix, maintaining some druidic power through a connection to the elements. +Source: Princes of the Apocalypse p. 202 + + + + Emberhorn Minotaur + L + monstrosity + Chaotic Evil + 14 (natural armor) + 76 (9d10+27) + walk 40 ft. + 18 + 11 + 16 + 6 + 16 + 9 + + Perception +7 + 17 + Abyssal + 3 + + + + + darkvision 60 ft. + + Charge + If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. + + + Labyrinthine Recall + The minotaur can perfectly recall any path it has traveled. + + + Reckless + At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Burning Breath (Recharge 5-6) + The minotaur exhales a cloud of burning embers in a 15-foot cone. Each creature in that area must succeed on a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + Burning Breath (Recharge 5-6)||6d6 + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage. + Greataxe|+6|2d12+4 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Gore|+6|2d8+4 + + +Source: Princes of the Apocalypse p. 120 + underdark + + + Eternal Flame Guardian + M + humanoid (human) + Chaotic Evil + 17 (breastplate, shield, 15 while using a crossbow) + 45 (7d8+14) + walk 30 ft. + 15 + 13 + 14 + 8 + 11 + 13 + + Intimidation +3, Perception +2 + 12 + Common + 2 + fire + + + + + + Flaming Weapon (Recharges after a Short or Long Rest) + As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard's next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit. + + + Multiattack + The guard makes two melee attacks. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage. + Longsword|+4|1d8+2 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+3|1d10+1 + + Eternal Flame guardians are dullards fascinated by the power of fire and eager to show the cult's enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don't always think ahead about what else nearby might catch fire. +Source: Princes of the Apocalypse p. 200 + + + + Eternal Flame Priest + M + humanoid (human) + Neutral Evil + 12 (15 with mage armor) + 52 (8d8+16) + walk 30 ft. + 12 + 15 + 14 + 10 + 11 + 16 + + Deception +5, Intimidation +5, Religion +2 + 10 + Common, Ignan + 3 + fire + + + + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + Cantrips (at will): control flames, create bonfire, fire bolt, light, minor illusion + • 1st level (4 slots): burning hands, expeditious retreat, mage armor + • 2nd level (3 slots): blur, scorching ray + • 3rd level (2 slots): fireball + + 4, 3, 2 + control flames, create bonfire, fire bolt, light, minor illusion, burning hands, expeditious retreat, mage armor, blur, scorching ray, fireball + Eternal Flame priests see the world around them as impure and unworthy, and believe that only cleansing by fire can set it right. As a result, all fire is deemed holy, from the smallest candle flame to the greatest conflagrations. When traveling in the open, Eternal Flame priests are clever enough to hide their true beliefs, passing themselves off as druids or wizards with a knack for fire magic. +Source: Princes of the Apocalypse p. 200 + + + + Fathomer + M + humanoid (human) + Neutral Evil + 10 (13 with mage armor) + 52 (8d8+16) + walk 30 ft. + 14 + 11 + 14 + 11 + 11 + 15 + + Arcana +2, Perception +4, Stealth +4 + 14 + Aquan, Common + 2 + + + + + + + Shapechanger (2/Day) + The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form. + While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing. + + + Olhydra's Armor (Human Form Only) + The fathomer can cast mage armor at will, without expending material components. + + + Constrict (Serpent Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the fathomer can't constrict another target. + Constrict (Serpent Form Only)|+4|2d6+2 + + + Dagger (Human Form Only) + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger (Human Form Only)|+4|1d4+2 + + + Spellcasting (Human Form Only) + The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast, mage hand + • 3rd level (2 slots): armor of Agathys, expeditious retreat, hex, invisibility, Vampiric touch + + 2 + chill touch, eldritch blast, mage hand, armor of Agathys, expeditious retreat, hex, invisibility, Vampiric touch + Fathomers are cultists who have sealed a pact with Olhydra, Princess of Evil Water. In addition to their spellcasting abilities, fathomers have the ability to transform their bodies into water, taking serpent-like shapes. In their water serpent forms, fathomers gain many of the resistances elemental creatures possess, as well as the ability to grapple and crush their enemies with their watery bodies. +Fathomers often serve as spies, infiltrators, and assassins for the water cult, since they can slip under locked doors or pass through bars and similar obstacles with ease. +Source: Princes of the Apocalypse p. 207, Ghosts of Saltmarsh + + + + Feathergale Knight + M + humanoid (human) + Lawful Evil + 16 (scale mail) + 33 (6d8+6) + walk 30 ft. + 14 + 14 + 12 + 11 + 10 + 14 + + Animal handling +2, History +2 + 10 + Auran, Common + 1 + + + + + + + Multiattack + The knight makes two melee attacks. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+4|1d8+2 + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear|+4|1d6+2 + + + Spellcasting + The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell: + Cantrips (at will): gust, light, message, ray of frost + • 1st level (2 slots): expeditious retreat, feather fall + + 2 + gust, light, message, ray of frost, expeditious retreat, feather fall + The Feathergale Knights are ambitious, wealthy folk from cities such as Waterdeep seduced by the air cult's promises of power. From the backs of hippogriffs or giant vultures, they survey the land around Feathergale Spire, guarding the entrance to the air cult's hidden temple. +The knights are contemptuous of other elemental cultists, whom they view as depraved lunatics. Under lord commander Thurl Merosska, the Feathergale Knights see themselves as elite men and women who can make hard choices for the good of their realms. In reality, they are bound to Yan-C-Bin and are blind to their own corruption and decadence. Despite their refined manners and social sophistication, each has sealed that pact with the murder of a sentient being-deaths the knights have dubbed necessary for the security of the realm. +The knights have access to wingwear, as described in the "Elemental Magic Items" section. They are often wearing it when encountered. +Source: Princes of the Apocalypse p. 189 + + + + Fennor + M + humanoid (any race) + Any Chaotic Alignment + 13 (hide armor) + 67 (9d8+27) + walk 30 ft. + 16 + 12 + 17 + 9 + 11 + 9 + + + 10 + any one language (usually Common) + 2 + + + + + + + Reckless + At the start of its turn, Fennor can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + +Source: Princes of the Apocalypse p. 170 + + + + Flamewrath + M + humanoid (human) + Chaotic Evil + 12 (15 with mage armor) + 105 (14d8+42) + walk 30 ft. + 10 + 14 + 16 + 11 + 10 + 16 + + Arcana +3, Religion +3 + 10 + Common, Ignan + 6 + + fire + + + + + Wreathed in Flame + For the flamewrath, the warm version of the fire shield spell has a duration of "until dispelled." The fire shield burns for 10 minutes after the flamewrath dies, consuming its body. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Spellcasting + The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells: + Cantrips (at will): control flames, fire bolt, friends, light, minor illusion + • 1st level (4 slots): burning hands, color spray, mage armor + • 2nd level (3 slots): scorching ray, suggestion + • 3rd level (3 slots): fireball, hypnotic pattern + • 4th level (1 slots): fire shield (see Wreathed in Flame) + + 4, 3, 3, 1 + control flames, fire bolt, friends, light, minor illusion, burning hands, color spray, mage armor, scorching ray, suggestion, fireball, hypnotic pattern, fire shield + A flamewrath is a spellcaster that has earned the favor of Imix, the Prince of Elemental Fire, through a series of painful rites. A flamewrath's skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrath's skin and burn attackers. +Source: Princes of the Apocalypse p. 201 + + + + Gar Shatterkeel + M + humanoid (human) + Neutral Evil + 16 (natural armor) + 97 (15d8+45) + walk 30 ft., swim 30 ft. + 15 + 15 + 16 + 12 + 18 + 13 + + Nature +9, Survival +8 + 14 + Aquan, Common + 9 + cold + + + + + + Amphibious + Gar can breathe air and water. + + + Legendary Resistance (2/Day) + If Gar fails a saving throw, he can choose to succeed instead. + + + Water Walk + Gar can stand and move on liquid surfaces as if they were solid ground. + + + Watery Fall + When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind. + + + Multiattack + Gar makes two melee attacks, one with his claw and one with Drown. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can't attack other creatures with his claw. + Claw|+6|2d6+2 + + + Drown + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage plus 4 (1d8) cold damage. + Drown|+7|1d6+3 + + + Lair Actions + + + Gar can employ lair actions while he's within the coral mountain. + On initiative count 20 (losing initiative ties), Gar Shatterkeel takes a lair action to cause one of the following effects; Gar can't use the same effect two rounds in a row. + • Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him. + • The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn't require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect. + • Up to five corpses that Gar can see within 60 feet rise up as drowned blade and attack anyone Gar directs them to on his turn. + + + Lair Actions + + + If Gar is in the water node while Olhydra isn't, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can't cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning. + If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28). + + + Spellcasting + Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared: + Cantrips (at will): mending, resistance, shape water + • 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave + • 2nd level (3 slots): darkvision, hold person, protection from poison + • 3rd level (3 slots): call lightning, sleet storm, tidal wave + • 4th level (3 slots): control water, ice storm + • 5th level (1 slots): scrying + + 4, 3, 3, 3, 1 + mending, resistance, shape water, create or destroy water, cure wounds, fog cloud, thunderwave, darkvision, hold person, protection from poison, call lightning, sleet storm, tidal wave, control water, ice storm, scrying + Gar Shatterkeel is the water prophet of Elemental Evil and the dour leader of the Crushing Wave cult. He is embittered by a life of suffering at the hands of others. Pirates killed his family when he was young, he was forced into servitude aboard a merchant ship, and then another band of pirates left him to die at sea, where he lost his arm to a shark. Gar sees the elemental power of water as the only thing of value in his life and has gathered others who feel as he does. +Gar bears the elemental weapon Drown. His missing arm has been replaced by an artificial limb in the shape of a crab's claw. As the leader of Olhydra's cult, he wields her innate magic. Other Crushing Wave cultists sense her power in him and follow him out of fear. +In the Water Node. When it becomes clear that the Temple of the Crushing Wave is no longer secure, Gar retreats to the Plunging Torrents, the water node. Within this node, Gar gains one additional use of his Legendary Resistance trait. +Source: Princes of the Apocalypse p. 208 + + + + Ghald + L + humanoid (sahuagin) + Lawful Evil + 15 (natural armor) + 102 (12d10+36) + walk 30 ft., swim 50 ft. + 19 + 17 + 16 + 14 + 13 + 17 + Dex +6, Con +6, Int +5, Wis +4 + Insight +4, Perception +7 + 17 + Common, Sahuagin + 7 + + + + + darkvision 120 ft. + + Assassinate + During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a surprised creature is a critical hit. + + + Limited Amphibiousness + Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + Ghald can magically command any shark within 120 feet of him, using a limited telepathy. + + + Sneak Attack + Ghald deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ghald's that isn't incapacitated and Ghald doesn't have disadvantage on the attack roll. + + + Multiattack + Ghald makes three attacks, one with his bite and two with his shortswords. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) piercing damage. + Bite|+7|2d4+4 + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 11 (2d6 + 4) piercing damage. + Shortsword|+7|2d6+4 + + + Garrote + Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target can't breathe, and Ghald has advantage on attack rolls against it. + Garrote|+7|2d4+4 + + Ghald is an 8-foot-tall, four-armed sahuagin who works with a partner, Unferth, for the Kraken Society in Yartar. He's careful not to emerge from his hiding place beneath the docks unless it's dark and rainy, and even then he hides under a bulky cloak. He and Unferth serve as the Kraken Society's top operatives in this part of the North, and specialize in advancing the agenda of the society through theft, intimidation, and assassination. +When the thieves' guild known as the Hand of Yartar comes into possession of a powerful elemental weapon (see the "Dark Dealings in Yartar" side trek in chapter 6), Ghald and Unferth make sure the Kraken Society comes in with the top bid. They then make sure that no one else interferes. +Source: Princes of the Apocalypse p. 210 + + + + Grumink the Renegade + M + humanoid (any race) + Any Non-Good Alignment + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + 13 + Thieves' cant plus any two languages + 8 + poison + + + + + + Assassinate + During its first turn, Grumink has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Grumink scores against a surprised creature is a critical hit. + + + Evasion + If Grumink is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Grumink instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + Grumink deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Grumink that isn't incapacitated and Grumink doesn't have disadvantage on the attack roll. + + + Multiattack + Grumink makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+6|1d6+3 + Shortsword||7d6 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Light Crossbow|+6|1d8+3 + Light Crossbow||7d6 + + +Source: Princes of the Apocalypse p. 210 + + + + Hellenrae + M + humanoid (human) + Lawful Evil + 16 + 78 (12d8+24) + walk 50 ft. + 13 + 18 + 14 + 10 + 15 + 13 + + Acrobatics +7, Athletics +4, Insight +5, Perception +5 + 15 + Common, Terran + 5 + + poison + + blinded, poisoned + blindsight 60 ft. (blind beyond this radius) + + Evasion + If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. + + + Stunning Strike (Recharge 5-6) + When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hellenrae's next turn. + + + Unarmored Defense + While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier. + + + Unarmored Movement + While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed). + + + Multiattack + Hellenrae makes three melee attacks. + + + Unarmed Strike + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) bludgeoning damage. + Unarmed Strike|+7|1d10+4 + + + Parry and Counter + Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach. + + The chief lieutenant of Marlos Urnrayle, Hellenrae lost her sight as a child. A bitter, angry orphan, she was taken in by a monastic order and trained to use her other senses to compensate. However, she took the monks' philosophy of self-denial and emptiness of mind to extremes, seeking to fill herself with the dark power she sensed sleeping in the earth and rock around her. +Hellenrae is a dour, unsmiling woman who habitually wears drab robes and a golden gargoyle mask with no eye holes. She despises weakness in any form. Therefore, she hates just about everybody, and barely tolerates the other Black Earth cultists. +Source: Princes of the Apocalypse p. 198 + + + + Howling Hatred Initiate + M + humanoid (human) + Neutral Evil + 13 (leather armor) + 9 (2d8) + walk 30 ft. + 10 + 15 + 10 + 10 + 9 + 11 + + Deception +2, Religion +2, Stealth +4 + 9 + Common + 1/8 + + + + + + + Guiding Wind (Recharges after a Short or Long Rest) + As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn. + + + Hold Breath + The initiate can hold its breath for 30 minutes. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + Howling Hatred initiates are attracted by the cult's philosophy of non-attachment and the rejection of material things, unaware of the cult's true nature. The cult attracts adherents of all kinds, from dreamy-eyed youths with little property to world-weary folk eager to put their faith in something as tangible and powerful as an elemental force. +Initiates live on little but air for a month, believing that this regimen purifies them of bodily needs. In truth it makes their bodies so desperate for sustenance that they become susceptible to indoctrination. Soon, they can justify heinous acts within the context of the cult: Human sacrifice isn't an act of murder, but a freeing of the soul from the limitations of a physical shell; conjuring a whirlwind to destroy unbelievers isn't an act of terror but a demonstration of true faith. +Source: Princes of the Apocalypse p. 190 + + + + Howling Hatred Priest + M + humanoid (human) + Neutral Evil + 15 (studded leather armor) + 45 (10d8) + walk 30 ft. + 12 + 16 + 10 + 14 + 10 + 14 + + Acrobatics +5, Intimidation +4, Religion +4 + 10 + Auran, Common + 2 + + + + + + + Hold Breath + The priest can hold its breath for 30 minutes. + + + Multiattack + The priest makes two melee attacks or two ranged attacks. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|+5|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells: + Cantrips (at will): blade ward, gust, light, prestidigitation, shocking grasp + • 1st level (4 slots): feather fall, shield, witch bolt + • 2nd level (3 slots): dust devil, gust of wind + • 3rd level (2 slots): gaseous form + + 4, 3, 2 + blade ward, gust, light, prestidigitation, shocking grasp, feather fall, shield, witch bolt, dust devil, gust of wind, gaseous form + The most fanatical of the air cultists, the priests push their bodies to physical extremes in order to decrease their density and mass and become as light as leaves. Gaunt and sallow faced, with concave bellies, bulging eyes, and taut skin that enunciates every bone, these living skeletons sustain themselves on nothing more than air and fanatical devotion to the teachings of the cult. The wind serves them at a gesture. +Howling Hatred priests see themselves as living extensions of Yan-C-Bin, and they help new recruits cast off the shackles of their old lives and embrace a "higher purpose." Once the new recruits are thus purified, the priests decide whether they are worthy for indoctrination as initiates or would better serve the Howling Hatred cult as sacrifices. The priests also uphold the doctrine of their prophet, inoth, and harshly punish any initiate who strays from the path. +Most other air cultists hate the priests, though none dares to speak out against them. Those that challenge the priests often end up the subjects of rigorous new attempts at purification. +Source: Princes of the Apocalypse p. 190 + + + + Hurricane + M + humanoid (human) + Lawful Evil + 14 + 33 (6d8+6) + walk 45 ft. + 12 + 16 + 13 + 10 + 12 + 10 + + Acrobatics +5 + 11 + Auran, Common + 2 + + + + + + + Unarmored Defense + While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Unarmored Movement + While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed). + + + Multiattack + The hurricane makes two melee attacks. + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Unarmed Strike|+5|1d6+3 + + + Deflect Missiles + When the hurricane is hit by a ranged weapon attack, it reduces the damage from the attack by 1d10 + 9. If the damage is reduced to 0, the hurricane can catch the missile if it is small enough to hold in one hand and the hurricane has at least one hand free. + + + Spellcasting + The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells: + Cantrips (at will): blade ward, gust, light, prestidigitation + • 1st level (4 slots): feather fall, jump, thunderwave + • 2nd level (2 slots): gust of wind + + 4, 2 + blade ward, gust, light, prestidigitation, feather fall, jump, thunderwave, gust of wind + Hurricanes profess their disgust with decadence, and they dedicate their bodies and their minds to the world's destruction. Through breathing exercises and ascetic philosophy, skilled Howling Hatred initiates learn to imitate the cycling patterns of the hurricane. They believe the physical world must be shattered so that the creatures of the Material Plane can live unshackled by physical things. +Hurricanes see the frenetic activity of the world in slow motion, and themselves at the calm center of the storm. Through meditation and mysticism they learn to summon powerful blasts of wind, catch missiles with ease, and fall like feathers. +Source: Princes of the Apocalypse p. 191 + + + + Imix + H + elemental + Neutral Evil + 17 + 325 (26d12+156) + walk 50 ft., fly 50 ft. + 19 + 24 + 22 + 15 + 16 + 23 + Dex +13, Con +12, Cha +12 + + 13 + Common, Ignan + 19 + bludgeoning, piercing, slashing from nonmagical attacks + fire, poison + + charmed, frightened, paralyzed, petrified, poisoned, prone, restrained + blindsight 120 ft. + + Empowered Attacks + Imix's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks. + + + Fire Aura + At the start of each of Imix's turns, each creature within 10 feet of him takes 17 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches Imix or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him + + + Fire Form + Imix can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space. + + + Illumination + Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet. + + + Legendary Resistance (3/Day) + If Imix fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Imix has advantage on saving throws against spells and other magical effects. + + + Multiattack + Imix makes two slam attacks or two flame blast attacks. + + + Slam + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) bludgeoning damage plus 18 (5d6) fire damage. + Slam|+12|2d10+7 + + + Flame Blast + Ranged Spell Attack: +12 to hit, range 250 ft., one target. 35 (10d6) fire damage. + Flame Blast|+12|10d6 + + + Summon Elementals (1/Day) + Imix summons up to three fire elemental and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Imix, and disappear if Imix is reduced to 0 hit points. + + + Imix can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Imix regains spent legendary actions at the start of its turn. + + + Heat Wave + Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area that isn't resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion. + + + Teleport (Costs 2 Actions) + Imix magically teleports up to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn't teleported with him. + + + Combustion (Costs 3 Actions) + Imix causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire. + + + Lair Actions + + + Imix is master of heat and flames in his vicinity. He can take lair actions on the Elemental Plane of Fire, or in any elemental fire node (such as the Weeping Colossus in chapter 5). On initiative count 20 (losing initiative ties), Imix uses his lair action to cause one of the following effects: + • Any fires in the lair flare up drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures caught in the area of an expanded fire are subject to the normal damage for entering or being in the fire. Creatures caught by a sudden flood of lava must succeed on a DC 20 Strength saving throw or be knocked prone, in addition to the normal damage for contact with molten rock. + • A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn there takes 10 (3d6) fire damage. + • A wave of searing heat fills the lair in a 300-foot radius around Imix for an instant. Each creature other than Imix in the area must succeed on a DC 15 Constitution saving throw or take 1d8 fire damage. Creatures that take fire damage from this effect gain one level of exhaustion. In addition, there is a fifty percent chance that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed. + + + Regional Effects + + + The region containing an elemental node in which Imix is present becomes vulnerable to the influence of fire. This creates the following effects: + • A dry, baking heat wave strikes the region within 10 miles of Imix's location. At first, effects are minor - grass turns brown, animals become listless, work and travel become very tiring. The longer Imix remains, the worse the heat becomes; after 5 days, crops die and ponds dry up; after 10 days, unprotected livestock dies, and wells and small rivers dry up; after 20 days, large lakes and rivers are reduced in depth by 20 feet and shrink accordingly. + • Wildfires erupt within a 5-mile radius of Imix's lair. Every hour, there is a ten percent chance that characters in this area are caught in the path of a wildfire moving 50 feet per round. Each character must succeed on a DC 21 Constitution saving throw or take 10 (3d6) fire damage. A wildfire continues to threaten the characters for 1d10 rounds or until they get out of its path. Wooden structures caught in the wildfire are destroyed. + • Lava fountains erupt from the ground within 1 mile of Imix's lair. Every hour, there is a ten percent chance that characters in this area are close enough to an erupting lava fountain to be in danger. A lava fountain creates a vent 20 feet in diameter, and hurls globs of lava up to 200 feet away. Each character within this area must succeed on a DC 21 Dexterity saving throw or take 11 (2d10) bludgeoning damage plus 17 (5d6) fire damage. A fountain lasts for 2d10 rounds before subsiding. + • Wildfires or volcanic fissures within 1 mile of Imix's lair form intermittent portals to the Elemental Plane of Fire, allowing elemental creatures into the mortal world to dwell near those points. + If Imix is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days. + + + Innate Spellcasting + Imix's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: fireball, wall of fire + 3/day each: fire storm, haste, teleport + + fireball, wall of fire, fire storm, haste, teleport + Imix, the Eternal Flame and the All-Consuming Fire, is the Prince of Evil Fire. His natural form resembles a 30-foot-tall, 10-foot-wide pillar of fire with smoldering black pits for eyes. Imix rarely speaks, but he crackles and roars with terrible laughter as anything combustible within his grasp bursts into flame and feeds his hate. Mortal beings are mere objects of contempt to Imix, and he burns alive any he can catch for nothing more than the wicked glee of watching them writhe and die in his flames. +Like his native element, Imix is fickle, temperamental, and highly destructive. Anything combustible stokes his hunger, but he takes special delight in feeding on the handiwork and possessions of intelligent beings, such as crops, buildings, or goods. Imix doesn't even spare his own followers or those who placate him with gifts and sacrifices-he is capricious and unpredictable, and often turns on those who think they have earned his favor. +Imix's Lair. Imix's home is a fiery inverted pyramid within a volcano on the Elemental Plane of Fire. This fortress-palace is known as the Temple of Ultimate Consumption. Imix is quick to answer calls from the Material Plane, since he hungers eternally for new forests, plains, and kingdoms to burn. +Source: Princes of the Apocalypse p. 214 + + + + Lyzandra "Lyzzie" Calderos + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Lyzandra is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Lyzandra has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Princes of the Apocalypse p. 110 + + + + Maegla Tarnlar + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Princes of the Apocalypse p. 25 + arctic, desert, coastal, grassland, hill, urban, forest + + + Marlos Urnrayle + M + monstrosity + Neutral Evil + 15 (natural armor) + 136 (16d8+64) + walk 30 ft. + 17 + 11 + 18 + 12 + 13 + 17 + + Arcana +4, Deception +6, Perception +4 + 14 + Common, Terran + 8 + acid + + + + darkvision 60 ft., tremorsense 60 ft. + + Earthen Defeat + When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind. + + + Earth Passage + Marlos can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is shunted into the nearest space he last occupied. + + + Legendary Resistance (2/Day) + If Marlos fails a saving throw, he can choose to succeed instead. + + + Petrifying Gaze + When a creature that can see Marlos's eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save. + If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze. + + + Multiattack + Marlos makes three melee attacks, one with his snake hair and two with Ironfang. + + + Snake Hair + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 14 (4d6) poison damage. + Snake Hair|+6|1d8+3 + + + Ironfang + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) thunder damage. + Ironfang|+9|1d8+3 + + + Lair Actions + + + If Marlos is in the earth node while Ogrémoch isn't, the medusa can take lair actions. On initiative count 20 (losing initiative ties), Marlos uses a lair action to cast earthquake without using components. As long as he maintains concentration on earthquake, initiative count 20 is the start of Marlos's turn for the purpose of the spell. He can take no other lair actions while concentrating on earthquake. + Marlos's second option for a lair action is to draw power from the earth node to heal. When he does so, he regains 30 (6d8 + 3) hit points. + + Marlos Urnrayle is the earth prophet of Elemental Evil and the leader of the Black Earth cult in the Sumber Hills. He is a medusa of unusual power who was once a vain and cruel human nobleman. Marlos delights in petrifying his foes, especially those of great physical beauty, and smashing the remains to rubble. +Marlos wields the magical war pick Ironfang, which he found in the Fane of the Eye after being drawn to the spot by a vision. Because of his medusa curse and his possession of the elemental weapon, the other Black Earth cultists believe that he stands high in Ogremoch's favor and are fanatically loyal to him. +In the Earth Node. When the Temple of Black Earth is threatened, Marlos Urnrayle retreats to the Black Geode, the earth node. Within this node, Marlos gains one additional use of his Legendary Resistance trait. +Source: Princes of the Apocalypse p. 199 + + + + Miraj Vizann + M + humanoid (earth genasi) + Neutral Evil + 10 (13 with mage armor) + 82 (11d8+33) + walk 30 ft. + 12 + 10 + 17 + 13 + 11 + 18 + + Arcana +4, Deception +7 + 10 + Common, Primordial + 6 + + + + + + + Earth Walk + Moving through difficult terrain made of earth or stone costs Miraj no extra movement. + + + Staff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage when used with two hands. + Staff|+4|1d6+1 + + + Innate Spellcasting + Miraj's innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components: + 1/day: pass without trace + + + Spellcasting + Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells: + Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth + • 1st level (4 slots): chromatic orb, mage armor, magic missile + • 2nd level (3 slots): Maximilian's earthen grasp, shatter, suggestion + • 3rd level (3 slots): counterspell, erupting earth + • 4th level (3 slots): polymorph, stoneskin + • 5th level (2 slots): wall of stone + • 6th level (1 slots): move earth + + 4, 3, 3, 3, 2, 1 + pass without trace, acid splash, blade ward, friends, light, message, mold earth, chromatic orb, mage armor, magic missile, Maximilian's earthen grasp, shatter, suggestion, counterspell, erupting earth, polymorph, stoneskin, wall of stone, move earth + Miraj is an earth genasi from Calimshan. He is a perfectionist who oversees the Black Earth cult's tunneling operations and specializes in magic and alchemical processes that shape stone. He also has an affinity for the element of water and styles himself a 'mud sorcerer.' +Though he is the most accomplished spellcaster in the Cult of the Black Earth, he has no interest in challenging Marlos Urnrayle for leadership. He knows that he is no match for the medusa and is happy to pursue his experiments while Marlos leads. +Source: Princes of the Apocalypse p. 198 + + + + Molten Magma Roper + L + monstrosity + Neutral Evil + 20 (natural armor) + 93 (11d10+33) + walk 10 ft., climb 10 ft. + 18 + 8 + 17 + 7 + 16 + 6 + + Perception +6, Stealth +5 + 16 + + 5 + + + + + darkvision 60 ft. + + False Appearance + While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. + + + Grasping Tendrils + The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. + + + Spider Climb + The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 22 (4d8 + 4) fire damage. + Bite|+7|4d8+4 + + + Tendril + Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. 4 (1d8) fire damage and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. A creature takes 4 (1d8) fire damage each time it ends its turn grappled by the roper. + Tendril|+7|1d8 + + + Reel + The roper pulls each creature grappled by it up to 25 feet straight toward it. + + +Source: Princes of the Apocalypse p. 143 + underdark + + + Nurvureem, The Dark Lady + H + dragon + Chaotic Evil + 19 (natural armor) + 195 (17d12+85) + walk 40 ft., fly 80 ft., swim 40 ft. + 23 + 14 + 21 + 14 + 13 + 17 + Dex +7, Con +10, Wis +6, Cha +8 + Perception +11, Stealth +2 + 21 + Common, Draconic + 14 + necrotic + acid + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + Nurvureem can breathe air and water. + + + Legendary Resistance (3/Day) + If Nurvureem fails a saving throw, it can choose to succeed instead. + + + Living Shadow + While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant. + + + Shadow Stealth + While in dim light or darkness, the dragon can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Nurvureem can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage. + Bite|+11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Tail|+11|2d8+6 + + + Frightful Presence + Each creature of Nurvureem's choice that is within 120 feet of Nurvureem and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Nurvureem's Frightful Presence for the next 24 hours. + + + Acid Breath (Recharge 5-6) + Nurvureem exhales necrotic in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. + Acid Breath (Recharge 5-6)||12d8 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + Nurvureem makes a Wisdom (Perception) check. + + + Tail Attack + Nurvureem makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Nurvureem beats its wings. Each creature within 10 feet of Nurvureem must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Nurvureem can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. + • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. + • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. + + + Regional Effects + + + The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. + • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. + • Fog lightly obscures the land within 6 miles of the lair. + If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days. + + +Source: Princes of the Apocalypse p. 180 + swamp + + + Ogrémoch + G + elemental + Neutral Evil + 20 (natural armor) + 526 (27d20+243) + walk 50 ft., burrow 50 ft. + 26 + 11 + 28 + 11 + 15 + 22 + Str +14, Con +15, Wis +8 + + 12 + Common, Terran + 20 + bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, frightened, paralyzed, petrified, poisoned, prone + blindsight 120 ft., tremorsense 120 ft. + + Empowered Attacks + Ogrémoch's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical attacks. + + + Legendary Resistance (3/Day) + If Ogrémoch fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Ogrémoch has advantage on saving throws against spells and other magical effects. + + + Siege Monster + Ogrémoch deals double damage to objects and structures with his melee and ranged weapon attacks. + + + Multiattack + Ogrémoch makes two slam attacks. + + + Slam + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Slam|+14|4d10+8 + + + Boulder + Ranged Weapon Attack: +6 to hit, range 500 ft., one target. 46 (7d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. + Boulder|+6|7d10+8 + + + Summon Elementals (1/Day) + Ogrémoch summons up to three earth elemental and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Ogrémoch, and disappear if Ogrémoch is reduced to 0 hit points. + + + Ogrémoch can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Ogrémoch regains spent legendary actions at the start of its turn. + + + Illuminating Crystals + Ogrémoch's crystalline protrusions flare. Each creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible. + + + Stomp (Costs 2 Actions) + Ogrémoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone. + + + Create Gargoyle (Costs 3 Actions) + Ogrémoch's hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count as Ogrémoch. Ogrémoch can't use this action if he has 50 hit points or fewer. The gargoyle obeys Ogrémoch's commands and fights until destroyed. + + + Lair Actions + + + Ogrémoch can assert his dominion over the rock and stone around him to take lair actions on the Elemental Plane of Earth, or in any elemental earth node (including the Black Geode, described in chapter 5). On initiative count 20 (losing initiative ties), Ogrémoch uses his lair action to cause one of the following effects: + • A 10-foot-radius area of rocky or earthy ground within 60 feet of Ogrémoch turns to sticky mud. Any creature on the ground in the area must succeed on a DC 15 Dexterity saving throw or sink 5 feet into the mud and be restrained. A creature can take an action to make a DC 15 Strength check, ending the effect on itself or another creature within its reach on a success. + • Crystalline spikes grow from the ground in a 20-foot-radius area within 60 feet of Ogrémoch. The area becomes difficult terrain. A creature that moves through the affected area takes 1d8 piercing damage for every 5 feet it moves there. Creatures that are knocked prone in the area also take this damage. + • A violent tremor shakes the lair in a 120-foot-radius around Ogrémoch. Each creature other than Ogrémoch on the ground in the area must succeed on a DC 15 Strength or Dexterity saving throw (target's choice) or be knocked prone. + + + Regional Effects + + + The region containing an elemental node in which Ogrémoch is present is seriously affected, becoming geologically unstable. This creates the following effects: + • Earth tremors strike the region within 10 miles of Ogrémoch's location every 2d12 hours, each lasting 1d10 rounds. At first, damage is minor—broken windows, cracked plaster, items toppled off shelves. The longer Ogrémoch remains, the stronger the tremors become. After 5 days, the tremors are strong enough to destroy flimsy structures. After 10 days, they are strong enough to destroy ordinary wooden buildings. After 20 days, they can seriously damage or destroy reinforced or fortified structures. + • Magnetic disturbances within 10 miles of Ogrémoch prevent compasses from functioning there. + • Hidden sinkholes and fissures form within 1 mile of Ogrémoch's location. A hidden sinkhole can be spotted from a safe distance by any creature with a passive Wisdom (Perception) score of 15 or higher or spotted with a successful DC 15 Wisdom (Survival) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 x 10 feet into the sinkhole or fissure. + • Natural caves and tunnels within 1 mile of Ogrémoch's lair form intermittent portals to the Elemental Plane of Earth, allowing elemental creatures into the mortal world to dwell near those points. + If Ogrémoch is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days. + + + Innate Spellcasting + Ogrémoch's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: meld into stone, move earth, wall of stone + + meld into stone, move earth, wall of stone + The Prince of Evil Earth is Ogremoch (pronounced oh-gray-mock), the Mountain that Walks. His natural form is a shambling, 50-foot-tall colossus of rock, with crystal growths embedded throughout his body. When he bothers to speak, his voice sounds like grinding stones. +Ogremoch is a miser who regards all the resources and treasures found in the ground as his own. He holds nothing but contempt for mortals (or any other denizens of the Material Plane) and desires nothing more than to crush and subjugate whomever he encounters. What he can't crush, he endures and outlasts. +Ogremoch especially resents any mortals that dare to remove valuable metal or stone from the earth, and those who shape or build things of stone. He notices each nugget of gold or raw gemstone removed from areas under his influence, seeking to reclaim treasures "stolen" from him-and to punish the thieves. When the Prince of Evil Earth gains access to the Material Plane through an elemental node, he begins to methodically locate and destroy every mine, quarry, town, or fortification in the area. It's not that he needs the wealth, but the principle of the thing-extracting treasure from the earth-is anathema to Ogremoch. +Ogremoch's Lair. Ogremoch is normally found in the depths of elemental earth, choosing caverns with black crystals and jagged rock spikes to serve as his throne room. He can enter the Material Plane through large and well-established nodes of elemental earth, with a little help from the proper rituals. Within such a node, Ogremoch wields great power. +Source: Princes of the Apocalypse p. 216 + + + + Olhydra + H + elemental + Neutral Evil + 18 (natural armor) + 324 (24d12+168) + walk 50 ft., swim 100 ft. + 21 + 22 + 24 + 17 + 18 + 23 + Str +11, Con +13, Wis +10 + + 14 + Aquan + 18 + lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, cold, poison + + charmed, frightened, paralyzed, petrified, poisoned, prone, restrained + blindsight 120 ft. + + Empowered Attacks + Olhydra's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks. + + + Legendary Resistance (3/Day) + If Olhydra fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Olhydra has advantage on saving throws against spells and other magical effects. + + + Water Form + Olhydra can enter a hostile creature's space and stop there. She can move through a space as narrow as 1 inch wide without squeezing. + + + Multiattack + Olhydra makes two slam attacks or two water jet attacks. + + + Slam + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 21 (3d10 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her. + Slam|+11|3d10+5 + + + Water Jet + Ranged Weapon Attack: +12 to hit, range 120 ft., one target. 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 19 Strength saving throw. + Water Jet|+12|6d6 + + + Summon Elementals (1/Day) + Olhydra summons up to three water elemental and loses 30 hit points for each elemental she summons. Summoned elementals have maximum hit points, appear within 100 feet of Olhydra, and disappear if Olhydra is reduced to 0 hit points. + + + Olhydra can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Olhydra regains spent legendary actions at the start of its turn. + + + Crush + One creature that Olhydra is grappling is crushed for 21 (3d10 + 5) bludgeoning damage. + + + Fling (Costs 2 Actions) + Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung. + + + Water to Acid (Costs 3 Actions) + Olhydra transforms her watery body into acid. This effect lasts until Olhydra's next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack while standing within 5 feet of her takes 11 (2d10) acid damage. Any creature grappled by Olhydra takes 22 (4d10) acid damage at the start of its turn. + + + Lair Actions + + + Olhydra can command the waters around herself to take lair actions on the Elemental Plane of Water, or in any elemental water node (such as the Plunging Torrents, described in chapter 5). On initiative count 20 (losing initiative ties), Olhydra uses her lair action to cause one of the following effects: + • Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a DC 20 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. + • Water within 120 feet of Olhydra becomes murky and opaque until initiative count 20 of the next round. A creature with darkvision can't see through the water, and light can't illuminate it. + • A freezing fog fills a 40-foot-radius sphere within 120 feet of Olhydra, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 (3d6) cold damage. + + + Regional Effects + + + Olhydra's presence in an elemental node creates a number of widespread effects—bad weather, strong tides, and increasing aggression from dangerous sea life. + • Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed + • Within 5 miles of the lair, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage. + • Aquatic creatures that have an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is frightened and attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage on saving throws against charm and fear effects. + • Natural springs and pools within 1 mile of the lair form intermittent portals to the Elemental Plane of Water, allowing elemental creatures into the mortal world to dwell near those points. + If Olhydra is destroyed or banished back to her home plane, the regional effects fade over the next 1d10 days. + + + Innate Spellcasting + Olhydra's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: wall of ice + 1/day: storm of vengeance + 3/day: ice storm + + wall of ice, storm of vengeance, ice storm + Olhydra is the Princess of Evil Water. Sometimes known as the Crushing Wave, the Dark Tide, or the Well of Endless Anguish, she takes the form of a great wave, 20 feet high and 15 feet wide, with opalescent eyes. She prefers to remain in or near large bodies of water-seas, lakes, rivers, or sometimes great subterranean pools. When she needs to, she can surge onto dry land, moving much like a wave rushing up onto the shore, but only great anger or desperation would drive Olhydra to move more than a few hundred feet from her native element. +Olhydra surges forth tirelessly and relentlessly. She delights in creating dangerous and destructive manifestations of elemental water, especially maelstroms and floods. She is eager to assert her power by smashing any vessel that dares to venture into her realm, and lays waste to villages or towns established within her reach. Olhydra erodes that which she can't batter and drown; she is patient, retreating in the face of adversity only to return stronger than before. +Of all the Princes of Elemental Evil, Olhydra is the one most interested in mortals. She recognizes that pirates and raiders who redden the waters with mortal blood (and occasionally send treasure-laden ships into her clutches) are agents of her hateful outlook, whether they know it or not. Consequently, Olhydra sometimes spares the worst sort of seafarers from her wrath, patiently waiting for the day when they deliver others into her power. +Olhydra's Lair. The Princess of Evil Water is native to the Elemental Plane of Water, where she can be found in the black depths of vast seas or enthroned among jagged reefs. Olhydra waits for the chance to enter the Material Plane through elemental water nodes or when called by the proper rituals. Whether she is in her elemental domain or temporarily occupying a water node, Olhydra commands the waters around her and can shape them to her will. +Source: Princes of the Apocalypse p. 218 + + + + One-Eyed Shiver + M + humanoid (human) + Chaotic Evil + 12 (15 with mage armor) + 49 (9d8+9) + walk 30 ft. + 10 + 14 + 12 + 13 + 13 + 17 + + Arcana +3, Perception +3, Intimidation +5 + 13 + Common + 3 + + cold + + + + + Chilling Mist + While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 (1d10) cold damage. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Eye of Frost + The one-eyed shiver casts ray of frost from its missing eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check. + + + Spellcasting + The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + Cantrips (at will): chill touch, mage hand + • 1st level (4 slots): fog cloud, mage armor, thunderwave + • 2nd level (3 slots): mirror image, misty step + • 3rd level (2 slots): fear + + 4, 3, 2 + chill touch, mage hand, fog cloud, mage armor, thunderwave, mirror image, misty step, fear + +Source: Princes of the Apocalypse p. 207 + + + + Oreioth + M + humanoid (human) + Chaotic Evil + 11 (14 with mage armor) + 39 (6d8+12) + walk 30 ft. + 8 + 13 + 14 + 16 + 9 + 11 + Wis +1 + Arcana +5, Investigation +5, Medicine +1 + 9 + Abyssal, Common + 2 + + + + + + + Grim Harvest + Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell's level. + + + Swift Animation (Recharges after a Long Rest) + When a living Medium or Small humanoid within 30 feet of Oreioth dies, he can use an action on his next turn to cast animate dead on that humanoid's corpse, instead of using the spell's normal casting time. + + + Dagger + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + + Spellcasting + Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp + • 1st level (4 slots): false life, mage armor, magic missile, ray of sickness + • 2nd level (3 slots): crown of madness, misty step + • 3rd level (3 slots): animate dead, vampiric touch + + 4, 3, 3 + chill touch, minor illusion, prestidigitation, shocking grasp, false life, mage armor, magic missile, ray of sickness, crown of madness, misty step, animate dead, vampiric touch + A lean, black-bearded young noble from Baldur's Gate, Oreioth is more at home among the dead than the living. He was cruel almost from the time he could talk, catching small creatures and killing them in hideously inventive ways to savor the power of life and death. He grew to be an embarrassment to his well-off family, who paid a tutor to channel his undeniable intelligence and curiosity into more positive outlets. They didn't know they had apprenticed the young Oreioth to a necromancer in need of an assistant for his researches. +When Oreioth's master decided he had no more use for his apprentice, he sent Oreioth off to make his own way in the world. Oreioth worked his way northward, robbing graves and using his magic to intimidate or rob anyone weaker than him. Driven out of one decent town after another, he finally sought refuge in an old outlaw's lair he discovered near Lance Rock. There he commenced his newest round of experiments, avoiding all other living souls. +What few social graces Oreioth once possessed are fading rapidly. He has become a megalomaniac, styling himself the Lord of Lance Rock and surrounding himself with zombies and skeletons compelled to heed his every whim. Oreioth barely recognizes his own name anymore, and he harbors dreams of founding a kingdom of undead servitors with himself on the throne. +Source: Princes of the Apocalypse p. 212 + + + + Padraich + M + humanoid (any race) + Any Chaotic Alignment + 13 (hide armor) + 67 (9d8+27) + walk 30 ft. + 16 + 12 + 17 + 9 + 11 + 9 + + + 10 + any one language (usually Common) + 2 + + + + + + + Reckless + At the start of its turn, Padraich can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + +Source: Princes of the Apocalypse p. 170 + + + + Razerblast + M + humanoid (human) + Chaotic Evil + 17 (splint armor) + 112 (15d8+75) + walk 30 ft. + 16 + 11 + 16 + 9 + 10 + 13 + + Intimidation +4, Perception +3 + 13 + Common, Ignan + 5 + + fire + + + + + Searing Armor + The razerblast's armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire damage at the end of that creature's turn. + + + Shrapnel Explosion + When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast's body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. + + + Multiattack + The razerblast makes three melee attacks. + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. + Spear|+6|1d6+3 + + A razerblast seethes with hate for the enemies of the fire cult. The razerblast's elemental overlords have replaced its heart with a flaming orb that detonates if the razerblast dies. +Razerblasts remember little of their life before they the power of elemental fire transformed them. Now they follow the orders of the flamewraths and the cult leaders without question. Razerblasts fight confidently because they know that even if they lose, they go out in a blaze of glory. +Source: Princes of the Apocalypse p. 201 + + + + Renwick + M + undead + Any Evil Alignment + 17 (natural armor) + 135 (18d8+54) + walk 30 ft. + 11 + 16 + 16 + 20 + 14 + 16 + Con +10, Int +12, Wis +9 + Arcana +19, History +12, Insight +9, Perception +9 + 19 + Common plus up to five other languages + 21 + cold, lightning, necrotic + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Renwick fails a saving throw, it can choose to succeed instead. + + + Rejuvenation + If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. + + + Turn Resistance + Renwick has advantage on saving throws against any effect that turns undead. + + + Paralyzing Touch + Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Paralyzing Touch|+12|3d6 + + + The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Cantrip + Renwick casts a cantrip. + + + Paralyzing Touch (Costs 2 Actions) + Renwick uses its Paralyzing Touch. + + + Frightening Gaze (Costs 2 Actions) + Renwick fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Renwick's gaze for the next 24 hours. + + + Disrupt Life (Costs 3 Actions) + Each non-undead creature within 20 feet of Renwick must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row: + • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. + • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair. + • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. + + + Spellcasting + Renwick is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Renwick has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave + • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + • 4th level (3 slots): blight, dimension door + • 5th level (3 slots): cloudkill, scrying + • 6th level (1 slots): disintegrate, globe of invulnerability + • 7th level (1 slots): finger of death, plane shift + • 8th level (1 slots): dominate monster, power word stun + • 9th level (1 slots): power word kill + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill + +Source: Princes of the Apocalypse p. 66 + + + + Rhundorth + M + humanoid (any race) + Any alignment + 16 (chain shirt, shield) + 11 (2d8+2) + walk 30 ft. + 13 + 12 + 12 + 10 + 11 + 10 + + Perception +2 + 12 + any one language (usually Common) + 1/8 + + + + + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + +Source: Princes of the Apocalypse p. 140 + + + + Sacred Stone Monk + M + humanoid (human) + Lawful Evil + 14 + 22 (4d8+4) + walk 40 ft. + 13 + 15 + 12 + 10 + 14 + 9 + + Acrobatics +4, Athletics +3, Perception +4 + 14 + Common + 1/2 + + + + + tremorsense 10 ft. + + Unarmored Defense + While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Unarmored Movement + While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed). + + + Multiattack + The monk makes two melee attacks. + + + Unarmed Strike + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Unarmed Strike|+4|1d6+2 + + + Parry + The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker. + + Sacred Stone monks are followers of a martial philosophy that seeks to emulate the strength of rock and stone. They don gargoyle masks and use a finely honed sense of touch to measure their surroundings by contact with the ground. They avoid speaking, or extraneous thought for that matter. They live only to test themselves with deprivation and to punish those who doubt the strength of elemental earth. +Source: Princes of the Apocalypse p. 196 + + + + Shoalar Quanderil + M + humanoid (water genasi) + Lawful Evil + 10 (13 with mage armor) + 60 (8d8+24) + walk 30 ft., swim 30 ft. + 11 + 12 + 16 + 14 + 10 + 17 + + Arcana +4, Deception +5, Insight +2, Persuasion +5 + 10 + Aquan, Common + 4 + acid + + + + + + Amphibious + Shoalar can breathe air and water. + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + + Innate Spellcasting + Shoalar's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: + At will: shape water + 1/day: create or destroy water + + + Spellcasting + Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells: + Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost + • 1st level (4 slots): disguise self, mage armor, magic missile + • 2nd level (3 slots): hold person, misty step + • 3rd level (2 slots): tidal wave + + 4, 3, 2 + shape water, create or destroy water, acid splash, chill touch, friends, prestidigitation, ray of frost, disguise self, mage armor, magic missile, hold person, misty step, tidal wave + A plump water genasi armed with a jovial manner and biting sense of humor, Shoalar Quanderil seems like the last person one would expect to be a cruel member of a destructive cult. Nevertheless, Shoalar is the captain of a pirate ship that harries the Sword Coast, and a high-ranking Crushing Wave cultist. He sees Olhydra's power as a means to making himself as rich as possible. +Source: Princes of the Apocalypse p. 208 + + + + Skyweaver + M + humanoid (human) + Chaotic Evil + 12 (15 with mage armor) + 44 (8d8+8) + walk 30 ft. + 8 + 14 + 12 + 11 + 10 + 16 + + Deception +5, Persuasion +5 + 10 + Auran, Common + 3 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+4|1d4+1 + + + Spellcasting + The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp + • 1st level (4 slots): feather fall, mage armor, witch bolt + • 2nd level (3 slots): gust of wind, invisibility + • 3rd level (3 slots): fly, lightning bolt + + 4, 3, 3 + blade ward, light, message, ray of frost, shocking grasp, feather fall, mage armor, witch bolt, gust of wind, invisibility, fly, lightning bolt + Skyweavers brim with rage and desire, which makes them perfect vessels for the wildly destructive magic of the Cult of the Howling Hatred. In contrast to their hurricane counterparts in the air cult, skyweavers embrace the worship of Elemental Evil for a quick path to power. With little experience wielding the might of the elements, skyweavers thrill with the rush of releasing raw elemental energy. +Source: Princes of the Apocalypse p. 191 + + + + Stone Warrior + L + construct + Unaligned + 17 (natural armor) + 102 (17d10+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+10|3d8+6 + + + Slow (Recharge 5-6) + The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Princes of the Apocalypse p. 97 + + + + Stonemelder + M + humanoid (human) + Neutral Evil + 17 (splint armor) + 75 (10d8+30) + walk 30 ft. + 15 + 10 + 16 + 12 + 11 + 17 + + Intimidation +5, Perception +2 + 12 + Common, Terran + 4 + + + + + tremorsense 30 ft. + + Death Burst + When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding Stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. + + + Black Earth Rod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. The Stonemelder can also expend a spell slot to deal extra damage, dealing 2d8 bludgeoning damage for a 1st level slot, plus an additional 1d8 for each level of the slot above 1st. + Black Earth Rod|+5|1d6+2 + + + Spellcasting + The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + Cantrips (at will): acid splash, blade ward, light, mending, mold earth + • 1st level (4 slots): expeditious retreat, false life, shield + • 2nd level (3 slots): Maximilian's earthen grasp, shatter + • 3rd level (3 slots): erupting earth, meld into stone + • 4th level (1 slots): stoneskin + + 4, 3, 3, 1 + acid splash, blade ward, light, mending, mold earth, expeditious retreat, false life, shield, Maximilian's earthen grasp, shatter, erupting earth, meld into stone, stoneskin + Stonemelders are spellcasters who gain their power from Ogremoch, using elemental earth magic to sheathe their bodies in carapaces of rock. They are elite champions of the cult and answer only to the cult leaders. Not even the Black Earth priests tell stonemelders what to do. +Each stonemelder carries a weapon known as a Black Earth rod. Such a rod is like an ordinary mace, but in the hands of a stonemelder, it serves as a conduit for Ogremoch's wrath. +Source: Princes of the Apocalypse p. 197 + + + + Thurl Merosska + M + humanoid (human) + Lawful Evil + 16 (breastplate) + 71 (11d8+21) + walk 30 ft. + 16 + 14 + 14 + 11 + 10 + 15 + + Animal handling +2, Athletics +5, Deception +4, Persuasion +4 + 10 + Auran, Common + 3 + + + + + + + Multiattack + Thurl makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Greatsword|+5|2d6+3 + + + Lance + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 9 (1d12 + 3) piercing damage. + Lance|+5|1d12+3 + + + Parry + Thurl adds 2 to his AC against one melee attack that would hit him. To do so, Thurl must see the attacker and be wielding a melee weapon. + + + Spellcasting + Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells: + Cantrips (at will): friends, gust, light, message, ray of frost + • 1st level (4 slots): expeditious retreat, feather fall, jump + • 2nd level (3 slots): levitate, misty step + • 3rd level (2 slots): haste + + 4, 3, 2 + friends, gust, light, message, ray of frost, expeditious retreat, feather fall, jump, levitate, misty step, haste + Thurl Merosska is the leader of the Feathergale Knights. Once a griffon rider of Waterdeep, Thurl retired after a storm nearly claimed his life. Obsessed with his near-death experience, Thurl learned of Yan-C-Bin and swore an oath to serve the elemental prince in exchange for power. +Thurl realized that there were others among the wealthy of Waterdeep who might make worthy servants of Yan-C-Bin. He formed the Feathergale Society to lure likely individuals into the air cult. He indoctrinated his Feathergale knights, one by one, into the cult's beliefs. +When Aerisi Kalinoth arose as the chosen prophet of air, Thurl reluctantly pledged the Feathergale Knights to the cause. He resents Aerisi Kalinoth's rulership of the cult, but tells himself that he can use her and her followers to make the Feathergale Society strong enough to rule Waterdeep as it should be ruled. +Source: Princes of the Apocalypse p. 192 + + + + Tornscale + M + humanoid (lizardfolk) + Neutral + 15 (natural armor, shield) + 36 (4d8+4) + walk 30 ft., swim 30 ft. + 15 + 10 + 13 + 7 + 12 + 7 + + Perception +3, Stealth +4, Survival +5 + 13 + Draconic + 1/2 + + + + + + + Hold Breath + Tornscale can hold its breath for 15 minutes. + + + Multiattack + Tornscale makes two melee attacks, each one with a different weapon. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Heavy Club + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Heavy Club|+4|1d6+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Javelin|+4|1d6+2 + + + Spiked Shield + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Spiked Shield|+4|1d6+2 + + +Source: Princes of the Apocalypse p. 90 + forest, swamp + + + Vanifer + M + humanoid (tiefling) + Neutral Evil + 15 (studded leather armor) + 112 (15d8+45) + walk 30 ft. + 11 + 16 + 17 + 12 + 13 + 19 + + Arcana +5, Deception +8, Performance +8 + 11 + Common, Ignan, Infernal + 9 + + fire + + + darkvision 60 ft. + + Funeral Pyre + When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes. + + + Legendary Resistance (2/Day) + If Vanifer fails a saving throw, she can choose to succeed instead. + + + Multiattack + Vanifer makes two attacks. + + + Tinderstrike + Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d4 + 5) piercing damage plus 7 (2d6) fire damage. + Tinderstrike|+9|1d4+5 + + + Lair Actions + + + If Vanifer is in the fire node while Imix isn't, the tiefling can take lair actions. On initiative count 20 (losing initiative ties), Vanifer uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can't cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Vanifer can take no other lair actions while concentrating on a spell cast as a lair action. Her favorite use of this capability is casting fireball or hypnotic pattern. + If Vanifer casts misty step using this lair action, she also draws the power of the fire node into herself. By doing so, she regains 15 (3d8 + 2) hit points. + + + Spellcasting + Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells: + Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy + • 1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield + • 2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray + • 3rd level (3 slots): counterspell, fireball, hypnotic pattern + • 4th level (3 slots): wall of fire + • 5th level (2 slots): dominate person + + 4, 3, 3, 3, 2 + chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy, burning hands, chromatic orb, hellish rebuke, shield, darkness, detect thoughts, misty step, scorching ray, counterspell, fireball, hypnotic pattern, wall of fire, dominate person + Vanifer's rough childhood has hardened her heart against others. The world is a corrupt, painful place, she thinks, and deserving of a fiery end. For years, she was a dancer and concubine in a pasha's court in Calimshan. Later, she took up the mantle of prophet when she found Tinderstrike, and the same ruthless ambition and practiced manipulation that enabled her to escape a life of servitude serves her well as the head of a growing cult. +For Vanifer, battle is best observed at a distance. She prefers to hurl destructive magic from afar. Those who challenge Vanifer in melee learn a painful lesson, as she and Tinderstrike make a formidable pair. +In the Fire Node +When enemies threaten the Temple of Eternal Flame, Vanifer withdraws to the Weeping Colossus, the fire node. Within this node, Vanifer gains one additional use of her Legendary Resistance trait. +Source: Princes of the Apocalypse p. 203 + + + + Wiggan Nettlebee + S + humanoid (halfling) + Neutral Evil + 11 (16 with barkskin) + 36 (8d6+8) + walk 30 ft. + 8 + 12 + 12 + 14 + 15 + 13 + + Deception +3, Insight +4 + 12 + Common, Halfling + 2 + + + + + + + Brave Devotion + Wiggan has advantage on saving throws against being charmed or frightened. + + + Multiattack + Wiggan makes two attacks with his wooden cane. + + + Wooden Cane + Melee Weapon Attack: +0 to hit (+4 to hit with shillelagh), reach 5 ft., one target. 1 (1d4 - 1) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh. + Wooden Cane|+0|1d4-1 + + + Spellcasting + Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: + Cantrips (at will): guidance, light, mending, shillelagh, thaumaturgy + • 1st level (4 slots): animal friendship, cure wounds, healing word, inflict wounds, speak with animals + • 2nd level (3 slots): barkskin, spike growth, spiritual weapon + + 4, 3 + guidance, light, mending, shillelagh, thaumaturgy, animal friendship, cure wounds, healing word, inflict wounds, speak with animals, barkskin, spike growth, spiritual weapon + Wiggan Nettlebee is the patriarch of the Nettlebee clan, a wealthy family of halflings that raise livestock and farm their land. He presents the outward appearance of a modest rancher, and he forbids extravagance on his farm. Thinking he had found a cult dedicated to the dominating nature and utilizing its darker aspects, Wiggan joined the Cult of the Black Earth. He still doesn't know the full extent of the cult's plans. +Wiggan dislikes and distrusts outsiders. He believes they are all evildoers who would steal from him if they could. He sees the earth cult as a powerful and necessary ally toward securing his finances and sustaining his position. A greedy miser, Wiggan becomes visibly upset at the thought of parting with even a few spare coins from his hoard. +Source: Princes of the Apocalypse p. 212 + + + + Windharrow + M + humanoid (half-elf) + Neutral Evil + 15 (studded leather armor) + 55 (10d8+10) + walk 30 ft. + 10 + 16 + 12 + 14 + 10 + 17 + + Acrobatics +5, Deception +7, Persuasion +5, Performance +7, Stealth +5 + 10 + Auran, Common, Elvish + 3 + + + + + darkvision 60 ft. + + Fey Ancestry + Windharrow has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Multiattack + Windharrow makes two melee attacks. + + + Rapier + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 7 (1d8 + 3) piercing damage. + Rapier|+5|1d8+3 + + + Spellcasting + Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells: + Cantrips (at will): friends, prestidigitation, vicious mockery + • 1st level (4 slots): disguise self, dissonant whispers, thunderwave + • 2nd level (3 slots): invisibility, shatter, silence + • 3rd level (3 slots): nondetection, sending, tongues + • 4th level (2 slots): confusion, dimension door + + 4, 3, 3, 2 + friends, prestidigitation, vicious mockery, disguise self, dissonant whispers, thunderwave, invisibility, shatter, silence, nondetection, sending, tongues, confusion, dimension door + An opportunistic half-moon elf rake and bandit formerly known as Harald Grayspear, Windharrow was given his new name by Aerisi Kalinoth. When Aerisi was still with her family, Harald charmed and flattered his way into her favor. When Aerisi ran away from home to become the air prophet, she took Windharrow with her. +At Aerisi's insistence, Windharrow recruited a band of flutists from the ranks of new converts to the air cult, calling them the Windwyrds. Most have no musical talent whatsoever, and their music is often a shrill cacophony. Of all the air cultists, the Windwyrds are the least fanatical and the most fearful for their lives. Aerisi disposes of these minstrels on a whim, replacing them with other initiates. Those that master some skill with their instruments survive the longest, but the cost of failure creates a highly competitive environment among the minstrels. +Windharrow is loyal to Aerisi Kalinoth as long as he fears her power. If his life is threatened or a richer offer presents itself, Windharrow betrays the air cult without a backward glance. +Source: Princes of the Apocalypse p. 192 + + + + Yan-C-Bin + H + elemental + Neutral Evil + 22 (natural armor) + 283 (21d12+147) + walk 50 ft., fly 150 ft. + 18 + 24 + 24 + 16 + 21 + 23 + Dex +13, Wis +11, Cha +12 + + 15 + Auran + 18 + cold, fire; bludgeoning, piercing, slashing from nonmagical attacks + lightning, poison, thunder + + charmed, frightened, paralyzed, petrified, poisoned, prone, restrained + blindsight 120 ft. + + Air Form + Yan-C-Bin can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space. + + + Empowered Attacks + Yan-C-Bin's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks. + + + Legendary Resistance (3/Day) + If Yan-C-Bin fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Yan-C-Bin has advantage on saving throws against spells and other magical effects. + + + Multiattack + Yan-C-Bin makes two slam attacks. + + + Slam + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 20 (3d8 + 7) force damage plus 10 (3d6) lightning damage. + Slam|+14|3d8+7 + + + Thundercrack (Recharges after a Short or Long Rest) + Yan-C-Bin unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of Yan-C-Bin's next turn. + Thundercrack (Recharges after a Short or Long Rest)||9d6 + + + Change Shape + Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action. + + + Summon Elementals (1/Day) + Yan-C-Bin summons up to three air elemental and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Yan-C-Bin, and disappear if Yan-C-Bin is reduced to 0 hit points. + + + Yan-C-Bin can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yan-C-Bin regains spent legendary actions at the start of its turn. + + + Peal of Thunder + Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within 30 feet of Yan-C-Bin takes 5 (1d10) thunder damage. + + + Teleport (Costs 2 Actions) + Yan-C-Bin magically teleports up to 120 feet to an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him. + + + Suffocate (Costs 3 Actions) + Yan-C-Bin steals the air of one breathing creature he can see within 60 feet of him. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can't breathe or speak until the start of its next turn. + + + Lair Actions + + + Yan-C-Bin dwells in a palace of air on the Elemental Plane of Air. In his palace and in air nodes on the Material Plane (including the Howling Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair. On initiative count 20 (losing initiative ties), Yan-C-Bin takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: + • Yan-C-Bin drops the temperature of the air, covering all surfaces with ice. This effect is identical to the sleet storm spell. + • Yan-C-Bin controls the surrounding air as an extension of himself. Each creature Yan-C-Bin designates must succeed at a DC 24 Constitution saving throw or be hoisted or flung 3d6 x 10 feet through the air. A creature smashed into a solid object or released in mid-air takes 1d6 bludgeoning damage for every 10 feet moved or fallen. + • Yan-C-Bin creates a torrent of debris within 120 feet of him that lasts until initiative count 20 on the next round. The debris lightly obscures every creature and object in the area for the duration. All creatures in the area must succeed at a DC 24 Wisdom saving throw or be blinded until initiative count 20 on the next round. + + + Regional Effects + + + When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they touch. + • Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible. Small and Medium creatures move at half speed through the wind; Tiny creatures exposed to the wind are carried away with it at a rate of 40 feet per round unless they succeed at a DC 15 Strength (Athletics) check. + • Thunderstorms erupt in a 5-mile radius centered on Yan-C-Bin's lair, creating deafening cracks of thunder and constant lightning. Every ten minutes the storm rages, creatures standing beneath the open sky have a five percent chance of being struck by lightning. A creature struck by lightning must make a DC 21 Constitution saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. + • Cyclones touch down within a 5-mile radius of Yan-C-Bin's lair. Every hour, there is a five percent chance that characters in this area are caught in the path of a cyclone moving 250 feet per round. Each character must succeed on a DC 21 Constitution saving throw or take 33 (6d10) bludgeoning damage. Wooden or flimsy structures in the path of the cyclone are destroyed. + • Natural caverns and windblown canyons within 1 mile of the lair form intermittent portals to the Elemental Plane of Air, allowing elemental creatures into the mortal world to dwell near those locations. + If Yan-C-Bin is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days. + + + Innate Spellcasting + Yan-C-Bin's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: gust of wind, invisibility, lightning bolt + 2/day each: chain lightning, cloudkill, haste + + gust of wind, invisibility, lightning bolt, chain lightning, cloudkill, haste + Yan-C-Bin (pronounced yan-see-bin) is the Prince of Evil Air. A being of great wisdom and malice, Yan-C-Bin's plots began at the forging of the worlds. Subtler than the other elemental princes, Yan-C-Bin operates unseen, studying his enemies from afar, ambushing them swiftly, and vanishing before his foes can retaliate. +His natural form is an invisible vortex of howling, swirling air 30 feet high and 15 feet wide, but Yan-C-Bin sometimes takes the shape of a gaunt, venerable, dark-skinned human with wispy white hair and glowing white eyes. When he wishes to remain unseen, Yan-C-Bin manifests only as a gust of cold wind flowing silently past. +From his floating palace in the endless, cloudy skies of the Plane of Air, Yan-C-Bin watches worlds as they change over millennia. Evil aerial creatures worship the elemental prince as a god, and claim to see Yan-C-Bin's eyes in swirling storms. Yan-C-Bin doesn't care for their offerings, their sacrifices, or their worship. His only concern is the annihilation of the material realms as they are ripped apart by the superior elemental might of air and wind. +Yan-C-Bin's Lair. Yan-C-Bin dwells in a palace of air on the Elemental Plane of Air. In his palace and in air nodes on the Material Plane (including the Howling Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair. +Source: Princes of the Apocalypse p. 221 + + + + Young Bulette + L + beast + Unaligned + 11 (natural armor) + 45 (6d10+12) + walk 40 ft. + 21 + 8 + 15 + 2 + 12 + 6 + + + 11 + + 2 + + + + + + + Charge + If the bulette moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage. + Gore|+7|2d8+5 + + +Source: Princes of the Apocalypse p. 139 + grassland + + + Young Purple Worm + G + monstrosity + Unaligned + 18 (natural armor) + 184 (15d20+90) + walk 50 ft., burrow 30 ft. + 28 + 7 + 22 + 1 + 8 + 4 + Con +11, Wis +4 + + 9 + + 15 + + + + + blindsight 30 ft., tremorsense 60 ft. + + Tunneler + The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The worm makes two attacks: one with its bite and one with its stinger. + + + Bite + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. + Bite|+14|3d8+9 + Bite||6d6 + If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + Tail Stinger + Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. + Tail Stinger|+14|3d6+9 + Tail Stinger||12d6 + + +Source: Princes of the Apocalypse p. 113 + underdark, desert + + + Zegdar + L + monstrosity + Chaotic Evil + 14 (natural armor) + 117 (9d10+27) + walk 40 ft. + 18 + 11 + 16 + 6 + 16 + 9 + + Perception +7 + 17 + Abyssal + 3 + + + + + darkvision 60 ft. + + Charge + If Zegdar moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. + + + Labyrinthine Recall + Zegdar can perfectly recall any path it has traveled. + + + Reckless + At the start of its turn, Zegdar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage. + Greataxe|+6|2d12+4 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Gore|+6|2d8+4 + + +Source: Princes of the Apocalypse p. 120 + underdark + + diff --git a/FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml b/FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml new file mode 100755 index 0000000..be352ee --- /dev/null +++ b/FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml @@ -0,0 +1,371 @@ + + + + Billy Beaver + L + construct + Unaligned + 13 (natural armor) + 34 (7d10+21) + walk 40 ft. + 20 + 12 + 17 + 3 + 12 + 7 + + Perception +3 + 13 + Common + 3 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Keen Sight and Smell + Billy Beaver has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage. + Beak|+7|1d10+5 + + +Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 27 + + + + Buster the Bear + M + construct + Chaotic Evil + 16 (hide armor, shield) + 27 (5d8+5) + walk 30 ft. + 15 + 14 + 13 + 8 + 11 + 9 + + Stealth +6, Survival +2 + 10 + Common + 1 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Surprise Attack + If Buster the Bear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. + + + Bashin' Banjo + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage. + Bashin' Banjo|+4|1d8+2 + + Buster the Bear is a lovable, roly-poly teddy bear with a plaid shirt, torn jeans, and a banjo. +The five automatons that serve as the tavern's wait staff each have a name tag, are super friendly to the patrons, and attend to everyone's needs until it comes time for the Slaughterfest. If an automaton is attacked before the Slaughterfest, it giggles and repeats folksy homilies until it is destroyed. The next round, it magically pops back to life fully healed, then asks, "What can I do for ya?" +Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 27 + + + + Large Mimic (Multiattack) + L + monstrosity (shapechanger) + Neutral + 12 (natural armor) + 75 (9d8+18) + walk 15 ft. + 17 + 12 + 15 + 5 + 13 + 8 + + Stealth +5 + 11 + + 2 + + acid + + prone + darkvision 60 ft. + + Shapechanger + The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Adhesive (Object Form Only) + The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. + + + False Appearance (Object Form Only) + While the mimic remains motionless, it is indistinguishable from an ordinary object. + + + Grappler + The mimic has advantage on attack rolls against any creature grappled by it. + + + Multiattack + The mimic makes three attacks: two with its pseudopods and one with its bite. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. + Pseudopod|+5|1d8+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. + Bite|+5|1d8+3 + + +Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 122 + underdark, urban + + + Layla the Lizard + M + construct + Chaotic Evil + 12 + 22 (5d8) + walk 30 ft. + 13 + 15 + 10 + 7 + 10 + 6 + + + 10 + Common + 1 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 9 (2d6 + 2) piercing damage. + Bite|+2|2d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. + Claws|+4|2d4+2 + + +Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 28 + + + + Lycanthropickle + S + plant + Neutral Evil + 13 (natural armor) + 4 (1d6+1) + walk 20 ft. + 6 + 13 + 12 + 4 + 8 + 3 + + Stealth +3 + 9 + Common understands but can't speak + 1/8 + + + fire + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + + False Appearance + While the lycanthropickle remains motionless, it is indistinguishable from a pickle. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Claws|+3|1d4+1 + + Curse of Lycanthropickling. +------ +A humanoid creature has a 20 percent chance to be afflicted with the curse of lycanthropickling after being wounded by a lycanthropickle. The curse lasts for 3 days. Each long rest the creature spends in a vat or jar of pickling brine prolongs the curse by 1 day. +A lycanthropickle can either resist its curse or embrace it. By resisting the curse, a lycanthropickle retains its normal alignment and personality while in humanoid form. It lives its boring life as it always has, burying deep its raging, murderous urges just like the rest of us. +Some individuals see little point in fighting the curse and accept what they are. They can assume pickle form or hybrid form at will. Most lycanthropickles that embrace their briny natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. +In hybrid form, a lycanthropickle has the same statistics as a twig blight with the altered ability noted here. +In pickle form, a lycanthropickle has no statistics and is indistinguishable from a pickle... because it's a pickle. +------ +Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 11 + + + + Meeseeks + M + humanoid (any race) + Any alignment + 10 + 0 + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Hit Points + —(immune to damage) + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 16 + arctic, desert, coastal, grassland, hill, urban, forest + + + Piggy Wiggle Butt + M + construct + Chaotic Evil + 13 (hide armor) + 15 (2d8+6) + walk 30 ft. + 16 + 12 + 16 + 7 + 11 + 10 + + Intimidation +2 + 10 + Common + 1/2 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Aggressive + As a bonus action, Piggy Wiggle Butt can move up to its speed toward a hostile creature that it can see. + + + Clay Jug + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. + Clay Jug|+5|1d8+3 + + +Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 28 + + + + Thomas T. Toad + L + construct + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common + 2 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Webby Hands + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage. + Webby Hands|+6|1d8+4 + + +Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 28 + + + + Tommy Two-Butts + M + humanoid (goblinoid) + Chaotic Evil + 16 (hide armor, shield) + 27 (5d8+5) + walk 30 ft. + 15 + 14 + 13 + 8 + 11 + 9 + + Stealth +6, Survival +2 + 10 + Common, Goblin + 1 + + + + + darkvision 60 ft. + + Brute + A melee weapon deals one extra die of its damage when Tommy hits with it (included in the attack). + + + Surprise Attack + If Tommy surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. + + + Morningstar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage. + Morningstar|+4|2d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. + Javelin|+4|2d6+2 + + +Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 18 + underdark, grassland, forest + + diff --git a/FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml b/FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml new file mode 100755 index 0000000..24d370f --- /dev/null +++ b/FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml @@ -0,0 +1,1491 @@ + + + + Animated Tile Chimera + L + monstrosity + Chaotic Evil + 14 (natural armor) + 114 (12d10+48) + walk 30 ft., fly 60 ft. + 19 + 11 + 19 + 3 + 14 + 10 + + Perception +8 + 18 + understands Draconic but can't speak + 6 + + + + + darkvision 60 ft. + + Rejuvenation + If destroyed, the tile creature regains all its hit points and becomes active again in 24 hours unless at least half its tiles are collected and kept separate from the rest of the creature's tiles. + + + Multiattack + The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Bite|+7|2d6+4 + + + Horns + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) bludgeoning damage. + Horns|+7|1d12+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|+7|2d6+4 + + + Fire Breath (Recharge 5-6) + The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||7d8 + + + Narrow Dodge + When targeted by a melee attack, the tile creature can take a reaction to turn its narrowest aspect toward the attacker. The attacker has disadvantage on the attack roll. + + +Source: Rise of Tiamat p. 42 + underdark, mountain, grassland, hill + + + Aquatic Troll + L + giant + Chaotic Evil + 15 (natural armor) + 84 (8d10+40) + walk 30 ft. + 18 + 13 + 20 + 7 + 9 + 7 + + Perception +2 + 12 + Giant + 5 + + + + + darkvision 60 ft. + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Water Breathing + The troll can breathe underwater. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Bite|+7|1d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Variant: Loathsome Limbs + Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: + • 1–10: Nothing else happens. + • 11–14: One leg is severed from the troll if it has any legs left. + • 15–18: One arm is severed from the troll if it has any arms left. + • 19–20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. + If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. + A severed leg is unable to attack and has a speed of 5 feet. + A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. + If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. + The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. + + +Source: Rise of Tiamat p. 36, Princes of the Apocalypse p. 88 + underdark, mountain, forest, swamp, hill, arctic + + + Carnivorous Flower + L + aberration + Neutral + 14 (natural armor) + 114 (12d10+48) + walk 30 ft. + 16 + 11 + 19 + 6 + 13 + 6 + Con +7 + + 11 + Otyugh + 5 + + + + + darkvision 120 ft. + + Limited Telepathy + The plant can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. + + + Multiattack + The plant makes three attacks: one with its bite and two with its tentacles. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. + Bite|+6|2d8+3 + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The plant has two tentacles, each of which can grapple one target. + Tentacle|+6|1d8+3 + + + Tentacle Slam + The plant slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the plant's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. + Tentacle Slam||2d6+3 + + +Source: Rise of Tiamat p. 67 + underdark + + + Diderius + M + undead + Lawful Evil + 17 (natural armor) + 97 (13d8+39) + walk 20 ft. + 18 + 10 + 17 + 11 + 18 + 16 + Con +8, Int +5, Wis +9, Cha +8 + History +5, Religion +5 + 14 + the languages it knew in life + 15 + + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + fire + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Magic Resistance + Diderius has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of Diderius's heart. + + + Multiattack + The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + + + Rotting Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. + Rotting Fist|+9|3d6+4 + + + Dreadful Glare + Diderius targets one creature it can see within 60 feet of it. If the target can see Diderius, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. + + + The undead can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Attack + Diderius makes one attack with its rotting fist or uses its Dreadful Glare. + + + Blinding Dust + Blinding dust and sand swirls magically around Diderius. Each creature within 5 feet of Diderius must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. + + + Blasphemous Word (Costs 2 Actions) + Diderius utters a blasphemous word. Each non-undead creature within 10 feet of Diderius that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of Diderius's next turn. + + + Channel Negative Energy (Costs 2 Actions) + Diderius magically unleashes negative energy. Creatures within 60 feet of Diderius, including ones behind barriers and around corners, can't regain hit points until the end of Diderius's next turn. + + + Whirlwind of Sand (Costs 2 Actions) + Diderius magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, Diderius is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Diderius remain in its possession. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row: + • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round. + • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round. + • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted. + + + Regional Effects + + + A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence: + • Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance. + • Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent. + • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic. + If the mummy lord is destroyed, these regional effects end immediately. + + + Spellcasting + Diderius is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Diderius has the following cleric spells prepared: + Cantrips (at will): sacred flame, thaumaturgy + • 1st level (4 slots): command, guiding bolt, shield of faith + • 2nd level (3 slots): hold person, silence, spiritual weapon + • 3rd level (3 slots): animate dead, dispel magic + • 4th level (3 slots): divination, guardian of faith + • 5th level (2 slots): contagion, insect plague + • 6th level (1 slots): harm + + 4, 3, 3, 3, 2, 1 + sacred flame, thaumaturgy, command, guiding bolt, shield of faith, hold person, silence, spiritual weapon, animate dead, dispel magic, divination, guardian of faith, contagion, insect plague, harm + +Source: Rise of Tiamat p. 40 + desert + + + Dragonfang + M + humanoid (human) + Neutral Evil + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 12 + 12 + 14 + Wis +4 + Deception +5, Stealth +6 + 11 + Common, Draconic, Infernal + 5 + one of the following: acid, cold, fire, lightning, poison + + + + + + Dragon Fanatic + The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened. + + + Fanatic Advantage + Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. + + + Limited Flight + The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn. + + + Pack Tactics + The dragonfang has advantage on an attack roll against a creature if at least one of the dragonfang's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The Dragonfang attacks twice with its shortsword. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 7 (2d6) damage of the type to which the dragonfang has resistance. + Shortsword|+5|1d6+3 + + + Orb of Dragon's Breath (2/Day) + Ranged Spell Attack: +5 to hit, range 50 ft., one target. 22 (5d8) damage of the type to which the dragonfang has damage resistance. + Orb of Dragon's Breath (2/Day)|+5|5d8 + + +Source: Rise of Tiamat p. 89 + + + + Dragonsoul + M + humanoid (human) + Neutral Evil + 16 (studded leather armor) + 110 (17d8+34) + walk 30 ft. + 11 + 18 + 14 + 13 + 12 + 16 + Wis +4 + Deception +6, Stealth +7 + 11 + Common, Draconic, Infernal + 7 + one of the following: acid, cold, fire, lightning, poison + + + + + + Dragon Fanatic + The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened. + + + Fanatic Advantage + Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. + + + Limited Flight + The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn. + + + Pack Tactics + The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonsoul's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The Dragonsoul attacks twice with its shortsword. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 10 (3d6) damage of the type to which the dragonsoul has resistance. + Shortsword|+5|1d6+3 + + + Orb of Dragon's Breath (3/Day) + Ranged Spell Attack: +7 to hit, range 90 ft., one target. 27 (6d8) damage of the type to which the dragonsoul has damage resistance. + Orb of Dragon's Breath (3/Day)|+7|6d8 + + +Source: Rise of Tiamat p. 89 + + + + Galvan + M + humanoid (human) + Neutral Evil + 16 (studded leather armor) + 110 (17d8+34) + walk 30 ft. + 11 + 18 + 14 + 13 + 12 + 16 + Wis +4 + Deception +6, Stealth +7 + 11 + Common, Draconic, Infernal + 7 + one of the following: acid, cold, fire, lightning, poison + + + + + + 5etools Note + While Galvan is not presented in an encounter in The Rise of Tiamat, the dragonsoul stat block has been provided here for ease of use, with optional alterations for the Blue Dragon Mask. + + + Special Equipment + Galvan has the Blue Dragon Mask. + + + Draconic Majesty + While wearing no armor and wearing the Blue Dragon Mask, Galvan adds his Charisma bonus to her AC (included). + + + Lingering Shock + If Galvan deals lightning damage to a creature while wearing the Blue Dragon Mask, that creature can't take reactions until its next turn. + + + Legendary Resistance (1/Day) + If Galvan fails a saving throw while wearing the Blue Dragon Mask, he can choose to succeed instead. + + + Dragon Fanatic + Galvan has advantage on saving throws against being charmed or frightened. While Galvan can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, Galvan ignores the effects of being charmed or frightened. + + + Fanatic Advantage + Once per turn, if Galvan makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. + + + Limited Flight + Galvan can use a bonus action to gain a flying speed of 30 feet until the end of its turn. + + + Pack Tactics + Galvan has advantage on an attack roll against a creature if at least one of Galvan's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + Galvan attacks twice with its shortsword. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 10 (3d6) damage of the type to which Galvan has resistance. + Shortsword|+5|1d6+3 + + + Orb of Dragon's Breath (3/Day) + Ranged Spell Attack: +7 to hit, range 90 ft., one target. 27 (6d8) damage of the type to which Galvan has damage resistance. + Orb of Dragon's Breath (3/Day)|+7|6d8 + + +Source: Rise of Tiamat p. 9 + + + + Half-Blue Dragon Gladiator + M + humanoid (any race) + Any alignment + 16 (studded leather armor, shield) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + 11 + any one language (usually Common), Draconic + 5 + lightning + + + + blindsight 10 ft., darkvision 60 ft. + + Brave + The half-dragon has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when the half-dragon hits with it (included in the attack). + + + Multiattack + The half-dragon makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Lightning Breath (Recharge 5-6) + The half-dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||4d10 + + + Parry + The half-dragon adds 3 to its AC against one melee attack that would hit it. To do so, the half-dragon must see the attacker and be wielding a melee weapon. + + +Source: Rise of Tiamat p. 55, Essentials Kit: Divine Contention + + + + Half-Green Dragon Assassin + M + humanoid (any race) + Any Non-Good Alignment + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + 13 + Thieves' cant plus any two languages, Draconic + 8 + poison, poison + + + + blindsight 10 ft., darkvision 60 ft. + + Assassinate + During its first turn, the half-dragon has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the half-dragon scores against a surprised creature is a critical hit. + + + Evasion + If the half-dragon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the half-dragon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + The half-dragon deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the half-dragon that isn't incapacitated and the half-dragon doesn't have disadvantage on the attack roll. + + + Multiattack + The half-dragon makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+6|1d6+3 + Shortsword||7d6 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Light Crossbow|+6|1d8+3 + Light Crossbow||7d6 + + + Poison Breath (Recharge 5-6) + The half-dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath (Recharge 5-6)||6d6 + + +Source: Rise of Tiamat p. 56 + + + + Half-Red Dragon Gladiator + M + humanoid (any race) + Any alignment + 16 (studded leather armor, shield) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + 11 + any one language (usually Common), Draconic + 5 + fire + + + + blindsight 10 ft., darkvision 60 ft. + + Brave + The half-dragon has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when the half-dragon hits with it (included in the attack). + + + Multiattack + The half-dragon makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Fire Breath (Recharge 5-6) + The half-dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||7d6 + + + Parry + The half-dragon adds 3 to its AC against one melee attack that would hit it. To do so, the half-dragon must see the attacker and be wielding a melee weapon. + + +Source: Rise of Tiamat p. 56 + + + + Ice Toad + M + monstrosity + Neutral + 12 (natural armor) + 32 (5d8+10) + walk 30 ft., swim 30 ft. + 13 + 10 + 14 + 8 + 10 + 6 + + Perception +2 + 12 + Ice Toad + 1 + + cold + + + darkvision 60 ft. + + Amphibious + The toad can breathe air or water. + + + Cold Aura + Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage. + + + Standing Leap + The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d8) cold damage. If the target is a Medium or smaller creature it is grappled (escape DC 11). Until this grapple ends, the toad can't bite another target. + Bite|+3|1d8 + + Arauthator has attracted a number of ice toads to Oyaviggaton, where they help to maintain the iceberg and the dragon's many treasures and trophies. The ice toads are good at this job, thanks to their exceptionally intelligent leader, Marfulb. +Feeding on seals, sea birds, and fish caught for them by the Ice Hunters, Oyaviggaton's ice toads are not automatically hostile to strangers. Once characters get inside Arauthator's lair, they might find that these creatures can be helpful to their quest. Ice toads normally speak only their own obscure language. Those in Oyaviggaton know a little Draconic and Uluik (the language of the Ice Hunters), but their accents are thick and their pronunciation atrocious. Marfulb is fluent in Draconic thanks to many hours spent conversing with Arauthator. +When the characters encounter ice toads, their intelligence won't be apparent until they act or attempt to speak. Even then, characters might not recognize the ice toads' croaking as language. Ice toads move on all fours, but their webbed front feet are surprisingly dexterous. Some carry tools and useful items in pouches slung around their necks. +Source: Rise of Tiamat p. 90 + + + + Ice Troll + L + giant + Chaotic Evil + 15 (natural armor) + 84 (8d10+40) + walk 30 ft. + 18 + 13 + 20 + 7 + 9 + 7 + + Perception +2 + 12 + Giant + 5 + + + + + darkvision 60 ft. + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Bite|+7|1d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Variant: Loathsome Limbs + Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: + • 1–10: Nothing else happens. + • 11–14: One leg is severed from the troll if it has any legs left. + • 15–18: One arm is severed from the troll if it has any arms left. + • 19–20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. + If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. + A severed leg is unable to attack and has a speed of 5 feet. + A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. + If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. + The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. + + +Source: Rise of Tiamat p. 30 + underdark, mountain, forest, swamp, hill, arctic + + + Iskander + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + 5etools Note + Iskander is presented in The Rise of Tiamat as a neutral evil male human wizard. The mage statblock has been provided here for ease of use. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Rise of Tiamat p. 62 + + + + Maccath the Crimson + M + humanoid (tiefling) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages, Infernal + 6 + fire + + + + darkvision 60 ft. + + 5etools Note + Maccath the Crimson is presented in The Rise of Tiamat as a female tiefling sorcerer and member of the Arcane Brotherhood. The mage statblock, modified with tiefling racial traits, has been provided here for ease of use. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 11). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: thaumaturgy + 1/day each: darkness, hellish rebuke + + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold, thaumaturgy, darkness, hellish rebuke + +Source: Rise of Tiamat p. 33 + + + + Marfulb + M + monstrosity + Neutral + 12 (natural armor) + 32 (5d8+10) + walk 30 ft., swim 30 ft. + 13 + 10 + 14 + 8 + 10 + 6 + + Perception +2 + 12 + Ice Toad + 1 + + cold + + + darkvision 60 ft. + + Amphibious + The toad can breathe air or water. + + + Cold Aura + Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage. + + + Standing Leap + The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d8) cold damage. If the target is a Medium or smaller creature it is grappled (escape DC 11). Until this grapple ends, the toad can't bite another target. + Bite|+3|1d8 + + +Source: Rise of Tiamat p. 35 + + + + Mend-nets + M + humanoid (any race) + Any alignment + 12 (hide armor) + 11 (2d8+2) + walk 30 ft. + 13 + 11 + 12 + 8 + 11 + 8 + + + 10 + any one language + 1/8 + + + + + + + Pack Tactics + The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + +Source: Rise of Tiamat p. 32 + + + + Naergoth Bladelord + M + undead + Neutral Evil + 18 (plate armor) + 135 (18d8+54) + walk 30 ft. + 20 + 12 + 16 + 12 + 14 + 16 + Dex +5, Wis +6 + Perception +6, Stealth +5 + 16 + Common, Draconic + 11 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + + exhaustion, poisoned + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack. + + + Life Drain + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+9|5d6+3 + + + Longsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) if used with two hands, plus 10 (3d6) necrotic damage. + Longsword|+9|1d8+5 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage plus 10 (3d6) necrotic damage. + Longbow|+5|1d8+1 + + +Source: Rise of Tiamat p. 90 + + + + Neronvain + M + humanoid (elf) + Neutral Evil + 17 + 117 (18d8+36) + walk 30 ft. + 8 + 17 + 15 + 16 + 13 + 18 + Con +6, Wis +5 + Arcana +7, Perception +5 + 15 + Common, Draconic, Elvish, Infernal + 9 + + poison + + charmed, frightened, poisoned + darkvision 60 ft. + + Draconic Majesty + Neronvain adds his Charisma bonus to his AC (included). + + + Fey Ancestry + Magic can't put Neronvain to sleep. + + + Multiattack + Neronvain makes two attacks, either with his shortsword or Eldritch Arrow. + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 13 (3d8) poison damage. + Shortsword|+7|1d6+3 + + + Eldritch Arrow + Ranged Spell Attack: +7 to hit, range 120 ft., one target. 11 (2d10) force damage plus 9 (2d8) poison damage. + Eldritch Arrow|+7|2d10 + + + Poisonous Cloud (2/Day) + Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain's next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Rise of Tiamat p. 91 + + + + Paper Whirlwind + M + swarm of Medium beasts + Unaligned + 12 + 24 (7d8-7) + walk 10 ft., fly 50 ft. + 6 + 14 + 8 + 3 + 12 + 6 + + Perception +5 + 15 + + 1/4 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. + + + Beaks + Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. + Beaks|+4|2d6 + + +Source: Rise of Tiamat p. 72 + forest, swamp, hill, urban + + + Red Wizard + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Rise of Tiamat p. 76 + + + + Severin + M + humanoid (human) + Neutral Evil + 16 + 150 (20d8+60) + walk 30 ft. + 10 + 13 + 16 + 17 + 12 + 20 + Dex +5, Wis +5 + Arcana +7, Religion +7 + 11 + Common, Draconic, Infernal + 11 + While wearing the mask of the Dragon Queen: acid, cold, lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks + While wearing the mask of the Dragon Queen: fire + + While wearing the mask of the Dragon Queen: charmed, frightened, poisoned + While wearing the Mask of the Dragon Queen: darkvision 60 ft. + + Special Equipment + Severin has the Mask of the Dragon Queen. + + + Draconic Majesty + Severin adds his Charisma bonus to his AC (included). + + + Ignite Enemy + If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it. + + + Legendary Resistance (5/Day) + While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead. + + + Burning Touch + Melee Spell Attack: +5 to hit, reach 5 ft., one target. 18 (4d8) fire damage. + Burning Touch|+5|4d8 + + + Flaming Orb + Ranged Spell Attack: +5 to hit, range 90 ft., one target. 40 (9d8) fire damage. + Flaming Orb|+5|9d8 + + + Scorching Burst + Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. + Scorching Burst||4d8 + + + Severin can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Severin regains spent legendary actions at the start of its turn. + + + + If Severin is wearing the Mask of the Dragon Queen, he can take 3 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Severin regains spent legendary actions at the start of his turn. + + + Attack + Severin makes one attack. + + + Fiery Teleport (Costs 2 Actions) + Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10) fire damage. + + + Hellish Chains (Costs 3 Actions) + Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6) fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success. + + +Source: Rise of Tiamat p. 92 + + + + Sled Dog + M + beast + Unaligned + 13 (natural armor) + 11 (2d8+2) + walk 40 ft. + 12 + 15 + 12 + 3 + 12 + 6 + + Perception +3, Stealth +4 + 13 + + 1/4 + + + + + + + Keen Hearing and Smell + The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + Bite|+4|2d4+2 + + +Source: Rise of Tiamat p. 27 + grassland, forest, hill + + + Snake Horror + M + construct + Unaligned + 20 (plate armor, shield) + 60 (8d8+24) + walk 30 ft., fly 30 ft. + 18 + 13 + 16 + 10 + 10 + 10 + + Perception +4 + 14 + understands the languages of its creator but can't speak + 4 + bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + force, necrotic, poison + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned + blindsight 60 ft. (blind beyond this radius) + + Magic Resistance + The snake horror has advantage on saving throws against spells and other magical effects. + + + Spell Immunity + The snake horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt. + + + Multiattack + The snake horror makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. + Longsword|+6|1d8+4 + Longsword||2d8 + + +Source: Rise of Tiamat p. 46 + + + + Tiamat + G + fiend + Chaotic Evil + 25 (natural armor) + 615 (30d20+300) + walk 60 ft., fly 120 ft. + 30 + 10 + 30 + 26 + 26 + 28 + Str +19, Dex +9, Wis +17 + Arcana +17, Perception +26, Religion +17 + 36 + Common, Draconic, Infernal + 30 + + acid, cold, fire, lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks + + blinded, charmed, deafened, frightened, poisoned, stunned + darkvision 240 ft., truesight 120 ft. + + Discorporation + When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time. + + + Legendary Resistance (5/Day) + If Tiamat fails a saving throw, she can choose to succeed instead. + + + Limited Magic Immunity + Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects. + + + Magic Weapons + Tiamat's weapon attacks are magical. + + + Multiple Heads + Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. + + + Regeneration + Tiamat regains 30 hit points at the start of her turn. + + + Multiattack + Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail. + + + Claw + Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 24 (4d6 + 10) slashing damage. + Claw|+19|4d6+10 + + + Tail + Melee Weapon Attack: +19 to hit, reach 25 ft., one target. 28 (4d8 + 10) piercing damage. + Tail|+19|4d8+10 + + + Frightful Presence + Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's Frightful Presence for the next 24 hours. + + + Tiamat can take 7 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of its turn. + + + + Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn. + + + Bite + Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). + + + Black Dragon Head: Acid Breath (Costs 2 Actions) + Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. + + + Blue Dragon Head: Lightning Breath (Costs 2 Actions) + Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. + + + Green Dragon Head: Poison Breath (Costs 2 Actions) + Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. + + + Red Dragon Head: Fire Breath (Costs 2 Actions) + Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. + + + White Dragon Head: Cold Breath (Costs 2 Actions) + Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. + + + Innate Spellcasting + Tiamat can innately cast the following spell, her spellcasting ability is Charisma (spell save DC 26): + 3/day: divine word + + divine word + +Source: Rise of Tiamat p. 92, Baldur's Gate: Descent Into Avernus + + + + Varram + M + humanoid (dwarf) + Neutral Evil + 16 (studded leather armor) + 110 (17d8+34) + walk 25 ft. + 11 + 18 + 14 + 13 + 12 + 16 + Wis +4 + Deception +6, Stealth +7 + 11 + Common, Draconic, Infernal, Dwarvish + 7 + one of the following: acid, cold, fire, lightning, poison, poison + + + + darkvision 60 ft. + + 5etools Note + Varram is presented in The Rise of Tiamat as a male dwarf. The dragonsoul statblock, modified with dwarf racial traits, has been provided here for ease of use. + + + Dragon Fanatic + Varram has advantage on saving throws against being charmed or frightened. While Varram can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, Varram ignores the effects of being charmed or frightened. + + + Fanatic Advantage + Once per turn, if Varram makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. + + + Limited Flight + Varram can use a bonus action to gain a flying speed of 30 feet until the end of its turn. + + + Pack Tactics + Varram has advantage on an attack roll against a creature if at least one of Varram's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + Varram attacks twice with its shortsword. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 10 (3d6) damage of the type to which Varram has resistance. + Shortsword|+5|1d6+3 + + + Orb of Dragon's Breath (3/Day) + Ranged Spell Attack: +7 to hit, range 90 ft., one target. 27 (6d8) damage of the type to which Varram has damage resistance. + Orb of Dragon's Breath (3/Day)|+7|6d8 + + +Source: Rise of Tiamat p. 9 + + + diff --git a/FightClub5eXML/Sources/SleepingDragonsWake.xml b/FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml similarity index 100% rename from FightClub5eXML/Sources/SleepingDragonsWake.xml rename to FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml diff --git a/FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml b/FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml new file mode 100755 index 0000000..5900a71 --- /dev/null +++ b/FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml @@ -0,0 +1,172 @@ + + + + Giant Shark Skeleton + H + undead + Unaligned + 13 (natural armor) + 126 (11d12+55) + walk 20 ft., swim 50 ft. + 23 + 11 + 21 + 1 + 10 + 5 + + Perception +3 + 13 + + 5 + + poison + bludgeoning + exhaustion, poisoned + blindsight 60 ft. + + Blood Frenzy + The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage. + Bite|+9|3d10+6 + + A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. +The giant shark skeleton doesn't require air, food, drink, or sleep. The shark has had skeletal feet attached by some demented necromancer. +Source: Essentials Kit: Sleeping Dragon's Wake + + + + Lhammaruntosz + H + dragon + Lawful Good + 19 (natural armor) + 212 (17d12+102) + walk 40 ft., fly 80 ft., swim 40 ft. + 25 + 10 + 23 + 16 + 15 + 19 + Dex +5, Con +11, Wis +7, Cha +9 + Insight +7, Perception +12, Stealth +5 + 22 + Common, Draconic + 16 + + lightning + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + Lhammaruntosz can breathe air and water. + + + Legendary Resistance (3/Day) + If Lhammaruntosz fails a saving throw, she can choose to succeed instead. + + + Regeneration + Lhammaruntosz regains 5 hit points at the start of her turn. + + + Multiattack + Lhammaruntosz can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage. + Bite|+12|2d10+7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage. + Claw|+12|2d6+7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage. + Tail|+12|2d8+7 + + + Frightful Presence + Each creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lhammaruntosz's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + Lhammaruntosz uses one of the following breath weapons. + + + Lightning Breath + Lhammaruntosz exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath||12d10 + + + Repulsion Breath + Lhammaruntosz exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. + + + Change Shape + Lhammaruntosz magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice). + In a new form, Lhammaruntosz retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + Lhammaruntosz can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lhammaruntosz regains spent legendary actions at the start of its turn. + + + Detect + Lhammaruntosz makes a Wisdom (Perception) check. + + + Tail Attack + Lhammaruntosz makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Lhammaruntosz beats its wings. Each creature within 10 feet of Lhammaruntosz must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Lhammaruntosz can then fly up to half her flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. + + + Regional Effects + + + The region containing a legendary bronze dragon's lair is warped by the dragon's magic. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues. + • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + + Innate Spellcasting + Lhammaruntosz's spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: + 1/day each: create food and water, detect thoughts, fog cloud, speak with animals + + + Spellcasting + Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17; +9 to hit with spell attacks). She has the following sorcerer spells prepared: + Cantrips (at will): light, mage hand, mending + • 1st level (4 slots): charm person, detect magic, expeditious retreat, sleep + • 2nd level (3 slots): darkness, invisibility, suggestion + • 3rd level (3 slots): dispel magic, protection from energy + • 4th level (2 slots): dimension door, stoneskin + + 4, 3, 3, 2 + create food and water, detect thoughts, fog cloud, speak with animals, light, mage hand, mending, charm person, detect magic, expeditious retreat, sleep, darkness, invisibility, suggestion, dispel magic, protection from energy, dimension door, stoneskin + Lhammaruntosz, a bronze dragon with the ability to heal quickly, spent decades defending Leilon and the surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god of metallic dragons, in a cliff overlooking the sea. The shrine's face is carved in Lhammaruntosz's likeness and includes quarters for the rest of the Scaly Eye and a magic statue of Bahamut, which the dragon can use to commune with the deity. +In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her mad. She leaves on rare occasions to hunt for food, returning as soon as possible. Members of the Scaly Eye still live within the Bronze Shrine, as Lhammaruntosz has ordered them to stay on as her guardians. +Source: Essentials Kit: Sleeping Dragon's Wake + + + diff --git a/FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml b/FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml new file mode 100755 index 0000000..8535575 --- /dev/null +++ b/FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml @@ -0,0 +1,6051 @@ + + + + Aarakocra Simulacra + M + humanoid (aarakocra) + Neutral Good + 12 + 6 (3d4) + walk 20 ft., fly 50 ft. + 10 + 14 + 10 + 11 + 12 + 11 + + Perception +5 + 15 + Auran, Aarakocra + 1/8 + + + + + + + Dive Attack + If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. + + + Simulacra + When a simulacrum drops to 0 hit points or is subjected to a successful dispel magic spell (DC 17), it reverts to ice and snow and is destroyed. + + + Talon + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Talon|+4|1d4+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Javelin|+4|1d6+2 + + + Summon Air Elemental + Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it. + + +Source: Storm King's Thunder p. 188 + + + + Alastrah + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Storm King's Thunder p. 197 + arctic, desert, coastal, grassland, hill, urban, forest + + + Augrek Brighthelm + M + humanoid (shield dwarf) + Lawful Good + 15 (chain shirt, shield) + 13 (2d8+4) + walk 25 ft. + 14 + 11 + 15 + 10 + 11 + 11 + + Athletics +4, Perception +2 + 12 + Common, Dwarvish + 0 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + Augrek has advantage on saving throws against poison. + + + Roleplaying Information + Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart. + Ideal: "You'll get farther in life with a kind word than an axe." + Bond: "Bryn Shander is my home. It's my job to protect her." + Flaw: "I'm head over heels in love with Sheriff Southwell. One day I hope to marry him." + + + Warhammer + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands. + Warhammer|+4|1d8+2 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. Augrek carries ten crossbow bolts. + Heavy Crossbow|+2|1d10 + + Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart. +Ideal:"You'll get farther in life with a kind word than an axe." +Bond:"Bryn Shander is my home. It's my job to protect her." +Flaw:"I'm head over heels in love with Sheriff Southwell. One day I hope to marry him." +Source: Storm King's Thunder p. 247 + + + + Axe of Mirabar Soldier + M + humanoid (dwarf) + Any alignment + 17 (splint armor) + 67 (9d8+27) + walk 25 ft. + 16 + 13 + 14 + 10 + 11 + 10 + + Athletics +5, Perception +2 + 12 + any one language (usually Common), Dwarvish + 3 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + The soldier makes two battleaxe attacks. If it has a handaxe drawn, it can also make a handaxe attack. + + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Battleaxe|+5|1d8+3 + + + Handaxe + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) slashing damage. + Handaxe|+5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+3|1d10+1 + + +Source: Storm King's Thunder p. 98 + + + + Beldora + M + humanoid (Illuskanhuman) + Chaotic Good + 12 + 18 (4d8) + walk 30 ft. + 10 + 14 + 10 + 16 + 12 + 16 + + Deception +5, Insight +3, Investigation +5, Perception +5, Persuasion +5 + 13 + Common, Draconic, Dwarvish, Halfling + 0 + + + + + + + Roleplaying Information + Beldora is a member of the harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth. + Ideal: "We should all strive to help one another" + Bond: "I'll risk my life to protect the powerless." + Flaw: "I like lying to people. Makes life more interesting, no?" + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. Beldora carries ten crossbow bolts. + Hand Crossbow|+4|1d6+2 + + + Duck and Cover + Beldora adds 2 to her AC against one ranged attack that would hit her. To do so, Beldora must see the attacker and can't be grappled or restrained. + + Beldora is a member of the Harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth. +Ideal:"We should all strive to help one another." +Bond:"I'll risk my life to protect the powerless." +Flaw:"I like lying to people. Makes life more interesting, no?" +Source: Storm King's Thunder p. 249 + + + + Braxow + H + giant + Neutral + 17 (natural armor) + 126 (11d12+55) + walk 40 ft. + 23 + 15 + 20 + 10 + 12 + 9 + Dex +5, Con +8, Wis +4 + Athletics +12, Perception +4 + 14 + Giant + 7 + + + + + darkvision 60 ft. + + Stone Camouflage + The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Greatclub|+9|3d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + Rock|+9|4d10+6 + + + Rock Catching + If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. + + + Variant: New Giant Options + Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line. These abilities are represented by the following action options. + Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. + Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save + + +Source: Storm King's Thunder p. 207 + underdark, mountain, hill + + + Chief Guh + H + giant + Chaotic Evil + 9 (natural armor) + 160 (10d12+40) + walk 0 ft. + 21 + 1 + 19 + 5 + 9 + 6 + + Perception +2 + 12 + Common, Giant, Goblin + 5 + + + + + + + Multiattack + The giant makes two greatclub attacks or two unarmed attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Greatclub|+8|3d8+5 + + + Unarmed Attack + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (3d4 + 5) bludgeoning damage. + Unarmed Attack|+8|3d4+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage. + Rock|+8|3d10+5 + + Hill giants are selfish, dimwitted brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can,bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength. +Primitive. Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mud.and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs. +Bigger Means Better. In a hill giant's world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power. +Hill giants don't realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe's chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order. +Voracious Eaters. With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn't obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud. +Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too. +Stupid and Deadly. The hill giants' ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals.They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped. +With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don't think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter. +In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another's shoulders holding a giant-painted pumpkinhead. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to +take actions that benefit them. +Raging Bullies. A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry. +If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim. +Giants. Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. +Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning. Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods. When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Storm King's Thunder p. 140 + + + + Chief Kartha-Kaya + L + monstrosity + Neutral Evil + 11 (leather armor) + 70 (8d10+16) + walk 30 ft. + 18 + 11 + 15 + 14 + 15 + 14 + + Deception +4, Survival +4 + 12 + Common, Yikaria + 3 + + + + + + + Possession (Recharges after a Short or Long Rest) + Chief Kartha attempts to magically possess a humanoid or giant. Chief Kartha must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by Chief Kartha, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. Chief Kartha now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. + The possession lasts until either the body drops to 0 hit points, Chief Kartha ends the possession as an action, or Chief Kartha is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, Chief Kartha reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by Chief Kartha, Chief Kartha dies as well, and its body doesn't reappear. + + + Multiattack + Chief Kartha makes two attacks, either with his flame tongue greatsword or his longbow. + + + Flame Tongue Greatsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 18 (4d6 + 4) slashing damage plus 7 (2d6) fire damage. + Flame Tongue Greatsword|+6|4d6+4 + + + Longbow + Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. 9 (2d8) piercing damage. + Longbow|+2|2d8 + + +Source: Storm King's Thunder p. 173 + + + + Cinderhild + L + giant + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Greatclub|+6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|+6|2d6+4 + + +Source: Storm King's Thunder p. 182 + grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain + + + Claugiyliamatar + G + dragon + Lawful Evil + 21 (natural armor) + 385 (22d20+154) + walk 40 ft., fly 80 ft., swim 40 ft. + 27 + 12 + 25 + 20 + 17 + 19 + Dex +8, Con +14, Wis +10, Cha +11 + Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 + 27 + Common, Draconic + 22 + + poison + + poisoned + blindsight 60 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. + Bite|+15|2d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 22 (4d6 + 8) slashing damage. + Claw|+15|4d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+15|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Poison Breath (Recharge 5-6) + The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath (Recharge 5-6)||22d6 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies. + • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies. + • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. + + + Regional Effects + + + The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the 'thickets or take 3 (1d6) piercing damage from thorns. + • Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. + • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path. + • Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator. + If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns. + + +Source: Storm King's Thunder p. 96, Essentials Kit: Divine Contention, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake + forest + + + Clockwork Mule + M + beast + Unaligned + 10 + 11 (2d8+2) + walk 40 ft. + 14 + 10 + 13 + 2 + 10 + 5 + + + 10 + + 1/8 + + + + + + + Maintainable + Repairing 1 hit point of damage to the clockwork mule takes 1 hour and requires replacement parts, which can be bought in a large city for 20 gp. If the mule drops to 0 hit points, it is destroyed and unrepairable. + + + Beast of Burden + The mule is considered to be a Large animal for the purpose of determining its carrying capacity. + + + Sure-Footed + The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Hooves + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Hooves|+2|1d4+2 + + +Source: Storm King's Thunder p. 162 + hill, urban, desert + + + Cog + H + giant + Chaotic Evil + 13 (natural armor) + 105 (10d12+40) + walk 40 ft. + 21 + 8 + 19 + 5 + 9 + 6 + + Perception +2 + 12 + Giant + 5 + + + + + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Greatclub|+8|3d8+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage. + Rock|+8|3d10+5 + + + Variant: New Giant Options + Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option. + Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up. + + +Source: Storm King's Thunder p. 209 + hill + + + Count Thullen + H + giant + Neutral Good (50%) Neutral Evil (50%) + 14 (natural armor) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 12 + 16 + 16 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7 + 17 + Common, Giant + 9 + + + + + + + Keen Smell + Thullen has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + Thullen makes two morningstar attacks. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage. + Morningstar|+12|3d8+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+12|4d10+8 + + + Variant: New Giant Options + Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options. + Fling. Thullen tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Thullen's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown. + Wind Aura. A magical aura of wind surrounds Thullen. The aura is a 10-foot-radius sphere that lasts as long as Thullen maintains concentration on it (as if concentrating on a spell). While the aura is in effect, Thullen gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + + Innate Spellcasting + Thullen's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + + Spellcasting + Thullen is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following druid spells prepared: + Cantrips (at will): druidcraft, mending, produce flame + • 1st level (4 slots): cure wounds, entangle, thunderwave + • 2nd level (3 slots): animal messenger, barkskin, gust of wind + • 3rd level (3 slots): call lightning, conjure animals, speak with plants + • 4th level (3 slots): freedom of movement, grasping vine + • 5th level (1 slots): conjure elemental + + 4, 3, 3, 3, 1 + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form, druidcraft, mending, produce flame, cure wounds, entangle, thunderwave, animal messenger, barkskin, gust of wind, call lightning, conjure animals, speak with plants, freedom of movement, grasping vine, conjure elemental + +Source: Storm King's Thunder p. 198 + mountain + + + Countess Sansuri + H + giant + Neutral Evil + 14 (natural armor) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 16 + 16 + 16 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7 + 17 + Auran, Common, Giant + 11 + + + + + + + Keen Smell + Sansuri has advantage on Wisdom (Perception) checks that rely on smell. + + + Fling + Sansuri tries to throw a Small or Medium creature within 10 feet of her. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Sansuri's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown. + + + Wind Aura + A magical aura of wind surrounds Sansuri. The aura is a 10-foot-radius sphere that lasts as long as Sansuri maintains concentration on it (as if concentrating on a spell). While the aura is in effect, Sansuri gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + + Multiattack + Sansuri makes two spear attacks. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage. + Morningstar|+12|3d8+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+12|4d10+8 + + + Innate Spellcasting + Sansuri's innate spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + + Spellcasting + Sansuri is a 13th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). She has the following wizard spells prepared: + Cantrips (at will): mage hand, mending, message, prestidigitation, ray of frost + • 1st level (4 slots): identify, magic missile, shield, unseen servant + • 2nd level (3 slots): arcane lock, gust of wind, invisibility + • 3rd level (3 slots): haste, hypnotic pattern, lightning bolt + • 4th level (3 slots): ice storm, stoneskin + • 5th level (2 slots): Bigby's hand, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): Mordenkainen's sword + + 4, 3, 3, 3, 2, 1, 1 + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form, mage hand, mending, message, prestidigitation, ray of frost, identify, magic missile, shield, unseen servant, arcane lock, gust of wind, invisibility, haste, hypnotic pattern, lightning bolt, ice storm, stoneskin, Bigby's hand, wall of force, globe of invulnerability, Mordenkainen's sword + Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue. +High and Mighty. Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly. +Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs. +Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants. +Affluent Princes. Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races. +They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottagesized produce and magic beans are spread in the mortal realm. +As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions. +Children of the Trickster. The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silvertongued speech. Family members usually align in the same direction. +Wealth and Power. A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants. +However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household. +Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor. +Giants. Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain thecustoms and traditions of old. +Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning. Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods. When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Storm King's Thunder p. 192 + + + + Crag Cat + L + monstrosity + Unaligned + 13 + 34 (4d10+12) + walk 40 ft., climb 30 ft. + 16 + 17 + 16 + 4 + 14 + 8 + + Stealth +7, Perception +4 + 14 + + 1 + + + + + darkvision 60 ft. + + Nondetection + The cat cannot be targeted or detected by any divination magic or perceived through magical scrying sensors. + + + Pounce + If the cat moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action. + + + Spell Turning + The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. + Bite|+5|1d10+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claw|+5|1d8+3 + + The creature referred to in Northlander lore as the Hunter of Men is a sure-footed predator that can be found anywhere except deep forest, preferring ledges and cliffs in the mountains. Its cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other prey. +Crag cats blend in with natural surroundings. During the winter, their fur turns white to blend in with the snow. At other times of the year, their fur is gray, enabling them to hide among the rocks more easily. +The crag cat knows its territory and often attacks when its prey is asleep, exhausted, or otherwise weakened. Although crag cats are typically solitary, they can be found in family groups of two parents and 1d4 Small noncombatant cubs in the spring, or in hungry packs in severe winter weather. +Source: Storm King's Thunder p. 240, Icewind Dale: Rime of the Frostmaiden + + + + Cressaro + H + giant + Neutral Good (50%) Neutral Evil (50%) + 14 (natural armor) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 12 + 16 + 16 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7 + 17 + Common, Giant + 9 + + + + + + + Keen Smell + The giant has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The giant makes two morningstar attacks. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage. + Morningstar|+12|3d8+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+12|4d10+8 + + + Variant: New Giant Options + Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options. + Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown. + Wind Aura. A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + + Innate Spellcasting + The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form + +Source: Storm King's Thunder p. 193 + mountain + + + Cryovain + H + dragon + Chaotic Evil + 18 (natural armor) + 200 (16d12+96) + walk 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. + 22 + 10 + 22 + 8 + 12 + 12 + Dex +5, Con +11, Wis +6, Cha +6 + Perception +11, Stealth +5 + 21 + Common, Draconic + 13 + + cold + + + blindsight 60 ft., darkvision 120 ft. + + Ice Walk + The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. + Bite|+11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Tail|+11|2d8+6 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Cold Breath (Recharge 5-6) + The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath (Recharge 5-6)||12d8 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. + • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. + • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. + + + Regional Effects + + + The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Chilly fog lightly obscures the land within 6 miles of the dragon's lair. + • Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest. + • Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. + • If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however. + If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days. + + +Source: Storm King's Thunder p. 165 + arctic + + + Darathra Shendrel–Storm King's Thunder + M + humanoid (Chondathanhuman) + Lawful Good + 14 (breastplate) + 52 (8d8+16) + walk 30 ft. + 16 + 11 + 14 + 11 + 11 + 15 + + History +2, Intimidation +4, Investigation +2, Perception +2, Persuasion +4 + 12 + Common + 0 + + + + + + + Brave + Darathra has advantage on saving throws against being frightened + + + Roleplaying Information + As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster. + Ideal: "Good people should be given every chance to prosper, free of tyranny." + Bond: "I'll lay down my life to protect Triboar and its citizens." + Flaw: "I refuse to back down. Push me, and I'll push back." + + + Multiattack + Darthra makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage + Greatsword|+5|2d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. Darathra carries twenty crossbow bolts. + Heavy Crossbow|+2|1d10 + + +Source: Storm King's Thunder p. 253 + + + + Darz Helgar + M + humanoid (Illuskanhuman) + Neutral + 12 + 27 (5d8+5) + walk 30 ft. + 15 + 15 + 12 + 10 + 11 + 11 + + Intimidation +2, Sleight of hand +4, Stealth +4 + 10 + Common + 0 + + + + + + + Sneak Attack (1/Turn) + Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll. + + + Roleplaying Information + In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker. + Ideal: "You can run from your past, but you can't hide from it." + Bond: "I've made a new life in Triboar. I'm not gonna run away this time. " + Flaw: "I have no regrets. I do whatever it takes to survive." + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) piercing damage. Darz carries twenty sling stones. + Sling|+4|1d4+2 + + In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker. +Ideal:"You can run from your past, but you can't hide from it." +Bond:"I've made a new life in Triboar. I'm not gonna run away this time." +Flaw:"I have no regrets. I do whatever it takes to survive." +Source: Storm King's Thunder p. 253 + + + + Deadstone Cleft Stone Giant + H + giant + Neutral + 17 (natural armor) + 126 (11d12+55) + walk 40 ft. + 23 + 15 + 20 + 10 + 12 + 9 + Dex +5, Con +8, Wis +4 + Athletics +12, Perception +4 + 14 + Giant + 7 + + + + + darkvision 60 ft. + + Olach Morrah + The giant meditates for 1 hour, during which time it can do nothing else. At the end of the hour, provided the giant's meditation has been uninterrupted, it becomes petrified for 8 hours. At the end of this time, the giant is no longer petrified and gains tremorsense out to a range of 30 feet, as well as a measure of innate spellcasting ability for the next 24 hours. + + + Stone Camouflage + The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Greatclub|+9|3d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + Rock|+9|4d10+6 + + + Rock Catching + If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. + + + Variant: New Giant Options + Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line. These abilities are represented by the following action options. + Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. + Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save + + +Source: Storm King's Thunder p. 146 + underdark, mountain, hill + + + Duchess Brimskarda + H + giant + Lawful Evil + 18 (plate armor) + 162 (13d12+78) + walk 30 ft. + 25 + 9 + 23 + 10 + 14 + 13 + Dex +3, Con +10, Cha +5 + Athletics +11, Perception +6 + 16 + Giant + 9 + + fire + + + + + Special Equipment + Brimskarda carries a potion of invisibility, which she quaffs on her first turn in combat. + + + Multiattack + The giant makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (6d6 + 7) slashing damage. + Greatsword|+11|6d6+7 + + + Iron Cauldron + Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 29 (4d10 + 7) bludgeoning damage. + Iron Cauldron|+11|4d10+7 + + + Variant: New Giant Options + Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits. + Siege Monster. The giant deals double damage to objects and structures. + Tackle. When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone. + + +Source: Storm King's Thunder p. 185 + underdark, mountain + + + Duke Zalto + H + giant + Lawful Evil + 18 (plate armor) + 221 (13d12+78) + walk 30 ft. + 25 + 9 + 23 + 10 + 14 + 13 + Dex +3, Con +10, Cha +5 + Athletics +11, Perception +6 + 16 + Common, Elvish, Giant + 9 + lightning + fire + + + + + Siege Monster + Zalto deals double damage to objects and structures. + + + Special Equipment + Zalto wears a ring of lightning resistance. + + + Tackle + When Zalto enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone. + + + Multiattack + Zalto makes two maul attacks. + + + Maul + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (6d6 + 7) bludgeoning damage. + Maul|+11|6d6+7 + + + Rock + Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 29 (4d10 + 7) bludgeoning damage. + Rock|+11|4d10+7 + + Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary. +Fire Forged. Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants' forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants' stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions. +Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm. +Martial Experts. From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants' fortresses and underground realms of smoke and ash. +The fire giants' songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths' hammers throughout theirsmoky halls. +Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians. +Feudal Lords. Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings. +Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep slaves at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants' mountainous realms to mine ore and gemstones from deep within the earth. +Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce. +Skilled Artisans. Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war. +Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind. +Giants. Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. +Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning. Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods. When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Storm King's Thunder p. 184 + + + + Duvessa Shane + M + humanoid (Illuskanhuman) + Lawful Good + 10 + 9 (2d8) + walk 30 ft. + 10 + 11 + 10 + 16 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + Common, Dwarvish, Giant, Orc + 0 + + + + + + + Roleplaying Information + The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove. + Ideal: "The people of Icewind Dale are survivors. They can weather any storm." + Bond: "My mother taught me what it means to be a good leader. I won't disappoint her." + Flaw: "I don't give an inch in any argument of conflict." + + + Dagger + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage. Duvessa carries only one dagger. + Dagger|+2|1d4 + + + Parry + Duvessa adds 2 to her AC against one melee attack that would hit her. To do so, Duvessa must see the attacker and be wielding a melee weapon. + + The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove. +Ideal:"The people of Icewind Dale are survivors. They can weather any storm." +Bond:"My mother taught me what it means to be a good leader. I won't disappoint her." +Flaw:"I don't give an inch in any argument or conflict." +Source: Storm King's Thunder p. 248 + + + + Eigeron's Ghost + H + undead + Any alignment + 11 + 65 (10d12) + walk 0 ft., fly 40 ft. + 7 + 13 + 10 + 10 + 12 + 17 + + + 11 + any languages it knew in life + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Ethereal Sight + The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Rejuvenation + If it is destroyed, the ghost re-forms after 24 hours. To truly destroy the ghost, characters must lay Eigeron's spirit to rest by killing Blagothkus. + + + Withering Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage. + Withering Touch|+5|4d6+3 + + + Etherealness + The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Possession (Recharge 6) + One humanoid or giant that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. If a creature possessed by the ghost is forcibly removed from the Eye of Annam, the ghost is expelled from its host and re-forms in the middle of this room. + + +Source: Storm King's Thunder p. 129 + underdark, urban + + + Elister + S + humanoid (gnome) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 25 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages, Gnomish + 2 + + + + + darkvision 60 ft. + + Divine Eminence + As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Gnome Cunning + <$title_short_name$> has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + +Source: Storm King's Thunder p. 154 + + + + Felbarren Dwarf + M + humanoid (dwarf) + Any alignment + 16 (chain shirt, shield) + 11 (2d8+2) + walk 25 ft. + 13 + 12 + 12 + 10 + 11 + 10 + + Perception +2 + 12 + any one language (usually Common), Dwarvish + 1/8 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + +Source: Storm King's Thunder p. 79 + + + + Felgolos + H + dragon + Lawful Good + 19 (natural armor) + 212 (17d12+102) + walk 40 ft., fly 80 ft., swim 40 ft. + 25 + 10 + 23 + 16 + 15 + 19 + Dex +5, Con +11, Wis +7, Cha +9 + Insight +7, Perception +12, Stealth +5 + 22 + Common, Draconic + 15 + + lightning + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + Felgolos can breathe air and water. + + + Legendary Resistance (3/Day) + If Felgolos fails a saving throw, it can choose to succeed instead. + + + Multiattack + Felgolos can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage. + Bite|+12|2d10+7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage. + Claw|+12|2d6+7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage. + Tail|+12|2d8+7 + + + Frightful Presence + Each creature of Felgolos's choice that is within 120 feet of Felgolos and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Felgolos's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + Felgolos uses one of the following breath weapons. + • Lightning Breath. Felgolos exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||12d10 + • Repulsion Breath. Felgolos exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from Felgolos. + + + Change Shape + Felgolos magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Felgolos's choice). + In a new form, Felgolos retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + Felgolos makes a Wisdom (Perception) check. + + + Tail Attack + Felgolos makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Felgolos beats its wings. Each creature within 10 feet of Felgolos must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Felgolos can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. + + + Regional Effects + + + The region containing a legendary bronze dragon's lair is warped by the dragon's magic. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues. + • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + +Source: Storm King's Thunder p. 192 + coastal + + + Ghelryn Foehammer + M + humanoid (shielddwarf) + Lawful Good + 14 (breastplate, shield) + 30 (4d8+12) + walk 25 ft. + 18 + 7 + 17 + 10 + 11 + 11 + + Athletics +6, Intimidation +2, Perception +2 + 12 + Common, Dwarvish + 0 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + Ghelryn has advantage on saving throws against poison. + + + Giant Slayer + Any weapon attack that Ghelryn makes against a giant deals an extra 7 (2d6) damage on a hit. + + + Roleplaying Information + The blacksmith Ghelryn has a good heart, but he hates orcs and giants—hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls! + Ideal: "It is incumbent upon every dwarf to forge a legacy." + Bond: "I stand for Clan Foehammer and all dwarvenkind." + Flaw: "I never run from a fight, especially if it involves killing orcs or giants." + + + Multiattack + Ghelryn makes two battleaxe attacks. + + + Battleaxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Battleaxe|+6|1d8+4 + + The blacksmith Ghelryn has a good heart, but he hates orcs and giants-hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls! +Ideal:"It is incumbent upon every dwarf to forge a legacy." +Bond:"I stand for Clan Foehammer and all dwarvenkind." +Flaw:"I never run from a fight, especially if it involves killing orcs or giants." +Source: Storm King's Thunder p. 255 + + + + Giant Raven + L + beast + Neutral Evil + 10 + 22 (3d10+6) + walk 10 ft., fly 60 ft. + 15 + 10 + 15 + 6 + 12 + 7 + + Perception +3 + 13 + understands Common but can't speak + 1 + + + + + + + Keen Sight and Smell + The raven has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Pack Tactics + The raven has advantage on an attack roll against a creature if at least one of the raven's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The raven makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. + Beak|+4|2d4+2 + + + Talons + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage. + Talons|+4|2d6+2 + + +Source: Storm King's Thunder p. 66 + grassland, desert + + + Great Chief Halric Bonesnapper + M + humanoid (any race) + Any Chaotic Alignment + 13 (hide armor) + 99 (9d8+27) + walk 30 ft. + 16 + 12 + 17 + 9 + 11 + 9 + + + 10 + any one language (usually Common) + 2 + + + + + + + Reckless + At the start of its turn, Halric can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + +Source: Storm King's Thunder p. 89 + + + + Harshnag + H + giant + Chaotic Good + 21 (+3 plate armor) + 204 (12d12+60) + walk 40 ft. + 23 + 9 + 21 + 9 + 10 + 12 + Con +9, Wis +4, Cha +5 + Athletics +10, Perception +4 + 13 + Common, Giant + 9 + + cold + + + + + Legendary Resistance (1/Day) + If Harshnag fails a saving throw, he can choose to succeed instead. + + + Weighted Net + Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target. + + + Multiattack + The giant makes two greataxe attacks. + + + Gurt's Greataxe + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 26 (3d12 + 7) slashing damage, or 39 (5d12 + 7) slashing damage if the target is human. + Gurt's Greataxe|+11|3d12+7 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+9|4d10+6 + + Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging.They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies. +Hearts of Ice. Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice. +Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate. +Reavers of the Storm. The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When thatstorm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path. +Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor. +Rulers by Might. Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness. +When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides. +Make War, Not Goods. Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws. +Giants. Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. +Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning. Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods. When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Storm King's Thunder p. 120 + + + + Hellenhild + H + giant + Neutral Evil + 15 (patchwork armor) + 138 (12d12+60) + walk 40 ft. + 23 + 9 + 21 + 9 + 10 + 12 + Con +8, Wis +3, Cha +4 + Athletics +9, Perception +3 + 13 + Giant + 8 + + cold + + + + + Multiattack + The giant makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. + Greataxe|+9|3d12+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+9|4d10+6 + + + Variant: New Giant Options + Some adult frost giants are skilled hunters who construct and hurl nets weighted down with fragments of metal or bone. This ability is represented by the following action option. + Weighted Net. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target. + + +Source: Storm King's Thunder p. 207 + mountain, arctic + + + Huge Stone Golem + H + construct + Unaligned + 17 (natural armor) + 195 (17d12+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+10|3d8+6 + + + Slow (Recharge 5-6) + The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Storm King's Thunder p. 153 + + + + Hulking Crab + H + beast + Unaligned + 17 (natural armor) + 76 (8d12+24) + walk 20 ft., swim 30 ft. + 19 + 8 + 16 + 3 + 11 + 3 + + Stealth +2 + 10 + + 5 + + + + + blindsight 30 ft. + + Amphibious + The crab can breathe air and water. + + + Shell Camouflage + While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check. + + + Multiattack + The crab makes two attacks with its claws. + + + Claw + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 20 (3d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target + Claw|+7|3d10+4 + + Much bigger than a giant crab, a hulking crab has a body 15 to 20 feet in diameter. Its shell is often covered with coral, anemones, ship wreckage, or some other sort of detritus salvaged from the ocean floor. +Source: Storm King's Thunder p. 240 + + + + Hydia Moonmusk + M + humanoid (any race) + Any alignment + 16 (studded leather armor, shield) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + 11 + any one language (usually Common) + 5 + + + + + + + Brave + Hydia has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when Hydia hits with it (included in the attack). + + + Multiattack + Hydia makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Parry + Hydia adds 3 to its AC against one melee attack that would hit it. To do so, Hydia must see the attacker and be wielding a melee weapon. + + +Source: Storm King's Thunder p. 148 + + + + Ice Spider + L + beast + Unaligned + 14 (natural armor) + 26 (4d10+4) + walk 30 ft., climb 30 ft. + 14 + 16 + 12 + 2 + 11 + 4 + + Stealth +7 + 10 + + 1 + + + + + blindsight 10 ft., darkvision 60 ft. + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|+5|1d8+3 + Bite||2d8 + + + Icy Web (Recharge 5-6) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The target is restrained by webbing, and takes 1 cold damage at the start of each of its turns. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison, and psychic damage). + + +Source: Storm King's Thunder p. 127 + underdark, forest, swamp, urban, desert + + + Ice Spider Queen + L + beast + Unaligned + 14 (natural armor) + 44 (4d10+4) + walk 30 ft., climb 30 ft. + 14 + 16 + 12 + 2 + 11 + 4 + + Stealth +7 + 10 + + 1 + + + + + blindsight 10 ft., darkvision 60 ft. + + Cold Aura + Any creature that starts its turn within 5 feet of the spider takes 5 (2d4) cold damage. + + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|+5|1d8+3 + Bite||2d8 + + + Icy Web (Recharge 5-6) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The target is restrained by webbing, and takes 2 (1d4) cold damage at the start of each of its turns. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison, and psychic damage). + Icy Web (Recharge 5-6)|+5|1d4 + + +Source: Storm King's Thunder p. 128 + underdark, forest, swamp, urban, desert + + + Imperator Uthor + H + giant + Chaotic Good + 16 (scale mail) + 272 (20d12+100) + walk 50 ft., swim 50 ft. + 29 + 14 + 20 + 16 + 18 + 18 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + 19 + Common, Giant + 13 + cold + lightning, thunder + + + + + Amphibious + Uthor can breathe air and water. + + + Multiattack + Uthor makes two trident attacks. + + + Trident of Fish Command + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (3d6 + 9) piercing damage, or (3d8 + 9) piercing damage if used with two hands. + Trident of Fish Command|+14|3d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 35 (4d12 + 9) bludgeoning damage. + Rock|+14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Uthor hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike (Recharge 5-6)||12d8 + + + Variant: New Giant Options + Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option. + Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of Uthor must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Uthor's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + + + Innate Spellcasting + Uthor's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + detect magic, feather fall, levitate, light, control weather, water breathing + +Source: Storm King's Thunder p. 209 + coastal + + + Isendraug + H + dragon + Chaotic Evil + 18 (natural armor) + 200 (16d12+96) + walk 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. + 22 + 10 + 22 + 8 + 12 + 12 + Dex +5, Con +11, Wis +6, Cha +6 + Perception +11, Stealth +5 + 21 + Common, Draconic + 13 + + cold + + + blindsight 60 ft., darkvision 120 ft. + + Ice Walk + The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. + Bite|+11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage. + Claw|+11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage. + Tail|+11|2d8+6 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Cold Breath (Recharge 5-6) + The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath (Recharge 5-6)||12d8 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. + • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. + • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. + + + Regional Effects + + + The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Chilly fog lightly obscures the land within 6 miles of the dragon's lair. + • Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest. + • Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. + • If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however. + If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days. + + +Source: Storm King's Thunder p. 164 + arctic + + + Iymrith + G + dragon + Lawful Evil + 22 (natural armor) + 481 (26d20+208) + walk 40 ft., burrow 40 ft., fly 80 ft. + 29 + 10 + 27 + 18 + 17 + 21 + Dex +7, Con +15, Wis +10, Cha +12 + Perception +17, Stealth +7 + 27 + Common, Draconic, Giant, Terran + 23 + + lightning + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If Iymrith fails a saving throw, she can choose to succeed instead. + + + Multiattack + Iymrith can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws. + + + Bite + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. + Bite|+16|2d10+9 + + + Claw + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 16 (2d6 + 9) slashing damage. + Claw|+16|2d6+9 + + + Tail + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 18 (2d8 + 9) bludgeoning damage. + Tail|+16|2d8+9 + + + Frightful Presence + Each creature of Iymrith's choice that is within 120 feet of Iymrith and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Iymrith's Frightful Presence for the next 24 hours. + + + Lightning Breath (Recharge 5-6) + Iymrith exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||16d10 + + + Change Shape + Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Iymrith's choice). + In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form. + + + Iymrith can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Iymrith regains spent legendary actions at the start of its turn. + + + Detect + Iymrith makes a Wisdom (Perception) check. + + + Tail Attack + Iymrith makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Iymrith beats her wings. Each creature within 15 feet of Iymrith must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. Iymrith can then fly up to half her flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. + • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage. + + + Regional Effects + + + The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Thunderstorms rage within 6 miles of the lair. + • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5). + • Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 x 10 feet into the sinkhole. + If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are. + + + Innate Spellcasting + Iymrith's innate spellcasting ability is Charisma (spell save DC 20). Iymrith's stone shape can create a living gargoyle instead of altering the stone as described in the spell description. She can innately cast the following spells, requiring no material components: + 1/day: counterspell, detect magic, ice storm, stone shape, teleport + + counterspell, detect magic, ice storm, stone shape, teleport + Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons. +A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. +A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. +Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures. +A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again. +Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye. +When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks. +Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely. +A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them. +Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelery and magic items adorned with those gems. +A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves. +A Blue Dragon's Lair. Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands. +Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that +are the dragon's first line of defense. +A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows +out, leaving its attackers to be crushed and suffocated. +When it returns later, it collects its possessions-along with the wealth of the dead intruders. +Dragons. True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Chromatic Dragons. The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other. +Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have "stolen" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. +Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. +Dangerous Lairs. A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. +Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. +Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. +Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. +Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power. +Source: Storm King's Thunder p. 241 + + + + Jarl Storvald + H + giant + Neutral Evil + 15 (barding scraps) + 189 (12d12+60) + walk 40 ft. + 23 + 9 + 21 + 9 + 16 + 16 + Con +8, Wis +6, Cha +6 + Athletics +9, Perception +6 + 13 + Common, Giant, Giant Owl + 8 + + cold + + + + + Weighted Net + Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target. + + + Multiattack + The giant makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. + Greataxe|+9|3d12+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+9|4d10+6 + + + Spellcasting + Jarl Storvald is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He knows the following ranger spells: + • 1st level (4 slots): hunter's mark, jump + • 2nd level (3 slots): locate animals or plants, locate object + • 3rd level (2 slots): water breathing, water walk + + 4, 3, 2 + hunter's mark, jump, locate animals or plants, locate object, water breathing, water walk + Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging.They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies. +Hearts of Ice. Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice. +Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate. +Reavers of the Storm. The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When thatstorm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path. +Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor. +Rulers by Might. Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness. +When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides. +Make War, Not Goods. Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws. +Giants. Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. +Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning. Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods. When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Storm King's Thunder p. 165 + + + + Jasper Dimmerchasm + M + humanoid (dwarf) + Any alignment + 17 (splint armor) + 58 (9d8+18) + walk 25 ft. + 16 + 13 + 14 + 10 + 11 + 10 + + Athletics +5, Perception +2 + 12 + any one language (usually Common), Dwarvish + 3 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + Jasper makes two battleaxe attacks. If he has a handaxe drawn, he can also make a handaxe attack. + + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Battleaxe|+5|1d8+3 + + + Handaxe + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) slashing damage. + Handaxe|+5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+3|1d10+1 + + +Source: Storm King's Thunder p. 184 + + + + Kaaltar + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Storm King's Thunder p. 197 + arctic, desert, coastal, grassland, hill, urban, forest + + + Kella Darkhope + M + humanoid (any race) + Any alignment + 12 + 27 (6d8) + walk 30 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages + 1 + + + + + + + Cunning Action + On each of its turns, Kella can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Kella deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Kella that isn't incapacitated and Kella doesn't have disadvantage on the attack roll. + + + Multiattack + Kella makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + +Source: Storm King's Thunder p. 25 + + + + Khaspere Drylund + M + humanoid (any race) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Khaspere adds 2 to its AC against one melee attack that would hit it. To do so, Khaspere must see the attacker and be wielding a melee weapon. + + +Source: Storm King's Thunder p. 216 + + + + King Hekaton + H + giant + Chaotic Good + 16 (scale mail) + 330 (20d12+100) + walk 50 ft., swim 50 ft. + 29 + 14 + 20 + 16 + 18 + 18 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + 19 + Common, Giant + 13 + cold + lightning, thunder + + + + + Amphibious + Hekaton can breathe air and water. + + + Multiattack + Hekaton makes two broken chain attacks. + + + Broken Chain + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 18 (3d6 + 9) bludgeoning damage. + Broken Chain|+14|3d6+9 + + + Ballista + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 18 (3d10 + 2) piercing damage. + Ballista|+6|3d10+2 + + + Lightning Strike (Recharge 5-6) + Hekaton hurls a magical lightning bolt at a point he can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike (Recharge 5-6)||12d8 + + + Thunderous Stomp (Recharge 6) + Hekaton stomps the ground, triggering a thunderclap. All other creatures within 15 feet of him must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Hekaton's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + Thunderous Stomp (Recharge 6)||6d10 + + + Innate Spellcasting + The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + detect magic, feather fall, levitate, light, control weather, water breathing + Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes. +Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands. +Distant Prophet-Kings. Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts. +Detached Oracles. Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don't compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean's depths for signs, symbols, and omens of Annam's favor. +Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten. +Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction. +Solitary Lives. Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish. +Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants' exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture's laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat. +Giants. Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. +Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning. Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods. When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Storm King's Thunder p. 222 + + + + Klauth + G + dragon + Chaotic Evil + 22 (natural armor) + 546 (28d20+252) + walk 40 ft., climb 40 ft., fly 80 ft. + 30 + 10 + 29 + 18 + 15 + 23 + Dex +8, Con +17, Wis +10, Cha +14 + Perception +17, Stealth +8 + 26 + Common, Draconic + 25 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If Klauth fails a saving throw, he can choose to succeed instead. + + + Dual Wand Wielder + If Klauth is carrying two wands, he can use an action to expend 1 charge from each wand, triggering the effects of both wands simultaneously. + + + Special Equipment + Klauth carries a wand of fireballs and a wand of lightning bolts, and he wears a ring of cold resistance. + + + Multiattack + Klauth can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws. + + + Bite + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. + Bite|+17|2d10+10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) slashing damage. + Claw|+17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 19 (2d8 + 10) bludgeoning damage. + Tail|+17|2d8+10 + + + Frightful Presence + Each creature of Klauth's choice that is within 120 feet of Klauth and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Klauth's Frightful Presence for the next 24 hours. + + + Fire Breath (Recharge 5-6) + Klauth exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||26d6 + + + Klauth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Klauth regains spent legendary actions at the start of its turn. + + + Detect + Klauth makes a Wisdom (Perception) check. + + + Tail Attack + Klauth makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Klauth beats his wings. Each creature within 15 feet of Klauth must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Klauth can then fly up to half his flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. + • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. + + + Regional Effects + + + The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Small earthquakes are common within 6 miles of the dragon's lair. + • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. + • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. + If the dragon dies, these effects fade over the course of 1d10 days. + + + Innate Spellcasting + Klauth's spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components: + 1/day: banishment, etherealness, find the path, locate object, prismatic spray, suggestion + + + Spellcasting + Klauth is a 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20 +12 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): mage hand, mending, minor illusion, prestidigitation + • 1st level (4 slots): comprehend languages, detect magic, expeditious retreat, identify + • 2nd level (3 slots): darkness, detect thoughts, Melf's acid arrow + • 3rd level (3 slots): clairvoyance, haste, nondetection + • 4th level (3 slots): greater invisibility, ice storm, stoneskin + • 5th level (2 slots): Bigby's hand, cloudkill, scrying + • 6th level (1 slots): disintegrate, mass suggestion + • 7th level (1 slots): mirage arcane + + 4, 3, 3, 3, 2, 1, 1 + banishment, etherealness, find the path, locate object, prismatic spray, suggestion, mage hand, mending, minor illusion, prestidigitation, comprehend languages, detect magic, expeditious retreat, identify, darkness, detect thoughts, Melf's acid arrow, clairvoyance, haste, nondetection, greater invisibility, ice storm, stoneskin, Bigby's hand, cloudkill, scrying, disintegrate, mass suggestion, mirage arcane + The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire. +The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs. +Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time. +Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures. +No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command. +Status and Slaves. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status. +When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive. +Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary.They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority. +A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath. +A Red Dragon's Lair. Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control. +Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. +Dragons. True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Chromatic Dragons. The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other. +Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have "stolen" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. +Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. +Dangerous Lairs. A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. +Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. +Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. +Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. +Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power. +Source: Storm King's Thunder p. 95 + + + + Knight of the Mithral Shield + M + humanoid (dwarf) + Any alignment + 18 (plate armor) + 52 (8d8+16) + walk 25 ft. + 16 + 11 + 14 + 11 + 11 + 15 + Con +4, Wis +2 + + 10 + any one language (usually Common), Dwarvish + 3 + poison + + + + darkvision 60 ft. + + Possessed + While the knight is possessed by yakfolk, its alignment is lawful evil and it can speak Yikaria (the yakfolk tongue). + + + Brave + The knight has advantage on saving throws against being frightened. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + The knight makes two melee attacks. + + + Warhammer + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands. + Warhammer|+5|1d8+3 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. + + + Parry + The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. + + +Source: Storm King's Thunder p. 79 + + + + Lifferlas + H + plant + Unaligned + 13 (natural armor) + 59 (7d12+14) + walk 20 ft. + 19 + 6 + 15 + 10 + 10 + 7 + + + 10 + Common + 0 + bludgeoning, piercing + + fire + + + + False Appearance + While Lifferlas remains motionless, it is indistinguishable from a normal tree. + + + Roleplaying Information + A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their name and initials into his body and hang from his boughs, and he's happy with that. + Ideal: "I exist to protect the people and plants of Goldenfields." + Bond: "Children are wonderful. I would do anything to make them feel happy and safe." + Flaw: "I can't remember people's names and often get them mixed up." + + + Multiattack + Lifferlas makes two slam attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 14 (3d6 + 4) bludgeoning damage. + Slam|+6|3d6+4 + + A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their names and initials into his body and hang from his boughs, and he's happy with that. +Ideal:"I exist to protect the people and plants of Goldenfields." +Bond:"Children are wonderful. I would do anything to make them feel happy and safe." +Flaw:"I can't remember people's names and often get them mixed up." +Source: Storm King's Thunder p. 250 + + + + Maegera the Dawn Titan + G + elemental + Chaotic Evil + 16 + 341 (22d20+110) + walk 50 ft. + 21 + 22 + 20 + 10 + 10 + 19 + Con +12, Wis +7, Cha +11 + + 10 + Ignan + 23 + bludgeoning, piercing, slashing from nonmagical attacks + fire, poison + + charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + blindsight 120 ft. + + Empowered Attacks + Maegera's slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks. + + + Fire Aura + At the start of each of Maegera's turns, each creature within 30 feet of it takes 35 (10d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 35 (10d6) fire damage from touching Maegera or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing damage to it. + + + Fire Form + Maegera can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing if fire could pass through that space. + + + Illumination + Maegera sheds bright light in a 120-foot radius and dim light in an additional 120 ft.. + + + Magic Resistance + Maegera has advantage on saving throws against spells and other magical effects. + + + Multiattack + Maegera makes three slam attacks. + + + Slam + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 15 (3d6 + 5) bludgeoning damage plus 35 (10d6) fire damage + Slam|+12|3d6+5 + + + Maegera can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Maegera regains spent legendary actions at the start of its turn. + + + Quench Magic + Maegera targets one creature that it can see within 60 feet of it. Any resistance or immunity to fire damage that the target gains from a spell or magic item is suppressed. The effect lasts until the end of Maegera's next turn. + + + Smoke Cloud (Costs 2 Actions) + Maegera exhales a billowing cloud of hot smoke and embers that fills a 60 feet cube. Each creature in the area takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera's next turn. Creatures completely in the cloud are blinded and can't be seen. + + + Create Fire Elemental (Costs 3 Actions) + Maegera's hit points are reduced by 50 as part of it separates and becomes a fire elemental with 102 hit points. The fire element appears in an unoccupied space within 15 feet of Maegera and acts on Maegera's initiative count. Maegera can't use this action if it has 50 hit points or fewer. The fire element obeys Maegera's commands and fights until destroyed. + + + Innate Spellcasting + Maegera's spell casting ability is Charisma. Maegera's can innately cast the following spell (spell save DC 19), requiring no material components: + At will: fireball + + fireball + Maegera is powerful elemental that has been trapped in the forges of Gauntlgrym for millennia. About fifty years ago, Maegera briefly escaped and triggered the eruption of Mount Hotenow. Lava from the volcano flowed toward the coast, laying waste to Neverwinter. The city is still rebuilding in the wake of that catastrophe. +The fire giant duke Zalto recently sent a team of drow to infiltrate Gauntlgrym and trap Maegera in an iron flask . Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart the fire giant's plans. +Maegera looks like a 50-foot-tall, multi-limbed beast made of flame, with smoldering black pits for eyes. +Source: Storm King's Thunder p. 241 + + + + Markham Southwell + M + humanoid (Turamihuman) + Lawful Good + 17 (splint armor) + 58 (9d8+18) + walk 30 ft. + 15 + 13 + 14 + 11 + 16 + 14 + + Perception +5, Survival +5 + 16 + Common + 0 + + + + + + + Roleplaying Information + Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words. + Ideal: "All people deserve to be treated with dignity." + Bond: "Duvessa is a natural leader, but she needs help. That's my job." + Flaw: "I bury my emotions and have no interest in small talk." + + + Multiattack + Markham makes two melee attacks. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+4|1d8+2 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. Markham carries twenty crossbow bolts. + Heavy Crossbow|+3|1d10+1 + + Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words. +Ideal:"All people deserve to be treated with dignity." +Bond:"Duvessa is a natural leader, but she needs help. That's my job." +Flaw:"I bury my emotions and have no interest in small talk." +Source: Storm King's Thunder p. 248 + + + + Miros Xelbrin + M + humanoid (Damaranhuman) + Neutral Good + 10 + 22 (4d8+4) + walk 30 ft. + 16 + 10 + 15 + 11 + 12 + 14 + + Intimidation +4, Perception +3 + 13 + Common + 0 + + + + + + + Roleplaying Information + Innkeeper Miros is a retired carnival attraction, dubbed "the Yeti" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound. + Ideal: "As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist." + Bond: "Make fun of me all you like, but don't speak ill of my inn or my employees." + Flaw: "When something upsets me, I have a tendency to fly into a rage." + + + Bear Hug + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) bludgeoning damage, and the target grappled (escape DC 13) and takes 5 (1d4 + 3) bludgeoning damage at the start of each of Miros's turns until the grapple ends. Miros cannot make attacks while grappling a creature. + Bear Hug|+5|1d4+3 + + + Club + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 1) bludgeoning damage + Club|+5|1d4+1 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. Miros carries ten crossbow bolts. + Heavy Crossbow|+2|1d10 + + Innkeeper Miros is a retired carnival attraction, dubbed "the Yeti" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound. +Ideal:"As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist." +Bond:"Make fun of me all you like, but don't speak ill of my inn or my employees!" +Flaw:"When something upsets me, I have a tendency to fly into a rage." +Source: Storm King's Thunder p. 251 + + + + Mirran + H + giant + Chaotic Good + 16 (scale mail) + 230 (20d12+100) + walk 50 ft., swim 50 ft. + 29 + 14 + 20 + 16 + 18 + 18 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + 19 + Common, Giant + 13 + cold + lightning, thunder + + + + + Amphibious + Mirran can breathe air and water. + + + Multiattack + Mirran makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage. + Greatsword|+14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 35 (4d12 + 9) bludgeoning damage. + Rock|+14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Mirran hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike (Recharge 5-6)||12d8 + + + Variant: New Giant Options + Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option. + Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of Mirran must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Mirran's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + + + Innate Spellcasting + Mirran's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + detect magic, feather fall, levitate, light, control weather, water breathing + +Source: Storm King's Thunder p. 207 + coastal + + + Morak Ur'gray + M + humanoid (dwarf) + Any alignment + 10 + 4 (1d8) + walk 25 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common), Dwarvish + 0 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Storm King's Thunder p. 31 + arctic, desert, coastal, grassland, hill, urban, forest + + + Narbeck Horn + M + humanoid (dwarf) + Any alignment + 18 (plate armor) + 52 (8d8+16) + walk 25 ft. + 16 + 11 + 14 + 11 + 11 + 15 + Con +4, Wis +2 + + 10 + any one language (usually Common), Dwarvish + 3 + poison + + + + darkvision 60 ft. + + Brave + Narbeck has advantage on saving throws against being frightened. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + Narbeck makes two melee attacks. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, Narbeck can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Narbeck. A creature can benefit from only one Leadership die at a time. This effect ends if Narbeck is incapacitated. + + + Parry + Narbeck adds 2 to its AC against one melee attack that would hit it. To do so, Narbeck must see the attacker and be wielding a melee weapon. + + +Source: Storm King's Thunder p. 114 + + + + Narth Tezrin + M + humanoid (Tethyrianhuman) + Chaotic Good + 12 + 18 (4d8) + walk 30 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Insight +4, Investigation +3, Perception +6, Persuasion +5 + 16 + Common, Dwarvish + 0 + + + + + + + Cunning Action + On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action. + + + Roleplaying Information + Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned. + Ideal: "The bigger the risk, the greater the reward." + Bond: "I adore my colleague Alestra, and I'd like to do something to impress her." + Flaw: "I'll risk life and limb to become a legend.-" + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. Narth carries twenty crossbow bolts. + Hand Crossbow|+4|1d6+2 + + Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned. +Ideal:"The bigger the risk, the greater the reward." +Bond:"I adore my colleague Alaestra, and I'd like to do something to impress her." +Flaw:"I'll risk life and limb to become a legend." +Source: Storm King's Thunder p. 254 + + + + Naxene Drathkala + M + humanoid (Turamihuman) + Neutral Good + 10 (13 with mage armor) + 27 (6d8) + walk 30 ft. + 8 + 11 + 11 + 17 + 12 + 11 + + Arcana +5, History +5 + 11 + Common, Draconic, Dwarvish, Elvish + 0 + + + + + + + Roleplaying Information + Goldenfields' crops are vital Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet. + Ideal: "There's no problem that can't be solved with magic." + Bond: "I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land." + Flaw: "I'm too smart to be wrong about anything." + + + Staff + Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Staff|+1|1d6-1 + + + Spellcasting + Naxene is a 6th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). She has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): fly, lightning bolt + + 4, 3, 3 + fire bolt, light, mage hand, prestidigitation, mage armor, magic missile, shield, misty step, suggestion, fly, lightning bolt + Goldenfields' crops are vital to Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet. +Ideal:"There's no problem that can't be solved with magic." +Bond:"I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land." +Flaw:"I'm too smart to be wrong about anything." +Source: Storm King's Thunder p. 252 + + + + Nimir + H + giant + Chaotic Good + 16 (scale mail) + 230 (20d12+100) + walk 50 ft., swim 50 ft. + 29 + 14 + 20 + 16 + 18 + 18 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + 19 + Common, Giant + 13 + cold + lightning, thunder + + + + + Roleplaying Information + Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders. + Ideal: "It's the duty of the big to protect the small." + Bond: "I'd give my life to defend my king and his royal line." + Flaw: "I never question orders." + + + Amphibious + Nimir can breathe air and water. + + + Multiattack + Nimir makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage. + Greatsword|+14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 35 (4d12 + 9) bludgeoning damage. + Rock|+14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Nimir hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike (Recharge 5-6)||12d8 + + + Variant: New Giant Options + Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option. + Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of Nimir must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Nimir's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + + + Innate Spellcasting + Nimir's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + detect magic, feather fall, levitate, light, control weather, water breathing + +Source: Storm King's Thunder p. 256 + coastal + + + Noori + M + humanoid (any race) + Any Chaotic Alignment + 13 (hide armor) + 67 (9d8+27) + walk 30 ft. + 16 + 12 + 17 + 9 + 11 + 9 + + + 10 + any one language (usually Common) + 2 + + + + + + + Reckless + At the start of its turn, Noori can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + +Source: Storm King's Thunder p. 127 + + + + Nym + H + giant + Chaotic Good + 16 (scale mail) + 230 (20d12+100) + walk 50 ft., swim 50 ft. + 29 + 14 + 20 + 16 + 18 + 18 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + 19 + Common, Giant + 13 + cold + lightning, thunder + + + + + Amphibious + Nym can breathe air and water. + + + Multiattack + Nym makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage. + Greatsword|+14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 35 (4d12 + 9) bludgeoning damage. + Rock|+14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Nym hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike (Recharge 5-6)||12d8 + + + Variant: New Giant Options + Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option. + Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of Nym must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Nym's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + + + Innate Spellcasting + Nym's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + detect magic, feather fall, levitate, light, control weather, water breathing + +Source: Storm King's Thunder p. 207 + coastal + + + Ogre Goblin Hucker + L + giant + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Greatclub|+6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|+6|2d6+4 + + + Goblin Projectile + Ranged Weapon Attack: +3 to hit, range 150/600 ft. (can't hit targets within 30 feet of the hucker), one target. Hit: 5 (2d4) bludgeoning damage, or 10 (4d4) piercing damage if the projectile is wearing a spiked helmet. Hit or Miss: The goblin projectile takes 1d6 bludgeoning damage per 10 feet it travels through the air (maximum 20d6). + Goblin Projectile|+3|2d4 + + +Source: Storm King's Thunder p. 50 + grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain + + + Oren Yogilvy + S + humanoid (strongheart halfling) + Chaotic Good + 11 + 9 (2d6+2) + walk 25 ft. + 8 + 13 + 12 + 11 + 10 + 16 + + Perception +2, Performance +7, Persuasion +5 + 12 + Common, Halfling + 0 + poison + + + + + + Halfling Nimbleness + Oren can move through the space of any creature that is of a size larger than his. + + + Lucky + When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll. + + + Stout Resilience + Oren has advantage on saving throws against poison + + + Roleplaying Information + Oren came to Nurthfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body. + Ideal: "Music is food for the soul." + Bond: "You had me at "Can I buy you a drink." + Flaw: "I have a knack for putting myself in harm's way. Good thing I'm lucky!" + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. Duvessa carries only one dagger. + Dagger|+3|1d4+1 + + Oren came to Northfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wan ders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body. +Ideal:"Music is food for the soul." +Bond:"You had me at ?Can I buy you a drink?'" +Flaw:"I have a knack for putting myself in harm's way. Good thing I'm lucky!" +Source: Storm King's Thunder p. 252 + + + + Orlekto + H + giant + Chaotic Good + 16 (scale mail) + 230 (20d12+100) + walk 50 ft., swim 50 ft. + 29 + 14 + 20 + 16 + 18 + 18 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + 19 + Common, Giant + 13 + cold + lightning, thunder + + + + + Roleplaying Information + Orlekto is in love with Princess Mirran and wants to see her become Queen of the Wyrmskull Throne. (If Mirran is dead, Orlekto aims to avenge her.) If the opportunity to eliminate Hekaton or Serissa presents itself, Orlekto seizes it. Until then, he conceals his treacherous nature. + Ideal: "Storm giants should rule the world. Weak leaders have let dragons and others steal what the gods gave to us!" + Bond: "I serve Princess Mirran and her alone." + Flaw: "For Mirran's love or my revenge, I'd betray my king and my honor." + + + Amphibious + Orlekto can breathe air and water. + + + Multiattack + Orlekto makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage. + Greatsword|+14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 35 (4d12 + 9) bludgeoning damage. + Rock|+14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Orlekto hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike (Recharge 5-6)||12d8 + + + Variant: New Giant Options + Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option. + Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of Orlekto must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Orlekto's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + + + Innate Spellcasting + Orlekto's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + detect magic, feather fall, levitate, light, control weather, water breathing + +Source: Storm King's Thunder p. 256 + coastal + + + Orok + S + humanoid (kobold) + Lawful Evil + 12 + 5 (2d6-2) + walk 30 ft. + 7 + 15 + 9 + 8 + 7 + 8 + + + 8 + Common, Draconic + 1/8 + + + + + darkvision 60 ft. + + Pack Tactics + Orok has advantage on an attack roll against a creature if at least one of Orok's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|+4|1d4+2 + + +Source: Storm King's Thunder p. 115 + forest, swamp, hill, urban, desert, coastal, arctic, mountain, underdark + + + Othovir + M + humanoid (Illuskanhuman) + Lawful Neutral + 10 (13 with mage armor) + 16 (3d8+3) + walk 30 ft. + 11 + 10 + 13 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + Common, Elvish + 0 + + + + + + + Roleplaying Information + Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name. + Ideal: "Find what you do well, and do it to the best of your ability." + Bond: "I won't allow my name to be tarnished." + Flaw: "I get angry when others pry into my private life." + + + Rapier + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d8) piercing damage. + Rapier|+2|1d8 + + + Parry + Othovir adds 2 to its AC against one melee attack that would hit him. To do so, Othovir must see the attacker and be wielding a melee weapon. + + + Spellcasting + Othovir is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell attacks). He has the following sorcerer spells prepared: + Cantrips (at will): blade ward, fire bolt, mending, prestidigitation + • 1st level (3 slots): mage armor, thunderwave, witch bolt + + 3 + blade ward, fire bolt, mending, prestidigitation, mage armor, thunderwave, witch bolt + Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name. +Ideal:"Find what you do well, and do it to the best of your ability." +Bond:"I won't allow my name to be tarnished." +Flaw:"I get angry when others pry into my private life." +Source: Storm King's Thunder p. 255 + + + + Pig + M + beast + Unaligned + 11 (natural armor) + 5 (1d8+1) + walk 40 ft. + 13 + 11 + 12 + 2 + 9 + 5 + + + 9 + + 1/4 + + + + + + + Charge + If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + + + Relentless (Recharges after a Short or Long Rest) + If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Tusk + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage. + Tusk|+3|1d6+1 + + +Source: Storm King's Thunder p. 143 + grassland, forest, hill + + + Pow Ming + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Special Equipment + Pow carries a bag of holding and wears a robe of serpents with six snakes. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Pow is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Pow has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Storm King's Thunder p. 216 + + + + Purple Wormling + L + monstrosity + Unaligned + 12 (natural armor) + 42 (5d10+15) + walk 20 ft. + 16 + 7 + 16 + 1 + 6 + 2 + + + 8 + + 2 + + + + + blindsight 30 ft., tremorsense 30 ft. + + Multiattack + The wormling makes two attacks: one with its bite and one with its stinger. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 5) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wormling, and it takes 3 (1d6) acid damage at the start of each of the wormling's turns. + Bite|+5|1d8+5 + Bite||1d6 + If the wormling takes 10 damage or more on a single turn from a creature inside it, the wormling must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wormling. If the wormling dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. + + + Tail Stinger + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Tail Stinger|+5|1d4+3 + Tail Stinger||3d6 + + A purple wormling is a baby purple worm no more than six weeks old. Its rubbery body is 9 feet long and weighs 1,500 pounds. Its mouth and musculature aren't yet strong enough to allow the wormling to burrow through rock. The poison in its tail stinger and the acid in its gullet are still relatively weak as well. Nevertheless, the wormling is a voracious feeder and attacks just about anything it can wrap its mouth around. A wormling's gullet can hold up to four Small creatures. +Source: Storm King's Thunder p. 242 + + + + Rool + M + humanoid (half-orc) + Any Non-Good Alignment + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9, Intimidation +1 + 13 + Thieves' cant plus any two languages, Orc + 8 + poison + + + + darkvision 60 ft. + + Assassinate + During its first turn, Rool has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Rool scores against a surprised creature is a critical hit. + + + Evasion + If Rool is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Rool instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + Rool deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Rool that isn't incapacitated and Rool doesn't have disadvantage on the attack roll. + + + Relentless Endurance + When reduced to 0 hit points, <$title_short_name$> drops to 1 hit point instead (but can't do this again until they finish a long rest). + + + Savage Attacks + When they score a critical hit, <$title_short_name$> can roll one of the weapon's damage dice and add it to the extra damage of the critical hit. + + + Multiattack + Rool makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+6|1d6+3 + Shortsword||7d6 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Light Crossbow|+6|1d8+3 + Light Crossbow||7d6 + + +Source: Storm King's Thunder p. 221 + + + + Sea Elf + M + humanoid (sea elf) + Neutral + 11 + 11 (2d8+2) + walk 10 ft., swim 40 ft. + 10 + 13 + 12 + 11 + 11 + 12 + + Perception +2 + 12 + Aquan, Common + 1/8 + + + + + + + Fey Ancestry + The sea elf has advantage on saving throws against being charmed, and magic can't put the sea elf to sleep. + + + Amphibious + The sea elf can breathe air and water. + + + Spear + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. + Spear|+2|1d6 + + +Source: Storm King's Thunder p. 70 + underwater, coastal + + + Serissa + H + giant + Chaotic Good + 16 (scale mail) + 200 (20d12+100) + walk 50 ft., swim 50 ft. + 29 + 14 + 20 + 16 + 18 + 18 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + 19 + Common, Giant + 13 + cold + lightning, thunder + + + + + Amphibious + Serissa can breathe air and water. + + + Multiattack + Serissa makes two maul attacks. + + + Maul + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) bludgeoning damage. + Maul|+14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 35 (4d12 + 9) bludgeoning damage. + Rock|+14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Serissa hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike (Recharge 5-6)||12d8 + + + Variant: New Giant Options + Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option. + Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of Serissa must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Serissa's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + + + Innate Spellcasting + Serissa's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + detect magic, feather fall, levitate, light, control weather, water breathing + +Source: Storm King's Thunder p. 209 + coastal + + + Shaldoor + H + giant + Chaotic Good + 16 (scale mail) + 230 (20d12+100) + walk 50 ft., swim 50 ft. + 29 + 14 + 20 + 16 + 18 + 18 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + 19 + Common, Giant + 13 + cold + lightning, thunder + + + + + Roleplaying Information + A skilled rider of rocs and whales, Shaldoor believes that Annam the All-Father shattered the ordning to push giants into war against the dragons. She is thrilled to be on the front lines in this great conflict! + Ideal: "Giants are made for war—storm giants most of all!" + Bond: "Ostoria is gone, yet I long for the return of a mighty giant empire." + Flaw: "I like to rain destruction down upon my enemies, and I never show them mercy." + + + Amphibious + Shaldoor can breathe air and water. + + + Multiattack + Shaldoor makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage. + Greatsword|+14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 35 (4d12 + 9) bludgeoning damage. + Rock|+14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Shaldoor hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike (Recharge 5-6)||12d8 + + + Variant: New Giant Options + Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option. + Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of Shaldoor must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Shaldoor's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + + + Innate Spellcasting + Shaldoor's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + detect magic, feather fall, levitate, light, control weather, water breathing + +Source: Storm King's Thunder p. 256 + coastal + + + Shalvus Martholio + M + humanoid (Turamihuman) + Neutral + 13 (leather armor) + 27 (6d8) + walk 30 ft. + 10 + 15 + 10 + 12 + 14 + 14 + + Deception +4, Insight +4, Investigation +3, Perception +4, Sleight of hand +4, Stealth +4 + 12 + Common, Elvish + 0 + + + + + + + Sneak Attack (1/Turn) + Shalvus deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shalvus that isn't incapacitated and Shalvus doesn't have disadvantage on the attack roll. + + + Roleplaying Information + Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks. + Ideal: "I'll do what it takes to prove myself to the Zhentarim." + Bond: "I love animals, and I'm very protective of them." + Flaw: "I can't resist taking risks to feed my ambitions." + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with both hands. + Quarterstaff|+2|1d6 + + + Hand Crossbow + Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. Shalvus carries ten crossbow bolts. + Hand Crossbow|+2|1d6+2 + + Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks. +Ideal:"I'll do what it takes to prove myself to the Zhentarim." +Bond:"I love animals, and I'm very protective of them." +Flaw:"I can't resist taking risks to feed my ambitions." +Source: Storm King's Thunder p. 250 + + + + Sharda + M + humanoid (any race) + Any Non-Good Alignment + 13 (leather armor) + 33 (6d8+6) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + Deception +4, Persuasion +4, Religion +2 + 11 + any one language (usually Common) + 2 + + + + + + + Dark Devotion + Sharda has advantage on saving throws against being charmed or frightened. + + + Multiattack + Sharda makes two melee attacks. + + + Club + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) bludgeoning damage. + Club|+4|1d4+2 + + + Spellcasting + Sharda is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Sharda has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): command, inflict wounds, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + +Source: Storm King's Thunder p. 103 + + + + Sheep + S + beast + Unaligned + 10 + 3 (1d6) + walk 40 ft. + 12 + 10 + 11 + 2 + 10 + 5 + + + 10 + + 0 + + + + + + + Sure-Footed + The sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage. + Ram|+3|1d4+1 + + +Source: Storm King's Thunder p. 142 + mountain, grassland, hill, urban + + + Shield Dwarf Guard + M + humanoid (dwarf) + Any alignment + 16 (chain shirt, shield) + 11 (2d8+2) + walk 25 ft. + 13 + 12 + 12 + 10 + 11 + 10 + + Perception +2 + 12 + any one language (usually Common), Dwarvish + 1/8 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + +Source: Storm King's Thunder p. 78 + + + + Shield Dwarf Noble + M + humanoid (dwarf) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 25 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages, Dwarvish + 1/8 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. + + +Source: Storm King's Thunder p. 78 + + + + Sir Baric Nylef + M + humanoid (Illuskanhuman) + Lawful Good + 18 (plate armor) + 52 (8d8+16) + walk 30 ft. + 18 + 11 + 14 + 11 + 15 + 15 + + Insight +4, Investigation +2, Medicine +4, Survival +4 + 12 + Common + 0 + + + + + + + Brave + Baric has advantage on saving throws against being frightened. + + + Roleplaying Information + As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil "the Weevil" Forkbeard, who is rumored to be hiding in Icewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry. + Ideal: "Evil must not be allowed to thrive in this world." + Bond: "Tyr is my lord; the order, my family. Through my actions, I shall honor both." + Flaw: "I'm not afraid to die. When Tyr finally calls me, I'll go to him happily." + + + Maul + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Maul|+6|2d6+4 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. Baric carries twenty crossbow bolts. + Heavy Crossbow|+2|1d10 + + As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil "the Weevil" Forkbeard, who is rumored to be hiding in Icewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry. +Ideal:"Evil must not be allowed to thrive in this world." +Bond:"Tyr is my lord; the order, my family. Through my actions, I shall honor both." +Flaw:"I'm not afraid to die. When Tyr finally calls me, I'll go to him happily." +Source: Storm King's Thunder p. 249 + + + + Sirac of Suzail + M + humanoid (Chondathanhuman) + Lawful Good + 14 (leather armor) + 22 (5d8) + walk 30 ft. + 14 + 17 + 11 + 12 + 13 + 16 + + Athletics +4, Insight +3, Survival +3 + 11 + Common, Orc + 0 + + + + + + + Roleplaying Information + An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby. + Ideal: "Without duty or loyalty, a man is nothing." + Bond: "Icewind Dale is where i belong for the rest of my life." + Flaw: "I am honest to a fault." + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Dart + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. Sirac carries six darts. + Dart|+5|1d4+3 + + + Parry + Sirac adds 2 to his AC against on melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon. + + An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby. +Ideal:"Without duty or loyalty, a man is nothing." +Bond:"Icewind Dale is where I belong for the rest of my life." +Flaw:"I am honest to a fault." +Source: Storm King's Thunder p. 247 + + + + Slarkrethel + G + monstrosity (titan) + Chaotic Evil + 18 (natural armor) + 472 (27d20+189) + walk 20 ft., swim 60 ft. + 30 + 11 + 25 + 22 + 18 + 20 + Str +18, Dex +8, Con +15, Int +14, Wis +12 + + 14 + understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. + 25 + + lightning; bludgeoning, piercing, slashing from nonmagical attacks + + frightened, paralyzed + truesight 120 ft. + + Legendary Resistance (3/Day) + If Slarkrethel fails a saving throw, it can choose to succeed instead. + + + Amphibious + Slarkrethel can breathe air and water. + + + Freedom of Movement + Slarkrethel ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. + + + Siege Monster + Slarkrethel deals double damage to objects and structures. + + + Multiattack + Slarkrethel makes three tentacle attacks, each of which it can replace with one use of Fling. + + + Bite + Melee Weapon Attack: +17 to hit, reach 5 ft., one target. 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by Slarkrethel, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Slarkrethel, and it takes 42 (12d6) acid damage at the start of each of Slarkrethel's turns. If Slarkrethel takes 50 damage or more on a single turn from a creature inside it, Slarkrethel must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Slarkrethel. If Slarkrethel dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. + Bite|+17|3d8+10 + + + Tentacle + Melee Weapon Attack: +17 to hit, reach 30 ft., one target. 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Slarkrethel has ten tentacles, each of which can grapple one target. + Tentacle|+17|3d6+10 + + + Fling + One Large or smaller object held or creature grappled by Slarkrethel is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. + + + Lightning Storm + Slarkrethel magically creates three bolts of lightning, each of which can strike a target Slarkrethel can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Storm||4d10 + + + Slarkrethel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Slarkrethel regains spent legendary actions at the start of its turn. + + + Tentacle Attack or Fling + Slarkrethel makes one tentacle attack or uses its Fling. + + + Lightning Storm (Costs 2 Actions) + Slarkrethel uses Lightning Storm. + + + Ink Cloud (Costs 3 Actions) + While underwater, Slarkrethel expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Slarkrethel. Each creature other than Slarkrethel that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Slarkrethel's next turn. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects: + • A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken. + • Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round. + • The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one. + + + Regional Effects + + + The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects: + • The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell. + • Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5). + • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area. + When the kraken dies, all of these regional effects fade immediately. + + + Spellcasting + Slarkrethel is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Slarkrethel has the following wizard spells prepared: + • 1st level (4 slots): comprehend languages, detect magic, identify, sleep + • 2nd level (3 slots): blindness/deafness, detect thoughts, suggestion + • 3rd level (3 slots): fly, nondetection, sending + • 4th level (3 slots): arcane eye, ice storm, locate creature + • 5th level (3 slots): cloudkill, scrying, telekinesis + • 6th level (2 slots): chain lightning, flesh to stone, mass suggestion + • 7th level (2 slots): delayed blast fireball, sequester, teleport + • 8th level (1 slots): control weather, feeblemind + • 9th level (1 slots): foresight, power word kill + + 4, 3, 3, 3, 3, 2, 2, 1, 1 + comprehend languages, detect magic, identify, sleep, blindness/deafness, detect thoughts, suggestion, fly, nondetection, sending, arcane eye, ice storm, locate creature, cloudkill, scrying, telekinesis, chain lightning, flesh to stone, mass suggestion, delayed blast fireball, sequester, teleport, control weather, feeblemind, foresight, power word kill + Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror. +Leviathans of Legend. At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities. +An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone. +Mortal Foes. Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things. +A Kraken's Lair. A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships. +Source: Storm King's Thunder p. 224 + + + + Stone Giant Statue + H + construct + Unaligned + 17 (natural armor) + 195 (17d12+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+10|3d8+6 + + + Slow (Recharge 5-6) + The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Storm King's Thunder p. 127 + + + + Tartha + H + giant + Lawful Evil + 18 (plate armor) + 162 (13d12+78) + walk 30 ft. + 25 + 9 + 23 + 10 + 14 + 13 + Dex +3, Con +10, Cha +5 + Athletics +11, Perception +6 + 16 + Giant + 9 + + fire + + + + + Multiattack + Tartha makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (6d6 + 7) slashing damage. + Greatsword|+11|6d6+7 + + + Rock + Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 29 (4d10 + 7) bludgeoning damage. + Rock|+11|4d10+7 + + + Variant: New Giant Options + Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits. + Siege Monster. Tartha deals double damage to objects and structures. + Tackle. When Tartha enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone. + + +Source: Storm King's Thunder p. 207 + underdark, mountain + + + Tau + M + humanoid (any race) + Any Non-Good Alignment + 13 (leather armor) + 33 (6d8+6) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + Deception +4, Persuasion +4, Religion +2 + 11 + any one language (usually Common) + 2 + + + + + + + Dark Devotion + Tau has advantage on saving throws against being charmed or frightened. + + + Multiattack + Tau makes two melee attacks. + + + Club + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) bludgeoning damage. + Club|+4|1d4+2 + + + Spellcasting + Tau is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Tau has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): command, inflict wounds, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + +Source: Storm King's Thunder p. 103 + + + + Thane Kayalithica + H + giant + Neutral Evil + 17 (natural armor) + 170 (11d12+55) + walk 40 ft. + 23 + 15 + 20 + 10 + 12 + 14 + Dex +5, Con +8, Wis +4 + Athletics +12, Perception +4 + 14 + Giant + 7 + + + + + darkvision 60 ft. + + Stone Camouflage + The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Olach Morrah + The giant meditates for 1 hour, during which time it can do nothing else. At the end of the hour, provided the giant's meditation has been uninterrupted, it becomes petrified for 8 hours. At the end of this time, the giant is no longer petrified and gains tremorsense out to a range of 30 feet, as well as a measure of innate spellcasting ability based on Wisdom. For the next 24 hours, it can innately cast the following spells, requiring no material components: + 3/day: meld into stone, stone shape + 1/day: stoneskin, time stop + + + Fling + The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice. and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. + + + Rolling Rock + The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save + Rolling Rock||3d10+6 + + + Multiattack + The giant makes two adamantine greatclub attacks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Greatclub|+9|3d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + Rock|+9|4d10+6 + + + Rock Catching + If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. + + Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world. +Inhabitants of a Stone World. Secluded caves are the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges aretheir continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross. +In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants' cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stone craft of the dwarves. +Carvers and Seers. Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines.They esteem stone carving as the greatest of skills. +Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe's best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work. +Graceful Athletes. Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants' ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise. +Dreamers under Sky. Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky. +Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe's outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin. +Giants. Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. +Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning. Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods. When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Storm King's Thunder p. 153 + + + + The Weevil + M + humanoid (dwarf) + Any Non-Lawful Alignment + 15 (studded leather armor) + 65 (10d8+20) + walk 25 ft. + 15 + 16 + 14 + 14 + 11 + 14 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + 10 + any two languages, Dwarvish + 2 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + The Weevil makes three melee attacks with his handaxes. Or the Weevil makes two ranged attacks with his handaxes. + + + Handaxe +1 + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 4) slashing damage. + Handaxe +1|+6|1d6+4 + + + Parry + The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. + + +Source: Storm King's Thunder p. 114 + + + + Tholtz Daggerdark + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + The archmage has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *The archmage casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Storm King's Thunder p. 221 + + + + Thunderbeast Skeleton + H + undead + Unaligned + 15 (natural armor) + 68 (8d12+16) + walk 30 ft. + 19 + 11 + 15 + 2 + 12 + 5 + + + 11 + + 3 + + poison + bludgeoning + poisoned, exhaustion + darkvision 60 ft. + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., 18 (4d6 + 4) piercing damage. + Bite|+7|4d6+4 + + + Tail + +7 to hit, reach 10 ft., one target. 18 (4d6 + 4) bludgeoning damage. Succeed on a DC14 Strength saving throw or be knocked prone. + Tail|+7|4d6+4 + + +Source: Storm King's Thunder p. 99 + + + + Tressym + T + beast + Chaotic Neutral + 12 + 5 (2d4) + walk 40 ft., climb 30 ft., fly 40 ft. + 3 + 15 + 10 + 11 + 12 + 12 + + Perception +5, Stealth +4 + 15 + understands Common but can't speak + 0 + + poison + + poisoned + darkvision 60 ft. + + Detect Invisibility + Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight + + + Keen Smell + The tressym has advantage on Wisdom (Perception) checks that rely on smell. + + + Poison Sense + The tressym can detect whether a substance is poisonous by taste, touch, or smell. + + + Familiar + With the DM's permission, a person who casts the find familiar spell can choose to conjure a tressym in stead of a normal cat. + + + Claws + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage. + + A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet. +Thought to be the results of wizardly experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs. +Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey much as normal cats do, but with the added advantage of flight. Tressym don't, however, attack nestlings or despoil eggs. +Tressym mate with others of their kind, but they don't mate for life. A tressym can also mate with a normal cat, though only one out of every ten of their offspring will be a tressym; the others will be normal cats. +Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use awand of lightningbolts remembers the danger of "sticks of wood held by humans" for the rest of its life. A lucky, healthy tressym can live to be 20 years old. +With the DM's permission, a person who casts the findfamiliar spellcan choose to conjure a tressym instead of a normal cat. +Source: Storm King's Thunder p. 242 + + + + Tug + H + giant + Chaotic Evil + 13 (natural armor) + 105 (10d12+40) + walk 40 ft. + 21 + 8 + 19 + 5 + 9 + 6 + + Perception +2 + 12 + Giant + 5 + + + + + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Greatclub|+8|3d8+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage. + Rock|+8|3d10+5 + + + Variant: New Giant Options + Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option. + Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up. + + +Source: Storm King's Thunder p. 209 + hill + + + Turlang + H + plant + Chaotic Good + 16 (natural armor) + 200 (12d12+60) + walk 30 ft. + 23 + 8 + 21 + 12 + 16 + 12 + + + 13 + Common, Druidic, Elvish, Sylvan + 9 + bludgeoning, piercing + + fire + + + + False Appearance + While Turlang remains motionless, it is indistinguishable from a normal tree. + + + Siege Monster + The treant deals double damage to objects and structures. + + + Multiattack + The treant makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage. + Slam|+10|3d6+6 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+10|4d10+6 + + + Animate Trees (1/Day) + The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of Turlang. The tree remains animate for 1 day or until it dies; until Turlang dies or is more than 120 feet from the tree; or until Turlang takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. + + +Source: Storm King's Thunder p. 107 + forest + + + Urgala Meltimer + M + humanoid (Turamihuman) + Lawful Good + 12 (leather armor) + 58 (9d8+18) + walk 30 ft. + 16 + 13 + 14 + 12 + 14 + 13 + + Athletics +5, Intimidation +3 + 12 + Common, Giant + 0 + + + + + + + Giant Slayer + Any weapon attack that Urgala makes against a giant deals an extra 7 (2d6) damage on a hit. + + + Roleplaying Information + A retired adventurer, Urgala owns a respectable inn, the North shield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies. + Ideal: "We live in a violent world, and sometimes violence is necessary for survival." + Bond: "My home is my life. Threaten it, and I'll hurt you." + Flaw: "I know how treacherous and greedy adventurers can be. I don't trust them—any of them." + + + Multiattack + Urgala makes two attacks with her morningstar or her shortbow. + + + Morningstar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Morningstar|+5|1d8+3 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 5 (1d6 + 1) piercing damage. Urgala carries a quiver of twenty arrows. + Shortbow|+3|1d6+1 + + A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies. +Ideal:"We live in a violent world, and sometimes violence is necessary for survival." +Bond:"My home is my life. Threaten it, and I'll hurt you." +Flaw:"I know how treacherous and greedy adventurers can be. I don't trust them-any of them." +Source: Storm King's Thunder p. 254 + + + + Uthgardt Barbarian Leader + M + humanoid (any race) + Any Chaotic Alignment + 13 (hide armor) + 67 (9d8+27) + walk 30 ft. + 16 + 12 + 17 + 9 + 11 + 9 + + + 10 + any one language (usually Common) + 2 + + + + + + + Reckless + At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + + Oathbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage, plus an extra 10 (3d6) piercing damage against a sworn enemy See the oathbow entry for the other properties. + Oathbow|+5|1d8+3 + + +Source: Storm King's Thunder p. 86 + + + + Uthgardt Shaman + M + humanoid (human) + Neutral Evil + 13 (hide armor) + 38 (7d8+7) + walk 30 ft. + 14 + 12 + 13 + 10 + 15 + 12 + + Medicine +4, Nature +4, Perception +4, Survival +6 + 14 + Bothii, Common + 2 + + + + + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if wielded with two hands. + Spear|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage. + Shortbow|+3|1d6+1 + + + Innate Spellcasting + The shaman can innately cast the following spells. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). + At will: dancing lights, message, mage hand, thaumaturgy + 1/day: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians + + dancing lights, message, mage hand, thaumaturgy, augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians + Uthgardt barbarians are suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand apart from the tribe, with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them. Other Uthgardt fear and respect a shaman's power. +An Uthgardt shaman must possess a sacred bundle to cast spells. A sacred bundle is made up of sticks, bones, feathers, tufts of fur, and stones that have been "touched" by spirits. It takes a month for a shaman to assemble a sacred bundle, and a shaman can use only one such bundle at a time. A sacred bundle benefits only the shaman who created it, and it doesn't replace the normal components of a spell. +In addition to the spells that all Uthgardt shamans can cast, a shaman of a particular tribe gains additional spells based on tribal affiliation (see the "Uthgardt Sha man Tribal Spells" sidebar). +By communing with their ancestors' spirits, Uthgardt shamans can also learn secret rituals. These rituals almost always require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs, and some shamans of the Griffon tribe can transform them selves into griffons by performing a ritual that requires them to drink copious amounts of horse blood. +Uthgardt Shaman Tribal Spells. Depending on an Uthgardt shaman's tribe, the shaman's Innate Spellcasting feature gains additional spells the shaman can cast once per day. +Black Lion:animate dead, chill touch, feign death, revivify +Black Raven:animal messenger(raven only),feather fall, polymorph(into a raven only) +Blue Bear:enhance ability(bear's endurance only),heroism +Elk:expeditious retreat, find steed(elk only),haste +Gray Wolf:beast sense(wolf or dire wolf only),moonbeam, speak with animals(wolf or dire wolf only) +Great Worm:crusader's mantle, divine favor, hypnotic pattern +Griffon:feather fall, fly +Sky Pony:divine favor, feather fall, lightning bolt +Red Tiger:beast sense(tiger only),enhance ability(cat's grace only),jump +Thunderbeast:enhance ability(bull's strength only),pass without trace, stoneskin +Tree Ghost:barkskin, druidcraft, plant growth, speak with plants +Source: Storm King's Thunder p. 243 + + + + Vaal + H + giant + Neutral Good (50%) Neutral Evil (50%) + 14 (natural armor) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 12 + 16 + 16 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7 + 17 + Common, Giant + 9 + + + + + + + Keen Smell + Vaal has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + Vaal makes two morningstar attacks. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage. + Morningstar|+12|3d8+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+12|4d10+8 + + + Variant: New Giant Options + Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options. + Fling. Vaal tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Vaal's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown. + Wind Aura. A magical aura of wind surrounds Vaal. The aura is a 10-foot-radius sphere that lasts as long as Vaal maintains concentration on it (as if concentrating on a spell). While the aura is in effect, Vaal gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + + Innate Spellcasting + Vaal's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form + +Source: Storm King's Thunder p. 207 + mountain + + + Vaasha + H + giant + Chaotic Good + 16 (scale mail) + 230 (20d12+100) + walk 50 ft., swim 50 ft. + 29 + 14 + 20 + 16 + 18 + 18 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + 19 + Common, Giant + 13 + cold + lightning, thunder + + + + + Roleplaying Information + Vaasha is a skilled hunter and tracker who doesn't charge into danger without first assessing the risks. She's not afraid to speak her mind, even to her king. To her, a worthy leader values the truth, no matter how painful it is. + Ideal: "I want this conflict over with so that I can return to the quiet stillness of the ocean depths." + Bond: "I'll protect this beautiful world from the ravages of evil with my dying breath." + Flaw: "I don't care if my words hurt others' feelings." + + + Amphibious + Vaasha can breathe air and water. + + + Multiattack + Vaasha makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage. + Greatsword|+14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 35 (4d12 + 9) bludgeoning damage. + Rock|+14|4d12+9 + + + Lightning Strike (Recharge 5-6) + Vaasha hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike (Recharge 5-6)||12d8 + + + Variant: New Giant Options + Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option. + Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of Vaasha must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Vaasha's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + + + Innate Spellcasting + Vaasha's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + detect magic, feather fall, levitate, light, control weather, water breathing + +Source: Storm King's Thunder p. 256 + coastal + + + Wiri Feagol + S + humanoid (gnome) + Any alignment + 10 + 4 (1d8) + walk 25 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common), Gnomish + 0 + + + + + darkvision 60 ft. + + Gnome Cunning + <$title_short_name$> has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Storm King's Thunder p. 176 + arctic, desert, coastal, grassland, hill, urban, forest + + + Wood Elf + M + humanoid (elf) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 35 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +1, Stealth +6, Survival +5 + 15 + any one language (usually Common), Elvish + 1/2 + + + + + darkvision 60 ft. + + Keen Hearing and Sight + The wood elf has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Wood Elf to sleep. + + + Mask of the Wild + <$title_short_name$> can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + Multiattack + The wood elf makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Storm King's Thunder p. 28 + + + + Xolkin Alassandar + M + humanoid (any race) + Any Non-Lawful Alignment + 15 (studded leather armor) + 65 (10d8+20) + walk 30 ft. + 15 + 16 + 14 + 14 + 11 + 14 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + 10 + any two languages + 2 + + + + + + + Multiattack + Xolkin makes three melee attacks: two with its scimitar and one with its dagger. Or Xolkin makes two ranged attacks with its daggers. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|+5|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Parry + Xolkin adds 2 to its AC against one melee attack that would hit it. To do so, Xolkin must see the attacker and be wielding a melee weapon. + + +Source: Storm King's Thunder p. 27 + + + + Yak + L + beast + Unaligned + 10 + 13 (2d10+2) + walk 50 ft. + 16 + 10 + 12 + 2 + 10 + 6 + + + 10 + + 1/4 + + + + + + + Charge + If the yak moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Ram|+5|1d6+3 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. 8 (2d4 + 3) bludgeoning damage. + Hooves|+5|2d4+3 + + +Source: Storm King's Thunder p. 172 + grassland, forest, hill + + + Yakfolk Priest + L + monstrosity + Neutral Evil + 12 (hide armor) + 52 (7d10+14) + walk 30 ft. + 16 + 11 + 15 + 14 + 18 + 14 + + Deception +4, Medicine +6, Survival +6 + 14 + Common, Yikaria + 4 + + + + + + + Possession (Recharges after a Short or Long Rest) + The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. + The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear. + + + Multiattack + The yakfolk makes two melee attacks. + + + Quarterstaff + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with two hands. + Quarterstaff|+5|2d6+3 + + + Summon Earth Elemental (1/Day) + The yakfolk summons an earth elemental. The elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action. + + + Spellcasting + The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The priest has the following cleric spells prepared: + Cantrips (at will): light, mending, sacred flame, thaumaturgy + • 1st level (4 slots): bane, command, cure wounds, sanctuary + • 2nd level (3 slots): augury, hold person, spiritual weapon + • 3rd level (3 slots): bestow curse, protection from energy, sending + • 4th level (1 slots): banishment + + 4, 3, 3, 1 + light, mending, sacred flame, thaumaturgy, bane, command, cure wounds, sanctuary, augury, hold person, spiritual weapon, bestow curse, protection from energy, sending, banishment + Yakfolk, known among themselves as Yikaria ("the Lucky Chosen" in their language), are ogre-sized humanoids. Their heads resemble disgruntled yaks, complete with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart. +Yakfolk Society. Other civilized races treat yakfolk as "bogeymen"-a scary race of evil, ruthless, and powerful savages. They dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. In these seemingly idyllic hideaways, the yakfolk rule over humanoid slaves with iron fists. For all their learning and culture, yakfolk are enormously evil overlords. They care for their hapless subjects only to the extent that a live slave is more useful than a dead one, and keeping one alive is easier than laboring oneself. It's not that yakfolk are lazy-quite the contrary. They simply consider most menial tasks beneath them. +Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and enslaved. +Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families-only to their god and race. +Servants of the Forgotten God. Yakfolk function as a malignant theocracy in service to the Forgotten God. The worship of this savage, nameless deity directs their lives. The god takes the form of a male Yikaria, but the deity's face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which the followers carry out by offering slaves in the Manner Elemental-that is, by fire (immolation), earth (live burial), water (drown ing), or air (throwing the victim off a great height). Sac rifices are meant to ensure the benevolence of the deity and to punish disobedient slaves. +The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions-and forbidden to attack them-"for a thousand years and a year." The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance. +Skin Crawlers. A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yakfolk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young. +Source: Storm King's Thunder p. 245 + + + + Yakfolk Warrior + L + monstrosity + Neutral Evil + 11 (leather armor) + 60 (8d10+16) + walk 30 ft. + 18 + 11 + 15 + 14 + 15 + 14 + + Deception +4, Survival +4 + 12 + Common, Yikaria + 3 + + + + + + + Possession (Recharges after a Short or Long Rest) + The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. + The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear. + + + Multiattack + The yakfolk makes two attacks, either with its greatsword or its longbow. + + + Greatsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 18 (4d6 + 4) slashing damage. + Greatsword|+6|4d6+4 + + + Longbow + Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. 9 (2d8) piercing damage. + Longbow|+2|2d8 + + Yakfolk, known among themselves as Yikaria ("the Lucky Chosen" in their language), are ogre-sized humanoids. Their heads resemble disgruntled yaks, complete with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart. +Yakfolk Society. Other civilized races treat yakfolk as "bogeymen"-a scary race of evil, ruthless, and powerful savages. They dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. In these seemingly idyllic hideaways, the yakfolk rule over humanoid slaves with iron fists. For all their learning and culture, yakfolk are enormously evil overlords. They care for their hapless subjects only to the extent that a live slave is more useful than a dead one, and keeping one alive is easier than laboring oneself. It's not that yakfolk are lazy-quite the contrary. They simply consider most menial tasks beneath them. +Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and enslaved. +Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families-only to their god and race. +Servants of the Forgotten God. Yakfolk function as a malignant theocracy in service to the Forgotten God. The worship of this savage, nameless deity directs their lives. The god takes the form of a male Yikaria, but the deity's face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which the followers carry out by offering slaves in the Manner Elemental-that is, by fire (immolation), earth (live burial), water (drown ing), or air (throwing the victim off a great height). Sac rifices are meant to ensure the benevolence of the deity and to punish disobedient slaves. +The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions-and forbidden to attack them-"for a thousand years and a year." The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance. +Skin Crawlers. A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yak-folk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young. +Source: Storm King's Thunder p. 244 + + + + Young Cloud Giant + H + giant + Chaotic Evil + 13 (natural armor) + 105 (10d12+40) + walk 40 ft. + 21 + 8 + 19 + 5 + 9 + 6 + + Perception +2 + 12 + Giant + 5 + + + + + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Greatclub|+8|3d8+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage. + Rock|+8|3d10+5 + + + Variant: New Giant Options + Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option. + Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up. + + +Source: Storm King's Thunder p. 112 + hill + + + Zaltember + L + giant + Lawful Evil + 13 (chain shirt) + 30 (4d10+8) + walk 30 ft. + 17 + 10 + 14 + 10 + 10 + 10 + + + 10 + Common, Giant + 1 + + fire + + + + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands. + Battleaxe|+5|2d8+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 10 (2d6 + 3) piercing damage. + Javelin|+5|2d6+3 + + +Source: Storm King's Thunder p. 180 + + + + Zephyros + H + giant + Neutral Good + 14 (natural armor) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 18 + 16 + 16 + Con +11, Wis +8, Cha +8 + Insight +8, Perception +8 + 17 + Common, Giant + 13 + + + + + + + Keen Smell + Zephyros has advantage on Wisdom (Perception) checks that rely on smell. + + + Fling + Zephyros tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Zephyros's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown. + + + Wind Aura + A magical aura of wind surrounds Zephyros. The aura is a 10-foot-radius sphere that lasts as long as he maintains concentration on it (as if concentrating on a spell). While the aura is in effect, Zephyros gains a +2 bonus to his AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + + Multiattack + Zephyros makes two staff attacks. + + + Staff of the Magi + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 20 (3d6 + 10) bludgeoning damage, or 23 (3d8 + 10) bludgeoning damage if used with two hands. This damage is considered magical.. + Staff of the Magi|+15|3d6+10 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+12|4d10+8 + + + Innate Spellcasting + Zephyros's innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + + Spellcasting + Zephyros is a 12th-level spellcaster. his spellcasting ability is Intelligence (spell save DC 17; +11 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): mending, message, prestidigitation, ray of frost, shocking grasp + • 1st level (4 slots): charm person, comprehend languages, magic missile, shield + • 2nd level (3 slots): crown of madness, gust of wind, levitate + • 3rd level (3 slots): nondetection, protection from energy, tongues + • 4th level (3 slots): conjure minor elementals, greater invisibility, Otiluke's resilient sphere + • 5th level (2 slots): cone of cold, contact other plane + • 6th level (1 slots): mass suggestion + + 4, 3, 3, 3, 2, 1 + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form, mending, message, prestidigitation, ray of frost, shocking grasp, charm person, comprehend languages, magic missile, shield, crown of madness, gust of wind, levitate, nondetection, protection from energy, tongues, conjure minor elementals, greater invisibility, Otiluke's resilient sphere, cone of cold, contact other plane, mass suggestion + Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue. +High and Mighty. Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly. +Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs. +Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants. +Affluent Princes. Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races. +They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottagesized produce and magic beans are spread in the mortal realm. +As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions. +Children of the Trickster. The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silvertongued speech. Family members usually align in the same direction. +Wealth and Power. A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants. +However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household. +Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor. +Giants. Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain thecustoms and traditions of old. +Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. +Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. +The Ordning. Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. +Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. +At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. +Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude. +Giant Gods. When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon. +Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. +Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. +Source: Storm King's Thunder p. 33 + + + + Zi Liang + M + humanoid (Shouhuman) + Chaotic Good + 15 + 22 (5d8) + walk 30 ft. + 12 + 15 + 11 + 14 + 16 + 11 + + Acrobatics +4, Athletics +3, Perception +5, Stealth +4 + 15 + Common, Elvish, Goblin + 0 + + + + + + + Unarmored Defense + While Zi is wearing no armor and wielding no shield, her AC includes her Wisdom modifier. + + + Roleplaying Information + Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours. + Ideal: "If we faithfully tend to our gardens and our fields, Chauntea will smile upon us." + Bond: "Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it." + Flaw: "I don't trust authority. I do what my heart says is right." + + + Multiattack + Zi makes two melee attacks. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with both hands. + Quarterstaff|+3|1d6+1 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. Zi carries twenty sling stones. + Sling|+4|1d4+2 + + Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours. +Ideal:"If we faithfully tend to our gardens and our fields, Chauntea will smile upon us." +Bond:"Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it." +Flaw:"I don't trust authority. I do what my heart says is right." +Source: Storm King's Thunder p. 251 + + + diff --git a/FightClub5eXML/Sources/StormLordsWrath.xml b/FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml similarity index 100% rename from FightClub5eXML/Sources/StormLordsWrath.xml rename to FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml diff --git a/FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml b/FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml new file mode 100755 index 0000000..0fbbc9a --- /dev/null +++ b/FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml @@ -0,0 +1,340 @@ + + + + Expert + M + humanoid + Any alignment + 15 (studded leather armor) + 44 (8d8+8) + walk 30 ft. + 10 + 16 + 12 + 14 + 10 + 14 + Dex +6 + Acrobatics +9, Performance +5, Persuasion +5, Sleight of hand +6, Stealth +9 + 10 + Common, plus one of your choice + + + + + + + + Helpful + The expert can take the Help action as a bonus action, and the creature who receives the help gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target. + + + Tools + The expert has thieves' tools and a musical instrument. + + + Extra Attack + The expert can attack twice, instead of once, whenever it takes the Attack action on its turn. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+6|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+6|1d4+3 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|+6|1d6+3 + + +Source: Essentials Kit: Storm Lord's Wrath + + + + Skull Flier + M + construct + Unaligned + 16 (natural armor) + 24 (3d8) + walk 10 ft., fly 50 ft. + 10 + 14 + 10 + 1 + 10 + 3 + + + 10 + + 1/2 + + poison, psychic + + charmed, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Sting|+4|1d6+2 + Sting||3d6 + + +Source: Essentials Kit: Storm Lord's Wrath + + + + Spellcaster (Healer) + M + humanoid + Any alignment + 13 (studded leather armor) + 36 (8d8) + walk 30 ft. + 10 + 12 + 10 + 15 + 16 + 13 + Wis +6 + Arcana +5, Investigation +5, Religion +5 + 13 + Common, plus one of your choice + + + + + + + + Potent Cantrip + The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. + Quarterstaff|+3|1d6 + + + Spellcasting (Healer) + The spellcaster's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The spellcaster has following cleric spells prepared: + Cantrips (at will): guidance, light, resistance, sacred flame + • 1st level (4 slots): bless, cure wounds, shield of faith + • 2nd level (3 slots): aid, lesser restoration + • 3rd level (3 slots): protection from energy, revivify + • 4th level (1 slots): death ward + + 4, 3, 3, 1 + guidance, light, resistance, sacred flame, bless, cure wounds, shield of faith, aid, lesser restoration, protection from energy, revivify, death ward + +Source: Essentials Kit: Storm Lord's Wrath + + + + Spellcaster (Mage) + M + humanoid + Any alignment + 13 (studded leather armor) + 36 (8d8) + walk 30 ft. + 10 + 12 + 10 + 16 + 14 + 13 + Wis +5 + Arcana +6, Investigation +6, Religion +6 + 12 + Common, plus one of your choice + + + + + + + + Potent Cantrip + The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. + Quarterstaff|+3|1d6 + + + Spellcasting (Mage) + The spellcaster's spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The spellcaster has following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, minor illusion + • 1st level (4 slots): burning hands, shield, sleep + • 2nd level (3 slots): flaming sphere, invisibility + • 3rd level (3 slots): fireball, fly + • 4th level (1 slots): wall of fire + + 4, 3, 3, 1 + fire bolt, light, mage hand, minor illusion, burning hands, shield, sleep, flaming sphere, invisibility, fireball, fly, wall of fire + +Source: Essentials Kit: Storm Lord's Wrath + + + + Statue of Talos + L + elemental + Chaotic Evil + 17 (natural armor) + 147 (14d10+70) + walk 30 ft., fly 60 ft. + 19 + 11 + 20 + 6 + 11 + 9 + Wis +4 + Perception +4 + 14 + Terran + 10 + bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + poison + + exhaustion, petrified, poisoned + darkvision 60 ft. + + False Appearance + While the statue remains motionless, it is indistinguishable from an inanimate statue. + + + Multiattack + The statue makes five attacks: one with its headbutt and four with its lightning bolt blades. + + + Headbutt + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Headbutt|+8|2d6+4 + + + Lightning Bolt Blades + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage. + Lightning Bolt Blades|+8|2d4+4 + + +Source: Essentials Kit: Storm Lord's Wrath + + + + Tooth-N-Claw + M + fiend + Lawful Evil + 15 (natural armor) + 45 (7d8+14) + walk 50 ft. + 17 + 12 + 14 + 6 + 13 + 6 + + Perception +5 + 15 + understands Infernal but can't speak it + 3 + + cold + + + darkvision 60 ft. + + Keen Hearing and Smell + Tooth-N-Claw has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + Tooth-N-Claw has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 7 (2d6) cold damage. + Bite|+5|1d8+3 + + + Freezing Breath (Recharge 5-6) + Tooth-N-Claw exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. + Freezing Breath (Recharge 5-6)||6d6 + + +Source: Essentials Kit: Storm Lord's Wrath + + + + Warrior + M + humanoid + Any alignment + 20 (plate armor, shield) + 52 (8d8+16) + walk 30 ft. + 16 + 14 + 14 + 10 + 12 + 10 + Con +5 + Athletics +6, Perception +4, Survival +4 + 14 + Common, plus one of your choice + + + + + + + + Battle Readiness + The warrior has advantage on initiative rolls. + + + Improved Critical + The warrior's attack rolls score a critical hit on a roll of 19 or 20 on the d20. + + + Martial Role + The warrior has one of the following traits of your choice: + • Attacker: The warrior gains a +2 bonus to attack rolls. + • Defender: The warrior gains the Protection reaction below. + + + Extra Attack + The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+6|1d8+3 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+5|1d8+2 + + + Protection (Defender Only) + The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker. + + +Source: Essentials Kit: Storm Lord's Wrath + + + diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml similarity index 100% rename from FightClub5eXML/Sources/SwordCoastAdventurersGuide.xml rename to FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml new file mode 100755 index 0000000..b575e0c --- /dev/null +++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml @@ -0,0 +1,71 @@ + + + + Booming Blade + 0 + EV + NO + + 5 feet + V, M (a weapon) + 1 round + Sorcerer, Warlock, Wizard + As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. +This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. +Source: Sword Coast Adventurer's Guide p. 142 + 1d8 + 2d8 + + + Green-Flame Blade + 0 + EV + NO + + 5 feet + V, M (a weapon) + Instantaneous + Sorcerer, Warlock, Wizard + As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. +This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level. +Source: Sword Coast Adventurer's Guide p. 143 + 1d8 + 1d8+SPELL + + + Lightning Lure + 0 + EV + NO + + 15 feet + V + Instantaneous + Sorcerer, Warlock, Wizard + You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. +This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). +Source: Sword Coast Adventurer's Guide p. 143 + 1d8 + 2d8 + 3d8 + 4d8 + + + Sword Burst + 0 + C + NO + + 5 feet + V + Instantaneous + Sorcerer, Warlock, Wizard + You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage. +This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Sword Coast Adventurer's Guide p. 143 + 1d6 + 2d6 + 3d6 + 4d6 + + diff --git a/FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml b/FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml new file mode 100755 index 0000000..327228b --- /dev/null +++ b/FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml @@ -0,0 +1,7022 @@ + + + + Amphisbaena + H + beast + Unaligned + 12 + 60 (8d12+8) + walk 30 ft., swim 30 ft. + 19 + 14 + 12 + 1 + 10 + 3 + + Perception +2 + 12 + + 2 + + + + + blindsight 10 ft. + + Multiattack + The amphisbaena makes two attacks, only one of which can be a constrict attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. + Bite|+6|2d6+4 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. + Constrict|+6|2d8+4 + + +Source: Tales from the Yawning Portal p. 84 + underwater, underdark, forest, swamp, desert + + + Animated Table + L + construct + Unaligned + 15 (natural armor) + 39 (6d10+6) + walk 40 ft. + 18 + 8 + 13 + 1 + 3 + 1 + + + 6 + + 2 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The table is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the table remains motionless, it is indistinguishable from a normal table. + + + Charge + If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + + Ram + Melee Weapon Attack: +6, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + + Arundil's Animated Objects. A century ago, the dwarf mage Arundil animated a number of objects to defend the Foundry against intruders other than dwarves. Many of these creations remain in place today. +These animated objects never attack dwarves or duergar. In addition, a dwarf (including a duergar) can order an object to cease its attack. If so commanded, the object becomes immobile for 10 minutes, or until the one commanding it leaves the area. +Constructed Nature. An animated table doesn't require air, food, drink, or sleep. +Source: Tales from the Yawning Portal p. 230 + + + + Ashdra + M + humanoid (elf) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + Perception +1 + 10 + any one language (usually Common), Elvish + 0 + + + + + darkvision 120 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Ashdra to sleep. + + + Sunlight Sensitivity + While in sunlight, Ashdra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 9). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Tales from the Yawning Portal p. 158 + arctic, desert, coastal, grassland, hill, urban, forest + + + Bandagh + M + humanoid (orc) + Chaotic Evil + 13 (hide armor) + 15 (2d8+6) + walk 30 ft. + 16 + 12 + 16 + 7 + 11 + 10 + + Intimidation +2 + 10 + Common, Orc + 1/2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|+5|1d6+3 + + +Source: Tales from the Yawning Portal p. 159 + underdark, mountain, grassland, forest, swamp, hill, arctic + + + Belak the Outcast + M + humanoid (human) + Any alignment + 11 (16 with barkskin) + 27 (5d8+5) + walk 30 ft. + 10 + 12 + 13 + 12 + 15 + 11 + + Medicine +4, Nature +3, Perception +4 + 14 + Druidic plus any two languages + 2 + + + + + + + Quarterstaff + Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands. + Quarterstaff|+2|1d6 + + + Spellcasting + The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, poison spray, shillelagh + • 1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave + • 2nd level (3 slots): barkskin, flaming sphere + + 4, 3 + druidcraft, poison spray, shillelagh, cure wounds, entangle, faerie fire, thunderwave, barkskin, flaming sphere + +Source: Tales from the Yawning Portal p. 9 + + + + Bugbear Gardener + M + humanoid (goblinoid) + Chaotic Evil + 16 (hide armor, shield) + 27 (5d8+5) + walk 30 ft. + 15 + 14 + 13 + 8 + 11 + 9 + + Stealth +6, Survival +2 + 10 + Common, Goblin + 1 + + + + + darkvision 60 ft. + + Brute + A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). + + + Surprise Attack + If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. + + + Glaive + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 13 (2d10 + 2) slashing damage. + Glaive|+4|2d10+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. + Javelin|+4|2d6+2 + + +Source: Tales from the Yawning Portal p. 29 + underdark, grassland, forest + + + Bugbear Lieutenant + M + humanoid (goblinoid) + Chaotic Evil + 16 (hide armor, shield) + 27 (5d8+5) + walk 30 ft. + 15 + 14 + 13 + 8 + 11 + 9 + + Stealth +6, Survival +2 + 10 + Common, Goblin + 1 + + + + + darkvision 60 ft. + + Brute + A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). + + + Surprise Attack + If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 11 (2d8 + 2) slashing damage, or 13 (2d10 + 2) slashing damage if used with both hands. + Longsword|+4|2d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. + Javelin|+4|2d6+2 + + +Source: Tales from the Yawning Portal p. 173 + underdark, grassland, forest + + + Calcryx + M + dragon + Chaotic Evil + 16 (natural armor) + 32 (5d8+10) + walk 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. + 14 + 10 + 14 + 5 + 10 + 11 + Dex +2, Con +4, Wis +2, Cha +2 + Perception +4, Stealth +2 + 14 + Draconic + 2 + + cold + + + blindsight 10 ft., darkvision 60 ft. + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage. + Bite|+4|1d10+2 + + + Cold Breath (Recharge 5-6) + The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath (Recharge 5-6)||5d8 + + The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed. +A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky. +Primal and Vengeful. White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby. +A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders. +Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so. +Lone Masters. White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again. +White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs. +Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant. +Treasure Under Ice. White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers. +Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard. +A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own. +Dragons. True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. +Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. +Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. +True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. +Dragon Age Categories +Category | Size | Age Range +Wyrmling | Medium | 5 years or less +Young | Large | 6–100 years +Adult | Huge | 101–800 years +Ancient | Gargantuan | 801 years or more + +Chromatic Dragons. The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other. +Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have "stolen" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. +Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. +Dangerous Lairs. A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. +Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. +Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. +Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. +Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power. +Source: Tales from the Yawning Portal p. 23 + + + + Centaur Mummy + L + undead + Lawful Evil + 13 (natural armor) + 85 (10d10+30) + walk 30 ft. + 20 + 12 + 16 + 5 + 14 + 12 + Wis +5 + + 12 + Common, Sylvan + 6 + bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + fire + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Charge + If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. + + + Multiattack + The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its pike and uses Dreadful Glare. + + + Pike + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 10 (1d10 + 5) piercing damage. + Pike|+8|1d10+5 + + + Hooves + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic. + Hooves|+8|2d6+5 + + + Dreadful Glare + The centaur mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, the target must succeed on a DC 12 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. + + In The Hidden Shrine of Tamoachan, characters must contend with a mummified centaur that wants to prevent them from moving any farther into the dungeon. Combining the most lethal features of two creature types, the centaur mummy can attack nearby targets with its melee weapons while trying to use its Dreadful Glare against enemies that hold back. +Source: Tales from the Yawning Portal p. 231 + + + + Chief Nosnra + H + giant + Neutral Evil + 15 (patchwork armor) + 138 (12d12+60) + walk 40 ft. + 23 + 9 + 21 + 9 + 10 + 12 + Con +8, Wis +3, Cha +4 + Athletics +9, Perception +3 + 13 + Giant + 8 + + cold + + + + + Multiattack + Chief Nosnra makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. + Greataxe|+9|3d12+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+9|4d10+6 + + + Variant: New Giant Options + Some adult frost giants are skilled hunters who construct and hurl nets weighted down with fragments of metal or bone. This ability is represented by the following action option. + Weighted Net. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target. + + +Source: Tales from the Yawning Portal p. 170 + mountain, arctic + + + Cloud Giant Noble + H + giant + Neutral Good (50%) Neutral Evil (50%) + 14 (natural armor) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 12 + 16 + 16 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7 + 17 + Common, Giant + 9 + + + + + + + Keen Smell + The giant has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The giant makes two morningstar attacks. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage. + Morningstar|+12|3d8+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+12|4d10+8 + + + Variant: New Giant Options + Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options. + Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown. + Wind Aura. A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + + Innate Spellcasting + The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form + +Source: Tales from the Yawning Portal p. 206 + mountain + + + Curran Corvalin + S + humanoid (halfling) + Any alignment + 10 + 4 (1d8) + walk 25 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common), Halfling + 0 + + + + + + + Halfling Nimbleness + <$title_short_name$> can move through a space of a Medium or larger creature. + + + Brave + <$title_short_name$> has advantage on saving throws against being frightened. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Tales from the Yawning Portal p. 158 + arctic, desert, coastal, grassland, hill, urban, forest + + + Dragonpriest + L + giant + Chaotic Evil + 15 (natural armor) + 30 (8d10+40) + walk 30 ft. + 18 + 13 + 20 + 7 + 9 + 7 + + Perception +2 + 12 + Giant + 5 + + + + + darkvision 60 ft. + + Keen Smell + The dragonpriest has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The dragonpriest regains 5 hit points at the start of its turn. If the dragonpriest takes acid or fire damage, this trait doesn't function at the start of the dragonpriest's next turn. The dragonpriest dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Bite|+7|1d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Variant: Loathsome Limbs + Whenever the dragonpriest takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: + • 1–10: Nothing else happens. + • 11–14: One leg is severed from the dragonpriest if it has any legs left. + • 15–18: One arm is severed from the dragonpriest if it has any arms left. + • 19–20: The dragonpriest is decapitated, but the dragonpriest dies only if it can't regenerate. If it dies, so does the severed head. + If the dragonpriest finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the dragonpriest's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the dragonpriest's Regeneration trait. + A severed leg is unable to attack and has a speed of 5 feet. + A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the dragonpriest can see the arm and its target. Each time the dragonpriest loses an arm, it loses a claw attack. + If its head is severed, the dragonpriest loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the dragonpriest's Keen Smell trait. It can make a bite attack but only against a target in its space. + The dragonpriest's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. + + +Source: Tales from the Yawning Portal p. 16 + underdark, mountain, forest, swamp, hill, arctic + + + Dread Warrior + M + undead + Neutral Evil + 18 (chain mail, shield) + 37 (5d8+15) + walk 30 ft. + 15 + 11 + 16 + 10 + 12 + 10 + Wis +3 + Athletics +4, Perception +3 + 13 + Common + 1 + + poison + + exhaustion, poisoned + darkvision 60 ft. + + Undead Fortitude + If damage reduces the dread warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the dread warrior drops to 1 hit point instead. + + + Multiattack + The dread warrior makes two melee attacks. + + + Battleaxe + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded with two hands. + Battleaxe|+4|1d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Javelin|+4|1d6+2 + + The Red Wizards (Dead in Thay) make use of several kinds of undead minions, including the special servants known as dread warriors. After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar. By creating a psychic link with a dread warrior, a Red Wizard can experience the world through the creature's senses and direct the warrior. +Undead Nature. A dread warrior doesn't require air, food, drink, or sleep. +Source: Tales from the Yawning Portal p. 233 + + + + Drevin + S + humanoid (halfling) + Any alignment + 12 + 27 (6d8) + walk 25 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages, Halfling + 1 + + + + + + + Cunning Action + On each of its turns, Drevin can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Drevin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Drevin that isn't incapacitated and Drevin doesn't have disadvantage on the attack roll. + + + Halfling Nimbleness + <$title_short_name$> can move through a space of a Medium or larger creature. + + + Brave + <$title_short_name$> has advantage on saving throws against being frightened. + + + Multiattack + Drevin makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + +Source: Tales from the Yawning Portal p. 126 + + + + Drow Commander + M + humanoid (elf) + Neutral Evil + 18 (studded leather armor, shield) + 110 (11d8+22) + walk 30 ft. + 13 + 18 + 14 + 11 + 13 + 12 + Dex +7, Con +5, Wis +4 + Perception +4, Stealth +10 + 14 + Elvish, Undercommon + 5 + + + + + darkvision 120 ft. + + Special Equipment + The drow carries three magical bolts, as follows: + • A bolt of holding, which casts hold person on a target hit with the bolt, as well as up to two other targets within 30 feet of that target + • A bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target + • A bolt of vapors, which casts stinking cloud centered on the point it hits + Each of these effects has a spell save DC of 15 and a duration of 1 minute. + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two shortsword attacks. + + + Shortsword +2 + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d6 + 6) piercing damage plus 10 (3d6) poison damage. + Shortsword +2|+9|1d6+6 + + + Hand Crossbow +1 + Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. + Hand Crossbow +1|+8|1d6+5 + + + Parry + The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon. + + + Variant: Drow Magic Armor and Weapons + Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. + A drow elite warrior wearing +2 Studded Leather Armor and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + dancing lights, darkness, faerie fire, levitate + +Source: Tales from the Yawning Portal p. 209 + underdark + + + Duergar Spy + M + humanoid (dwarf) + Lawful Evil + 15 (studded leather armor) + 33 (6d8+6) + walk 25 ft. + 10 + 16 + 12 + 12 + 10 + 13 + + Deception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight of hand +5, Stealth +7 + 14 + Dwarvish, Undercommon + 2 + poison + + + + darkvision 120 ft. + + Cunning Action + On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. + + + Duergar Resilience + The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sneak Attack + Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. + + + Sunlight Sensitivity + While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The spy makes two shortsword attacks. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spy lacks the room to become Large, it attains the maximum size possible in the space available. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage while enlarged. + Shortsword|+5|1d6+3 + + + Hand Crossbow + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Hand Crossbow|+5|1d6+3 + + + Invisibility (Recharges after a Short or Long Rest) + The spy magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the spy wears or carries is invisible with it. + + The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. +Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. +Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry. +Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. +Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells. +Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight. +Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. +Source: Tales from the Yawning Portal p. 234 + + + + Durnn + M + humanoid (goblinoid) + Lawful Evil + 19 (splint armor, shield) + 18 (2d8+2) + walk 30 ft. + 15 + 12 + 12 + 10 + 10 + 9 + + + 10 + Common, Goblin + 1 + + + + + darkvision 60 ft. + + Martial Advantage + Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage, or 6 (1d10 + 2) slashing damage if used with two hands. + Longsword|+4|1d8+1 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|+4|1d8+1 + + War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied. +Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do. +Goblinoids. Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears. +Martial Might. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures. +Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black. +Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. +As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield. +Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error. +Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants. +Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts. +Conquer and Control. Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory. +Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out. +Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas. +Legion of Maglubiyet. Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron. +Source: Tales from the Yawning Portal p. 25 + + + + Eira + M + humanoid (elf) + Any alignment + 11 (16 with barkskin) + 27 (5d8+5) + walk 35 ft. + 10 + 12 + 13 + 12 + 15 + 11 + + Medicine +4, Nature +3, Perception +1 + 14 + Druidic plus any two languages, Elvish + 2 + + + + + darkvision 60 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Eira to sleep. + + + Mask of the Wild + <$title_short_name$> can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + Quarterstaff + Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands. + Quarterstaff|+2|1d6 + + + Spellcasting + Eira is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, shillelagh + • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + • 2nd level (3 slots): animal messenger, barkskin + + 4, 3 + druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin + +Source: Tales from the Yawning Portal p. 159 + + + + Elder Black Pudding + H + ooze + Unaligned + 7 + 130 (10d12+30) + walk 20 ft., climb 20 ft. + 16 + 5 + 16 + 1 + 6 + 1 + + + 8 + + 4 + + acid, cold, lightning, slashing + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The pudding can move through a space as narrow as 1 inch wide without squeezing. + + + Corrosive Form + A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. + + + Spider Climb + The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|+5|1d6+3 + + + Split + When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. + + +Source: Tales from the Yawning Portal p. 143 + underdark + + + Elder Giant Lizard + H + beast + Unaligned + 14 (natural armor) + 85 (9d12+27) + walk 30 ft., swim 50 ft. + 21 + 9 + 17 + 2 + 10 + 7 + + Stealth +5 + 10 + + 5 + + + + + + + Hold Breath + The lizard can hold its breath for 30 minutes. + + + Multiattack + The lizard makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the lizard can't bite another target. + Bite|+8|3d10+5 + + + Tail + Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the lizard. 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. + Tail|+8|2d8+5 + + +Source: Tales from the Yawning Portal p. 176 + swamp + + + Erky Timbers + M + humanoid (gnome) + Any alignment + 10 + 17 (5d6) + walk 30 ft. + 10 + 10 + 10 + 10 + 14 + 11 + + Medicine +4, Religion +2 + 12 + Common, Draconic, Gnomish, Goblin + 1/4 + + + + + darkvision 60 ft. + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Channel Divinity: Turn Undead (1/Short Rest) + Erky presents his holy Symbol and speaks a prayer censuring the Undead. Each Undead that can see or hear Erky within 30 feet of him must make a DC 12 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. + A turned creature must spend its turns trying to move as far away from Erky as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. + + + Spellcasting + The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (3 slots): bless, cure wounds, sanctuary + + 3 + light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary + Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. +Source: Tales from the Yawning Portal p. 22 + + + + Estia + H + giant + Neutral Good (50%) Neutral Evil (50%) + 14 (natural armor) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 12 + 16 + 16 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7 + 17 + Common, Giant + 9 + + + + + + + Keen Smell + Estia has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + Estia makes two morningstar attacks. + + + Morningstar +2 + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 23 (3d8 + 10) piercing damage. + Morningstar +2|+14|3d8+10 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+12|4d10+8 + + + Variant: New Giant Options + Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options. + Fling. Estia tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Estia's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown. + Wind Aura. A magical aura of wind surrounds Estia. The aura is a 10-foot-radius sphere that lasts as long as Estia maintains concentration on it (as if concentrating on a spell). While the aura is in effect, Estia gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + + Innate Spellcasting + Estia's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form + +Source: Tales from the Yawning Portal p. 189 + mountain + + + Fire Giant Royal Headsman + H + giant + Lawful Evil + 18 (plate armor) + 162 (13d12+78) + walk 30 ft. + 25 + 9 + 23 + 10 + 14 + 13 + Dex +3, Con +10, Cha +5 + Athletics +11, Perception +6 + 16 + Giant + 9 + + fire + + + + + Multiattack + The giant makes two greataxe attacks. + + + Greataxe +2 + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 28 (3d12 + 9) slashing damage. + Greataxe +2|+13|3d12+9 + + + Rock + Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 29 (4d10 + 7) bludgeoning damage. + Rock|+11|4d10+7 + + + Variant: New Giant Options + Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits. + Siege Monster. The giant deals double damage to objects and structures. + Tackle. When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone. + + +Source: Tales from the Yawning Portal p. 201 + underdark, mountain + + + Fire Giant Servant + H + giant + Chaotic Evil + 13 (natural armor) + 105 (10d12+40) + walk 40 ft. + 21 + 8 + 19 + 5 + 9 + 6 + + Perception +2 + 12 + Giant + 5 + + + + + + + Multiattack + The giant makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) slashing damage, or 21 (3d10 + 5) slashing damage if used with both hands. + Longsword|+8|3d8+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage. + Rock|+8|3d10+5 + + + Variant: New Giant Options + Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option. + Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up. + + +Source: Tales from the Yawning Portal p. 171 + hill + + + Flying Shield + S + construct + Unaligned + 17 (natural armor) + 17 (5d6) + walk 0 ft., fly 50 ft. + 12 + 15 + 11 + 1 + 5 + 1 + Dex +4 + + 7 + + 1/4 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The shield is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the shield must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the shield remains motionless and isn't flying, it is indistinguishable from a normal shield. + + + Longshield + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Longshield|+3|1d8+1 + + +Source: Tales from the Yawning Portal p. 224 + + + + Four-Armed Gargoyle + M + elemental + Chaotic Evil + 15 (natural armor) + 63 (7d8+21) + walk 30 ft., fly 60 ft. + 15 + 11 + 16 + 6 + 11 + 7 + + + 10 + Terran + 2 + bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + poison + + exhaustion, petrified, poisoned + darkvision 60 ft. + + False Appearance + While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. + + + Multiattack + The gargoyle makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claws|+4|1d6+2 + + +Source: Tales from the Yawning Portal p. 129 + + + + Frost Giant Servant + H + giant + Chaotic Evil + 13 (natural armor) + 105 (10d12+40) + walk 40 ft. + 21 + 8 + 19 + 5 + 9 + 6 + + Perception +2 + 12 + Giant + 5 + + + + + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Greatclub|+8|3d8+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage. + Rock|+8|3d10+5 + + + Variant: New Giant Options + Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option. + Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up. + + +Source: Tales from the Yawning Portal p. 187 + hill + + + Gargantuan Rug of Smothering + G + construct + Unaligned + 12 + 63 (6d20) + walk 10 ft. + 17 + 14 + 10 + 1 + 3 + 1 + + + 6 + + 2 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + Damage Transfer + While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. + + + False Appearance + While the rug remains motionless, it is indistinguishable from a normal rug. + + + Smother + Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage. + Smother|+5|2d6+3 + + +Source: Tales from the Yawning Portal p. 56 + + + + Giant Crayfish + L + beast + Unaligned + 15 (natural armor) + 45 (7d10+7) + walk 30 ft., swim 30 ft. + 15 + 13 + 13 + 1 + 9 + 3 + + Stealth +3 + 9 + + 2 + + + + + blindsight 30 ft. + + Amphibious + The giant crayfish can breathe air and water. + + + Multiattack + The giant crayfish makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target. + Claw|+4|1d10+2 + + +Source: Tales from the Yawning Portal p. 235 + + + + Giant Ice Toad + L + monstrosity + Neutral + 14 (natural armor) + 52 (7d10+14) + walk 30 ft. + 16 + 13 + 14 + 8 + 10 + 6 + + + 10 + Ice Toad + 3 + + cold + + + darkvision 60 ft. + + Amphibious + The toad can breathe air and water. + + + Cold Aura + Any creature that starts its turn within 10 feet of the toad takes 5 (1d10) cold damage. + + + Standing Leap + The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. + Bite|+5|2d6+3 + + + Swallow + Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature the toad is grappling. 10 (2d6 + 3) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage and 11 (2d10) cold damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. + Swallow|+5|2d6+3 + If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. + + In a cavern within the glacial rift (Against the Giants), a group of ice toads vigorously guard their territory. Waves of cold radiate from the creature, afflicting those that try to approach it, and anyone unfortunate enough to be swallowed suffers injury from cold as well as from the toad's digestive juices. +Source: Tales from the Yawning Portal p. 235 + + + + Giant Lightning Eel + L + beast + Unaligned + 13 + 42 (5d10+15) + walk 5 ft., swim 30 ft. + 11 + 17 + 16 + 2 + 12 + 3 + + + 11 + + 3 + lightning + + + + blindsight 60 ft. + + Water Breathing + The eel can breathe only underwater. + + + Multiattack + The eel makes two bite attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning damage. + Bite|+5|2d6+3 + + + Lightning Jolt (Recharge 5-6) + One creature the eel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC 12 Constitution saving throw. On failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't stunned. + Lightning Jolt (Recharge 5-6)||3d8 + + +Source: Tales from the Yawning Portal p. 236 + + + + Giant Skeleton + H + undead + Neutral Evil + 17 (natural armor) + 115 (10d12+50) + walk 30 ft. + 21 + 10 + 20 + 4 + 6 + 6 + + + 8 + understands Giant but can't speak + 7 + + poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft. + + Evasion + If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Magic Resistance + The skeleton has advantage on saving throws against spells and other magical effects. + + + Turn Immunity + The skeleton is immune to effects that turn undead. + + + Multiattack + The skeleton makes three scimitar attacks. + + + Scimitar + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 15 (3d6 + 5) slashing damage. + Scimitar|+8|3d6+5 + + In the Tomb of Horrors, treasure sometimes presents itself for the taking. In one such location, the "reward" for an attempt to grab some valuables turns out to be the animated skeleton of a giant—deadly not only because of its size and strength, but because it has defenses normally possessed only by undead of much greater power. +Undead Nature . A skeleton doesn't require air, food, drink, or sleep. +Source: Tales from the Yawning Portal p. 236, Essentials Kit: Divine Contention, Essentials Kit: Sleeping Dragon's Wake, Infernal Machine Rebuild + + + + Giant Subterranean Lizard + H + beast + Unaligned + 14 (natural armor) + 66 (7d12+21) + walk 30 ft., swim 50 ft. + 21 + 9 + 17 + 2 + 10 + 7 + + Stealth +3 + 10 + + 4 + + + + + + + Multiattack + The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 16 (2d10 + 5) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lizard can't bite another target. + Bite|+7|2d10+5 + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 12 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Tail|+7|2d6+5 + + + Swallow + Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. 16 (2d10 + 5) piercing damage. The target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time. + Swallow|+7|2d10+5 + If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. + + +Source: Tales from the Yawning Portal p. 236 + + + + Goblin Commoner + S + humanoid (goblinoid) + Any alignment + 10 + 3 (1d6) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common), Goblin + 0 + + + + + darkvision 60 ft. + + Nimble Escape + <$title_short_name$> can take the Disengage or Hide action as a bonus action on each of its turns. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Tales from the Yawning Portal p. 24 + arctic, desert, coastal, grassland, hill, urban, forest + + + Gorvan Ironheart + M + humanoid (dwarf) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 25 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages, Dwarvish + 2 + poison + + + + darkvision 60 ft. + + Divine Eminence + As a bonus action, Gorvan can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Gorvan expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + Gorvan is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Gorvan has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + +Source: Tales from the Yawning Portal p. 151 + + + + Great Ulfe + L + giant + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage. + Greataxe|+6|2d12+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|+6|2d6+4 + + +Source: Tales from the Yawning Portal p. 42 + grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain + + + Greater Zombie + M + undead + Neutral Evil + 15 (natural armor) + 97 (13d8+39) + walk 30 ft. + 18 + 10 + 17 + 4 + 6 + 6 + Wis +1 + + 8 + understands the languages it knew in life but can't speak + 5 + cold, necrotic + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Turn Resistance + The zombie has advantage on saving throws against any effect that turns undead. + + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Multiattack + The zombie makes two melee attacks. + + + Empowered Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage. + Empowered Slam|+7|1d6+4 + + Many of those who brave the Tomb of Horrors believe they have reached their ultimate destination when they disturb a skeletal figure inside a secluded crypt. It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. +Undead Nature. A zombie doesn't require air, food, drink, or sleep. +Source: Tales from the Yawning Portal p. 237, Essentials Kit: Divine Contention, Essentials Kit: Sleeping Dragon's Wake, Infernal Machine Rebuild + + + + Grenl + S + humanoid (goblinoid) + Neutral Evil + 15 (leather armor, shield) + 10 (3d6) + walk 30 ft. + 8 + 14 + 10 + 10 + 13 + 8 + + Stealth +6 + 9 + Common, Goblin + 1/4 + + + + + darkvision 60 ft. + + Nimble Escape + The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Scimitar + Melee Weapon Attack: +4, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + + + Shortbow + Ranged Weapon Attack: +4, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + + + Spellcasting + Grenl is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). She has the following cleric spells prepared: + Cantrips (at will): poison spray, thaumaturgy + • 1st level (2 slots): bane, inflict wounds + + 2 + poison spray, thaumaturgy, bane, inflict wounds + Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain. +Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards. +Malicious Glee. Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness. +Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs. +Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. +Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death. +Source: Tales from the Yawning Portal p. 25 + + + + Grutha + H + giant + Chaotic Evil + 13 (natural armor) + 105 (10d12+40) + walk 40 ft. + 21 + 8 + 19 + 5 + 9 + 6 + + Perception +2 + 12 + Giant + 5 + + + + + + + Multiattack + Grutha makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Greatclub|+8|3d8+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage. + Rock|+8|3d10+5 + + + Variant: New Giant Options + Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option. + Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. 26 (6d6 + 5) bludgeoning damage, Grutha lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if Grutha stands up. + + +Source: Tales from the Yawning Portal p. 170 + hill + + + Guthash + M + beast + Unaligned + 12 + 16 (2d6) + walk 30 ft. + 7 + 15 + 11 + 2 + 10 + 4 + + + 10 + + 1/4 + + + + + darkvision 60 ft. + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. + Bite|+5|1d4+2 + + Some giant rats carry vile diseases that they spread with their bites. +Source: Tales from the Yawning Portal p. 21 + + + + Hedrun Arnsfirth + M + undead + Lawful Evil + 12 (15 with mage armor) + 37 (5d8+15) + walk 30 ft. + 11 + 14 + 16 + 12 + 14 + 16 + Wis +4 + Arcana +3, Perception +4 + 14 + the languages it knew in life + 3 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, poisoned + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, Hedrun has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Hedrun attacks twice with Grave Bolt. + + + Grave Bolt + Ranged Spell Attack: +5 to hit, range 120 ft., one target. 7 (1d8 + 3) necrotic damage. + Grave Bolt|+5|1d8+3 + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+4|2d6+2 + A humanoid slain by this attack rises 24 hours later as a zombie under Hedrun's control, unless the humanoid is restored to life or its body is destroyed. Hedrun can have no more than twelve zombie under its control at one time. + + + Innate Spellcasting + Hedrun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: + At will: detect magic, disguise self, mage armor + 1/day each: fear, hold person, misty step + + detect magic, disguise self, mage armor, fear, hold person, misty step + +Source: Tales from the Yawning Portal p. 160 + + + + Hill Giant Sergeant + H + giant + Chaotic Evil + 13 (natural armor) + 115 (10d12+40) + walk 40 ft. + 21 + 8 + 19 + 5 + 9 + 6 + + Perception +2 + 12 + Giant + 5 + + + + + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Greatclub|+8|3d8+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage. + Rock|+8|3d10+5 + + + Variant: New Giant Options + Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option. + Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up. + + +Source: Tales from the Yawning Portal p. 170 + hill + + + Hill Giant Servant + L + giant + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Greatclub|+6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|+6|2d6+4 + + +Source: Tales from the Yawning Portal p. 170 + grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain + + + Hill Giant Subchief + H + giant + Neutral + 17 (natural armor) + 126 (11d12+55) + walk 40 ft. + 23 + 15 + 20 + 10 + 12 + 9 + Dex +5, Con +8, Wis +4 + Athletics +12, Perception +4 + 14 + Giant + 7 + + + + + darkvision 60 ft. + + Stone Camouflage + The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Greatclub|+9|3d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + Rock|+9|4d10+6 + + + Rock Catching + If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. + + + Variant: New Giant Options + Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line. These abilities are represented by the following action options. + Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. + Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save + + +Source: Tales from the Yawning Portal p. 170 + underdark, mountain, hill + + + Huge Giant Crab + H + beast + Unaligned + 15 (natural armor) + 161 (14d12+70) + walk 30 ft., swim 30 ft. + 20 + 15 + 20 + 1 + 9 + 3 + + Stealth +5 + 9 + + 8 + + + + charmed, frightened, paralyzed + blindsight 30 ft. + + Banded Claw + On one of its claws, the crab wears a rune-covered copper band that makes it immune to being charmed, frightened, and paralyzed. The copper band is worthless as a treasure, as the magic is keyed to this crab. + + + Amphibious + The crab can breathe air and water. + + + Claw + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 27 (4d10 + 5) bludgeoning damage, and the target is grappled, escape DC 14. The crab has two claws, each of which can grapple only one target. + Claw|+9|4d10+5 + + +Source: Tales from the Yawning Portal p. 103, Essentials Kit: Storm Lord's Wrath + + + + Huge Ochre Jelly + H + ooze + Unaligned + 8 + 51 (6d12+12) + walk 10 ft., climb 10 ft. + 15 + 6 + 14 + 2 + 6 + 1 + + + 8 + + 2 + acid + lightning, slashing + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The jelly can move through a space as narrow as 1 inch wide without squeezing. + + + Spider Climb + The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. + Pseudopod|+4|2d6+2 + + + Split + When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. + + +Source: Tales from the Yawning Portal p. 225 + underdark + + + Huge Polar Bear + H + beast + Unaligned + 12 (natural armor) + 65 (5d12+15) + walk 40 ft., swim 30 ft. + 20 + 10 + 16 + 2 + 13 + 7 + + Perception +3 + 13 + + 2 + + + + + + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. + Bite|+7|1d8+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Claws|+7|2d6+5 + + +Source: Tales from the Yawning Portal p. 187 + underdark, arctic + + + Irisoth + M + humanoid (half-elf) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common), Elvish + 0 + + + + + darkvision 60 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put <$title_short_name$> to sleep. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Tales from the Yawning Portal p. 157 + arctic, desert, coastal, grassland, hill, urban, forest + + + Jarl Grugnur + H + giant + Neutral Good (50%) Neutral Evil (50%) + 14 (natural armor) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 12 + 16 + 16 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7 + 17 + Common, Giant + 9 + + + + + + + Keen Smell + Grugnur has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + Grugnur makes two longsword attacks. + + + Longsword +2 + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 23 (3d8 + 10) slashing damage, or 26 (3d10 + 10) slashing damage if used with both hands. + Longsword +2|+14|3d8+10 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+12|4d10+8 + + + Variant: New Giant Options + Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options. + Fling. Grugnur tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Grugnur's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown. + Wind Aura. A magical aura of wind surrounds Grugnur. The aura is a 10-foot-radius sphere that lasts as long as Grugnur maintains concentration on it (as if concentrating on a spell). While the aura is in effect, Grugnur gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + + Innate Spellcasting + Grugnur's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form + +Source: Tales from the Yawning Portal p. 189 + mountain + + + Jot + T + fiend (demon) + Chaotic Evil + 13 + 7 (3d4) + walk 40 ft. + 5 + 17 + 10 + 7 + 10 + 10 + + Stealth +5 + 10 + Abyssal, Common + 1 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + + Shapechanger + Jot can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Magic Resistance + Jot has advantage on saving throws against spells and other magical effects. + + + Claw (Bite in Beast Form) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claw (Bite in Beast Form)|+4|1d4+3 + Claw (Bite in Beast Form)||2d4 + + + Scare (1/Day) + One creature of Jot's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if Jot is within line of sight, ending the effect on itself on a success. + + + Invisibility + Jot magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment Jot wears or carries is invisible with it. + + + Variant: Quasit Familiar + Mortal spellcasters interested in extraplanar familiars find quasits easy to summon and eager to serve. Jot plays the part of the obsequious servant. It serves its master well, but it goads the mortal to greater and greater acts of chaos and evil. Such quasits have the following trait. + Familiar. Jot can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what Jot senses as long as they are within 1 mile of each other. While Jot is within 10 feet of its master, the master shares Jot's Magic Resistance trait. At any time and for any reason, Jot can end its service as a familiar, ending the telepathic bond. + + +Source: Tales from the Yawning Portal p. 15 + + + + Kaarghaz + M + humanoid (troglodyte) + Chaotic Evil + 13 (natural armor) + 39 (6d8+12) + walk 30 ft. + 14 + 10 + 14 + 6 + 10 + 15 + + Stealth +2 + 10 + Draconic, Troglodyte + 2 + + + + + darkvision 60 ft. + + Chameleon Skin + The troglodyte has advantage on Dexterity (Stealth) checks made to hide. + + + Stench + Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. + + + Sunlight Sensitivity + While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The troglodyte makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claw|+4|1d4+2 + + + Spellcasting + Kaarghaz is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He knows the following sorcerer spells: + Cantrips (at will): fire bolt, mage hand, poison spray, prestidigitation, ray of frost + • 1st level (6 slots): burning hands, shield, sleep + • 2nd level (3 slots): invisibility, scorching ray + + 6, 3 + fire bolt, mage hand, poison spray, prestidigitation, ray of frost, burning hands, shield, sleep, invisibility, scorching ray + The savage, degenerate troglodytes squat in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung. +Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting. +Simpleminded Brutes. Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their lairs to be devoured. The largest and toughest troglodytes lead the hunt and become the leaders of their tribes. However, if a leader shows any weakness or hesitation, other troglodytes attack and eat it in a frenzy. +Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to have such items. A troglodyte tribe might be torn apart by battles over a single longsword. +Devotees of Laogzed. Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as fat, well-fed, and wearily content as he seems to be. +Source: Tales from the Yawning Portal p. 45 + + + + Kalka-Kylla + L + monstrosity + Neutral + 15 (natural armor) + 85 (10d10+30) + walk 30 ft., swim 30 ft. + 17 + 12 + 16 + 15 + 16 + 12 + + Deception +3, Insight +5, Stealth +3 + 13 + Olman + 3 + + + + + blindsight 30 ft. + + Amphibious + Kalka-Kylla can breathe air and water. + + + False Appearance + While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder. + + + Shell + Kalka-Kylla can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4 bonus to AC, and it has a speed of 0 and can't benefit from bonuses to speed. + + + Multiattack + Kalka-Kylla makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained. Kalka-Kylla has two claws, each of which can grapple only one target. + Claw|+5|2d6+3 + + +Source: Tales from the Yawning Portal p. 238 + + + + Keeper + H + Keeper + Neutral + 17 (natural armor) + 126 (11d12+55) + walk 40 ft. + 23 + 15 + 20 + 10 + 12 + 9 + Dex +5, Con +8, Wis +4 + Athletics +12, Perception +4 + 14 + Keeper + 7 + + + + + darkvision 60 ft. + + Stone Camouflage + The Keeper has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The Keeper makes two battleaxe attacks. + + + Battleaxe +2 + Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage if used with both hands. + Battleaxe +2|+10|3d8+7 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + Rock|+9|4d10+6 + + + Rock Catching + If a rock or similar object is hurled at the Keeper, the Keeper can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. + + + Variant: New Keeper Options + Some adult stone Keepers like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line. These abilities are represented by the following action options. + Fling. The Keeper tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the Keeper's choice and land prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. + Rolling Rock. The Keeper sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save + + +Source: Tales from the Yawning Portal p. 173 + underdark, mountain, hill + + + Kelpie + M + plant + Neutral Evil + 14 (natural armor) + 67 (9d8+27) + walk 10 ft., swim 30 ft. + 14 + 14 + 16 + 7 + 12 + 10 + + Perception +3, Stealth +4 + 13 + Common, Sylvan + 4 + fire, bludgeoning, piercing + + + blinded, deafened, exhaustion + blindsight 60 ft. + + Amphibious + The kelpie can breathe air and water. + + + Seaweed Shape + The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies. + + + False Appearance + While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed. + + + Multiattack + The kelpie makes two slam attacks. + + + Slam + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). + Slam|+4|2d8+2 + + + Drowning Hypnosis + The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell). The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks. + Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. + A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours. + + +Source: Tales from the Yawning Portal p. 238 + + + + Kelson Darktreader + M + humanoid (half-elf) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common), Elvish + 0 + + + + + darkvision 60 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put <$title_short_name$> to sleep. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Tales from the Yawning Portal p. 132 + arctic, desert, coastal, grassland, hill, urban, forest + + + Kieren + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Tales from the Yawning Portal p. 157 + arctic, desert, coastal, grassland, hill, urban, forest + + + King Snurre + H + giant + Lawful Evil + 18 (plate armor) + 187 (15d12+90) + walk 30 ft. + 25 + 9 + 23 + 10 + 14 + 13 + Dex +3, Con +10, Cha +5 + Athletics +11, Perception +6 + 16 + Giant + 9 + + fire + + + + + Multiattack + Snurre makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (6d6 + 7) slashing damage plus 7 (2d6) fire damage. + Greatsword|+11|6d6+7 + + + Rock + Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 29 (4d10 + 7) bludgeoning damage. + Rock|+11|4d10+7 + + + Variant: New Giant Options + Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits. + Siege Monster. Snurre deals double damage to objects and structures. + Tackle. When Snurre enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone. + + +Source: Tales from the Yawning Portal p. 193 + underdark, mountain + + + Kobold Commoner + S + humanoid (kobold) + Any alignment + 10 + 3 (1d6) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common), Draconic + 0 + + + + + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, <$title_short_name$> has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + <$title_short_name$> has advantage on an attack roll against a creature if at least one of their allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Tales from the Yawning Portal p. 18 + arctic, desert, coastal, grassland, hill, urban, forest + + + Kobold Elite + S + humanoid (kobold) + Lawful Evil + 12 + 7 (2d6-2) + walk 30 ft. + 7 + 15 + 9 + 8 + 7 + 8 + + + 8 + Common, Draconic + 1/8 + + + + + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|+4|1d4+2 + + +Source: Tales from the Yawning Portal p. 18 + forest, swamp, hill, urban, desert, coastal, arctic, mountain, underdark + + + Lacedon + M + undead + Chaotic Evil + 12 + 22 (5d8) + walk 30 ft. + 13 + 15 + 10 + 7 + 10 + 6 + + + 10 + Common + 1 + + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 9 (2d6 + 2) piercing damage. + Bite|+2|2d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|+4|2d4+2 + + +Source: Tales from the Yawning Portal p. 147, Explorer's Guide to Wildemount + underdark, swamp, urban + + + Lahnis + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 66 (12d8+12) + walk 30 ft. + 9 + 14 + 12 + 17 + 12 + 11 + Int +7, Wis +5 + Arcana +7, History +7 + 11 + any four languages + 9 + + + + + + + Sculpt Spells + When Lahnis casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Quarterstaff|+3|1d6-1 + + + Spellcasting + Lahnis is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Lahnis has the following wizard spells prepared: + Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost* + • 1st level (4 slots): burning hands*, mage armor, magic missile* + • 2nd level (3 slots): mirror image, misty step, shatter* + • 3rd level (3 slots): counterspell, fireball*, lightning bolt* + • 4th level (3 slots): ice storm*, stoneskin + • 5th level (2 slots): Bigby's hand*, cone of cold* + • 6th level (1 slots): chain lightning*, wall of ice* + *Evocation spell + + 4, 3, 3, 3, 2, 1 + fire bolt, light, prestidigitation, ray of frost, burning hands, mage armor, magic missile, mirror image, misty step, shatter, counterspell, fireball, lightning bolt, ice storm, stoneskin, Bigby's hand, cone of cold, chain lightning, wall of ice + +Source: Tales from the Yawning Portal p. 131 + urban + + + Lesser Mummy Lord + M + undead + Lawful Evil + 17 (natural armor) + 97 (13d8+39) + walk 20 ft. + 18 + 10 + 17 + 11 + 18 + 16 + Con +8, Int +5, Wis +9, Cha +8 + History +5, Religion +5 + 14 + the languages it knew in life + 15 + + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + fire + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Magic Resistance + The mummy lord has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. + + + Multiattack + The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + + + Rotting Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. + Rotting Fist|+9|3d6+4 + + + Dreadful Glare + The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. + + + The undead can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Attack + The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. + + + Blinding Dust + Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. + + + Blasphemous Word (Costs 2 Actions) + The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. + + + Channel Negative Energy (Costs 2 Actions) + The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. + + + Whirlwind of Sand (Costs 2 Actions) + The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row: + • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round. + • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round. + • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted. + + + Regional Effects + + + A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence: + • Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance. + • Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent. + • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic. + If the mummy lord is destroyed, these regional effects end immediately. + + + Spellcasting + The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: + Cantrips (at will): sacred flame, thaumaturgy + • 1st level (4 slots): command, guiding bolt, shield of faith + • 2nd level (3 slots): hold person, silence, spiritual weapon + • 3rd level (3 slots): animate dead, dispel magic + • 4th level (3 slots): divination, guardian of faith + • 5th level (2 slots): contagion, insect plague + • 6th level (1 slots): harm + + 4, 3, 3, 3, 2, 1 + sacred flame, thaumaturgy, command, guiding bolt, shield of faith, hold person, silence, spiritual weapon, animate dead, dispel magic, divination, guardian of faith, contagion, insect plague, harm + +Source: Tales from the Yawning Portal p. 224 + desert + + + Lumalia + M + celestial + Lawful Good + 17 (natural armor) + 136 (16d8+64) + walk 30 ft., fly 90 ft. + 18 + 18 + 18 + 17 + 20 + 20 + Wis +9, Cha +9 + Insight +9, Perception +9 + 19 + all, telepathy 120 ft. + 10 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + + Angelic Weapons + Lumalia's weapon attacks are magical. When Lumalia hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + + + Magic Resistance + Lumalia has advantage on saving throws against spells and other magical effects. + + + Multiattack + Lumalia makes two melee attacks. + + + Mace + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. + Mace|+8|1d6+4 + + + Healing Touch (3/Day) + Lumalia touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Change Shape + Lumalia magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Lumalia's choice). + In a new form, Lumalia retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. + + + Innate Spellcasting + Lumalia's spellcasting ability is Charisma (spell save DC 17). Lumalia can innately cast the following spells, requiring only verbal components: + At will: detect evil and good + 1/day each: commune, raise dead + + detect evil and good, commune, raise dead + +Source: Tales from the Yawning Portal p. 153 + + + + Malformed Kraken + H + monstrosity + Chaotic Evil + 17 (natural armor) + 172 (15d12+75) + walk 20 ft., swim 40 ft. + 25 + 11 + 20 + 11 + 15 + 15 + Str +11, Con +9, Int +4, Wis +6, Cha +6 + + 12 + understands Common but can't speak, telepathy 60 ft. + 10 + bludgeoning, piercing, slashing from nonmagical attacks + lightning + + frightened, paralyzed + truesight 60 ft. + + Amphibious + The kraken can breathe air and water. + + + Siege Monster + The kraken deals double damage to objects and structures. + + + Multiattack + The kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can be replaced with Fling. + + + Bite + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 16 (2d8 + 7) piercing damage. + Bite|+11|2d8+7 + + + Tentacle + Melee Weapon Attack: +11 to hit, reach 20 ft., one target. 14 (2d6 + 7) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. + Tentacle|+11|2d6+7 + + + Fling + One Medium or smaller object held or creature grappled by the kraken 's tentacles is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. + + + Lightning Storm + The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet of it. A target must make a DC 16 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Storm||3d10 + + The Doomvault (Dead in Thay) contains a number of denizens that don't have all the traits or abilities of normal creatures of their kind. By far the most powerful of these "inferior" creatures is a malformed kraken that is kept in a saltwater pool and is not as large or as durable as a true kraken +Source: Tales from the Yawning Portal p. 239 + + + + Mennek Ariz + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 5 + + + + + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Quarterstaff|+2|1d6-1 + + + Instinctive Charm (Recharges after Mennek Casts an Enchantment Spell of 1st level or Higher) + Mennek tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. Mennek must decide to do so before the attack hits or misses. + The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than Mennek or itself. If multiple creatures are closest, the attacker chooses which one to target. + + + Spellcasting + Mennek is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Mennek has the following wizard spells prepared: + Cantrips (at will): friends, mage hand, mending, message + • 1st level (4 slots): charm person*, mage armor, magic missile + • 2nd level (3 slots): hold person*, invisibility, suggestion* + • 3rd level (3 slots): fireball, haste, tongues + • 4th level (3 slots): dominate beast*, stoneskin + • 5th level (2 slots): hold monster* + *Enchantment spell of 1st level or higher + + 4, 3, 3, 3, 2 + friends, mage hand, mending, message, charm person, mage armor, magic missile, hold person, invisibility, suggestion, fireball, haste, tongues, dominate beast, stoneskin, hold monster + +Source: Tales from the Yawning Portal p. 157 + urban + + + Nahual + M + fiend (demon) + Chaotic Evil + 14 + 52 (8d8+16) + walk 30 ft. + 11 + 18 + 14 + 11 + 12 + 14 + + Deception +6, Insight +3 + 11 + Common + 3 + + + + charmed + darkvision 60 ft. + + Shapechanger + The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Ambusher + In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised. + + + Surprise Attack + If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. + + + Multiattack + The doppelganger makes two melee attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage. + Slam|+6|1d6+4 + + + Read Thoughts + The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. + + +Source: Tales from the Yawning Portal p. 91 + + + + Nedylene + M + humanoid (elf) + Neutral Evil + 16 (scale mail) + 71 (13d8+13) + walk 30 ft. + 10 + 14 + 12 + 13 + 17 + 18 + Con +4, Wis +6, Cha +7 + Insight +6, Perception +6, Religion +4, Stealth +5 + 16 + Elvish, Undercommon + 8 + + + + + darkvision 120 ft. + + Special Equipment + Nedylene carries a staff of swarming insects. + + + Fey Ancestry + Nedylene has advantage on saving throws against being charmed, and magic can't put Nedylene to sleep. + + + Sunlight Sensitivity + While in sunlight, Nedylene has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Nedylene makes two scourge attacks. + + + Scourge +2 + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 17 (5d6) poison damage. + Scourge +2|+7|1d6+4 + + + Summon Demon (1/Day) + Nedylene attempts to magically summon a yochlol with a 30 chance of success. If the attempt fails, Nedylene takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Variant: Drow Magic Armor and Weapons + Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. + A drow priestess of lolth wearing +3 scale mail has AC 19. + + + Innate Spellcasting + Nedylene's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + Nedylene is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). Nedylene has the following cleric spells prepared: + Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy + • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness + • 2nd level (3 slots): lesser restoration, protection from poison, web + • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic + • 4th level (3 slots): divination, freedom of movement + • 5th level (2 slots): insect plague, mass cure wounds + + 4, 3, 3, 3, 2 + dancing lights, darkness, faerie fire, levitate, guidance, poison spray, resistance, spare the dying, thaumaturgy, animal friendship, cure wounds, detect poison and disease, ray of sickness, lesser restoration, protection from poison, web, conjure animals, dispel magic, divination, freedom of movement, insect plague, mass cure wounds + +Source: Tales from the Yawning Portal p. 209 + underdark + + + Nereid + M + fey + Any Chaotic Alignment + 13 + 44 (8d8+8) + walk 30 ft., swim 60 ft. + 10 + 17 + 12 + 13 + 14 + 16 + + Acrobatics +5, Nature +3, Stealth +5, Survival +4 + 12 + Aquan, Common, Elvish, Sylvan + 2 + + + + + darkvision 60 ft. + + Amphibious + The nereid can breathe air and water. + + + Aquatic Invisibility + If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies. + + + Mantle Dependent + The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief. + + + Shape Water + The nereid can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side. + + + Speak With Animals + The nereid can comprehend and verbally communicate with beasts. + + + Blinding Acid + ms,rs +5 to hit, reach 5 ft. or range 30 ft., one target. 16 (2d12 + 3) acid damage, and the target is blinded until the start of the nereid's next turn. + Blinding Acid|+5|2d12+3 + + + Drowning Kiss (Recharge 5-6) + The nereid touches one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 22 (3d12 + 3) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success. + Drowning Kiss (Recharge 5-6)||3d12+3 + + + Water Lash + The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked prone. + Water Lash||4d6+3 + + One of the most inviting locations in the Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid—a fey water creature that can shape its environment to suit its needs. Whether male or female, a nereid bears an otherworldly beauty. +Source: Tales from the Yawning Portal p. 240 + + + + Nimira + M + humanoid (dwarf) + Lawful Evil + 16 (scale mail, shield) + 52 (8d8+16) + walk 25 ft. + 14 + 11 + 14 + 11 + 10 + 9 + + + 10 + Dwarvish, Undercommon + 1 + poison + + + + darkvision 120 ft. + + Duergar Resilience + Nimira has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, Nimira has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Multiattack. Nimira makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage, or 16 (4d6 + 2) slashing damage while enlarged. + Greatsword|+4|2d6+2 + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, Nimira magically increases in size, along with anything it is wearing or carrying. While enlarged, Nimira is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Nimira lacks the room to become Large, it attains the maximum size possible in the space available. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. + War Pick|+4|1d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. + Javelin|+4|1d6+2 + + + Invisibility (Recharges after a Short or Long Rest) + Nimira magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Nimira wears or carries is invisible with it. + + +Source: Tales from the Yawning Portal p. 54 + underdark + + + Obmi + M + humanoid (dwarf) + Any Non-Good Alignment + 15 (studded leather armor) + 78 (12d8+24) + walk 25 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + 13 + Thieves' cant plus any two languages, Dwarvish + 8 + poison, poison + + + + darkvision 60 ft. + + Assassinate + During its first turn, Obmi has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Obmi scores against a surprised creature is a critical hit. + + + Evasion + If Obmi is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Obmi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + Obmi deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Obmi that isn't incapacitated and Obmi doesn't have disadvantage on the attack roll. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + Obmi makes three shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+6|1d6+3 + Shortsword||7d6 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Light Crossbow|+6|1d8+3 + Light Crossbow||7d6 + + +Source: Tales from the Yawning Portal p. 196 + + + + Ogre Skeleton + L + undead + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant, understands all languages it spoke in life but can't speak + 2 + + poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft., darkvision 60 ft. + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Greatclub|+6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|+6|2d6+4 + + +Source: Tales from the Yawning Portal p. 54 + grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain + + + Ooze Master + H + undead + Lawful Evil + 9 (natural armor) + 138 (12d12+60) + walk 30 ft., climb 30 ft. + 16 + 1 + 20 + 17 + 10 + 16 + Int +7, Wis +4 + Arcana +7, Insight +4 + 10 + Common, Primordial, Thayan + 10 + lightning, necrotic; bludgeoning, piercing, slashing from nonmagical attacks + acid, cold, poison + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone + blindsight 120 ft. + + Corrosive Form + A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage. + The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round. + + + Instinctive Attack + When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action. + + + Spider Climb + The Ooze Master can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) acid damage. + Pseudopod|+7|3d6+3 + + + Instinctive Charm + If a creature the Ooze Master can see makes an attack roll against it while within 30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker is immune to this Instinctive Charm for 24 hours. Creatures that can't be charmed are immune to this effect. + + + Spellcasting + The Ooze Master is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): acid splash, friends, mage hand, poison spray + • 1st level (4 slots): charm person, detect magic, magic missile, ray of sickness + • 2nd level (3 slots): detect thoughts, Melf's acid arrow, suggestion + • 3rd level (3 slots): fear, slow, stinking cloud + • 4th level (3 slots): confusion, Evard's black tentacles + • 5th level (1 slots): cloudkill + + 4, 3, 3, 3, 1 + acid splash, friends, mage hand, poison spray, charm person, detect magic, magic missile, ray of sickness, detect thoughts, Melf's acid arrow, suggestion, fear, slow, stinking cloud, confusion, Evard's black tentacles, cloudkill + +Source: Tales from the Yawning Portal p. 241 + + + + Orc Commoner + M + humanoid (orc) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common), Orc + 0 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, <$title_short_name$> can move up to your speed toward a hostile creature that they can see. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Tales from the Yawning Portal p. 167 + arctic, desert, coastal, grassland, hill, urban, forest + + + Oussa + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 12 + 66 (12d8+12) + walk 30 ft. + 16 + 14 + 13 + 14 + 12 + 16 + + Deception +5, Stealth +4 + 11 + Abyssal, Common, Draconic + 3 + + poison + + poisoned + darkvision 60 ft. + + Shapechanger + Oussa can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Magic Resistance + Oussa has advantage on saving throws against spells and other magical effects. + + + Malison Type + Oussa has one of the following types: + • Type 1: Human body with snake head + • Type 2: Human head and body with snakes for arms + • Type 3: Human head and upper body with a serpentine lower body instead of legs + + + Multiattack (Yuan-ti Form Only) + Oussa makes two ranged attacks or two melee attacks, but can constrict only once. + + + Bite (Snake Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. + Bite (Snake Form Only)|+5|1d4+3 + + + Constrict + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and Oussa can't constrict another target. + Constrict|+5|2d6+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Yuan-ti Form Only)|+5|1d6+3 + + + Longbow (Yuan-ti Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow (Yuan-ti Form Only)|+4|1d8+2 + + + Innate Spellcasting (Yuan-ti Form Only) + Oussa's innate spellcasting ability is Charisma (spell save DC 13). Oussa can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + animal friendship, suggestion + +Source: Tales from the Yawning Portal p. 157 + forest, swamp, desert + + + Phaia + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 66 (12d8+12) + walk 30 ft. + 9 + 14 + 12 + 17 + 12 + 11 + Int +7, Wis +5 + Arcana +7, History +7 + 11 + any four languages + 9 + necrotic + + + + + + Grim Harvest (1/Turn) + When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, Phaia regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. + + + Withering Touch + Melee Spell Attack: +7 to hit, reach 5 ft., one creature. 5 (2d4) necrotic damage. + Withering Touch|+7|2d4 + + + Spellcasting + Phaia is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Phaia has the following wizard spells prepared: + Cantrips (at will): chill touch, dancing lights, mage hand, mending + • 1st level (4 slots): false life*, mage armor, ray of sickness* + • 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web + • 3rd level (3 slots): animate dead*, bestow curse*, vampiric touch* + • 4th level (3 slots): blight*, dimension door, stoneskin + • 5th level (2 slots): Bigby's hand, cloudkill + • 6th level (1 slots): circle of death* + *Necromancy spell of 1st level or higher + + 4, 3, 3, 3, 2, 1 + chill touch, dancing lights, mage hand, mending, false life, mage armor, ray of sickness, blindness/deafness, ray of enfeeblement, web, animate dead, bestow curse, vampiric touch, blight, dimension door, stoneskin, Bigby's hand, cloudkill, circle of death + +Source: Tales from the Yawning Portal p. 132 + desert, urban + + + Reduced-Threat Aboleth + L + aberration + Lawful Evil + 17 (natural armor) + 67 (18d10+36) + walk 10 ft., swim 40 ft. + 21 + 9 + 15 + 18 + 15 + 18 + Con +4, Int +6, Wis +4 + History +10, Perception +8 + 20 + Deep Speech, telepathy 120 ft. + 5 + + + + + darkvision 120 ft. + + Amphibious + The aboleth can breathe air and water. + + + Mucous Cloud + While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 12 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. + + + Probing Telepathy + If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. + + + Multiattack + The aboleth makes three tentacle attacks. + + + Tentacle + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. + Tentacle|+7|2d6+5 + Tentacle||1d12 + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (3d6 + 5) bludgeoning damage. + Tail|+7|3d6+5 + + + Enslave (3/Day) + The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. + Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. + + + The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration regains spent legendary actions at the start of its turn. + + + Detect + The aboleth makes a Wisdom (Perception) check. + + + Tail Swipe + The aboleth makes one tail attack. + + + Psychic Drain (Costs 2 Actions) + One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. + + + Lair Actions + + + When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects: + • The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected. + • Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can't use this lair action again until it has used a different one. + • Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can't use this lair action again until it has used a different one. + + + Regional Effects + + + The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects: + • Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are difficult terrain. + • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes. + • As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears. + If the aboleth dies, the first two effects fade over the course of 3d10 days. + + + +Source: Tales from the Yawning Portal p. 113 + underdark + + + Reduced-Threat Basilisk + M + monstrosity + Unaligned + 15 (natural armor) + 26 (8d8+16) + walk 20 ft. + 16 + 8 + 15 + 2 + 8 + 7 + + + 9 + + 2 + + + + + darkvision 60 ft. + + Petrifying Gaze + If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 10 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. + If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. + Bite|+3|2d6+3 + + + The monstrosity can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + mountain + + + Reduced-Threat Behir + L + monstrosity + Neutral Evil + 17 (natural armor) + 84 (16d12+64) + walk 50 ft., climb 40 ft. + 23 + 16 + 18 + 7 + 14 + 12 + + Perception +4, Stealth +5 + 16 + Draconic + 6 + + lightning + + + darkvision 90 ft. + + Multiattack + The behir makes two attacks: one with its bite and one to constrict. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 22 (3d10 + 6) piercing damage. + Bite|+8|3d10+6 + + + Lightning Breath (Recharge 5-6) + The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||12d10 + + + The monstrosity can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + underdark + + + Reduced-Threat Beholder + L + aberration + Lawful Evil + 18 (natural armor) + 90 (19d10+76) + walk 0 ft., fly 20 ft. + 10 + 14 + 18 + 17 + 15 + 17 + Int +6, Wis +5, Cha +6 + Perception +10 + 22 + Deep Speech, Undercommon + 6 + + + + prone + darkvision 120 ft. + + Antimagic Cone + The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 14 (4d6) piercing damage. + Bite|+3|4d6 + + + Eye Rays + The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: + 1. Charm Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. + 2. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 4. Slowing Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + Eye Rays||8d8 + 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + 7. Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. + 8. Petrification Ray. The targeted creature must make a DC 14 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + Eye Rays||10d8 + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. + 10. Death Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. + Eye Rays||10d10 + + + The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn. + + + Eye Ray + The beholder uses one random eye ray. + + + Lair Actions + + + When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects: + • A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round. + • Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. + • An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears. + The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row. + + + Regional Effects + + + A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects: + • Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't. + • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person. + If the beholder dies, these effects fade over the course of 1d10 days. + + + +Source: Tales from the Yawning Portal p. 113 + underdark + + + Reduced-Threat Black Pudding + L + ooze + Unaligned + 7 + 42 (10d10+30) + walk 20 ft., climb 20 ft. + 16 + 5 + 16 + 1 + 6 + 1 + + + 8 + + 2 + + acid, cold, lightning, slashing + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The pudding can move through a space as narrow as 1 inch wide without squeezing. + + + Corrosive Form + A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. + + + Spider Climb + The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|+3|1d6+3 + + + Split + When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. + + + The ooze can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ooze regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + underdark + + + Reduced-Threat Carrion Crawler + L + monstrosity + Unaligned + 13 (natural armor) + 25 (6d10+18) + walk 30 ft., climb 30 ft. + 14 + 13 + 16 + 1 + 12 + 5 + + Perception +1 + 13 + + 1 + + + + + darkvision 60 ft. + + Keen Smell + The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. + + + Spider Climb + The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The carrion crawler makes two attacks: one with its tentacles and one with its bite. + + + Tentacles + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 4 (1d4 + 2) poison damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. + Tentacles|+6|1d4+2 + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. + Bite|+2|2d4+2 + + + The monstrosity can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + underdark + + + Reduced-Threat Clay Golem + L + construct + Unaligned + 14 (natural armor) + 66 (14d10+56) + walk 20 ft. + 20 + 9 + 18 + 3 + 8 + 1 + + + 9 + understands the languages of its creator but can't speak + 4 + + acid, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Acid Absorption + Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. + + + Berserk + Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. + Slam|+6|2d10+5 + + + Haste (Recharge 5-6) + Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. + + + The construct can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The construct regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + + + + Reduced-Threat Darkmantle + S + monstrosity + Unaligned + 11 + 11 (5d6+5) + walk 10 ft., fly 30 ft. + 16 + 12 + 13 + 2 + 10 + 5 + + Stealth +1 + 10 + + 1/4 + + + + + blindsight 60 ft. + + Echolocation + The darkmantle can't use its blindsight while deafened. + + + False Appearance + While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. + + + Crush + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. + Crush|+3|1d6+3 + While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. + A creature can detach the darkmantle by making a successful DC 11 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. + + + Darkness Aura (1/Day) + A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. + + + The monstrosity can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + underdark + + + Reduced-Threat Displacer Beast + L + monstrosity + Lawful Evil + 13 (natural armor) + 42 (10d10+30) + walk 40 ft. + 18 + 15 + 16 + 6 + 12 + 8 + + + 11 + + 2 + + + + + darkvision 60 ft. + + Avoidance + If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Displacement + The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. + + + Multiattack + The displacer beast makes two attacks with its tentacles. + + + Tentacle + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage. + Tentacle|+4|1d6+4 + + + The monstrosity can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + forest + + + Reduced-Threat Dragon Turtle + L + dragon + Neutral + 20 (natural armor) + 170 (22d20+110) + walk 20 ft., swim 40 ft. + 25 + 10 + 20 + 10 + 12 + 12 + Dex +4, Con +9, Wis +5 + + 11 + Aquan, Draconic + 8 + fire + + + + darkvision 120 ft. + + Amphibious + The dragon turtle can breathe air and water. + + + Multiattack + The dragon turtle makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 26 (3d12 + 7) piercing damage. + Bite|+11|3d12+7 + + + Claw + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 16 (2d8 + 7) slashing damage. + Claw|+11|2d8+7 + + + Steam Breath (Recharge 5-6) + The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. + Steam Breath (Recharge 5-6)||15d6 + + + The dragon can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + underwater, coastal + + + Reduced-Threat Ettercap + M + monstrosity + Neutral Evil + 13 (natural armor) + 22 (8d8+8) + walk 30 ft., climb 30 ft. + 14 + 15 + 13 + 7 + 12 + 8 + + Perception +1, Stealth +2, Survival +1 + 13 + + 1 + + + + + darkvision 60 ft. + + Spider Climb + The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. + + + Web Walker + The ettercap ignores movement restrictions caused by webbing. + + + Multiattack + The ettercap makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 9 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|+2|1d8+2 + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. + Claws|+2|2d4+2 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +2 to hit, range 30/60 ft., one Large or smaller creature. The creature is restrained by webbing. As an action, the restrained creature can make a DC 9 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage. + + + Variant: Web Garrote + Melee Weapon Attack: +2 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it. + + + The monstrosity can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + forest + + + Reduced-Threat Flesh Golem + M + construct + Neutral + 9 + 46 (11d8+44) + walk 30 ft. + 19 + 9 + 18 + 6 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 2 + + lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Berserk + Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 13 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. + + + Aversion of Fire + If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Slam|+5|2d8+4 + + + The construct can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The construct regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + + + + Reduced-Threat Glabrezu + L + fiend (demon) + Chaotic Evil + 17 (natural armor) + 78 (15d10+75) + walk 40 ft. + 20 + 15 + 21 + 19 + 17 + 16 + Str +7, Con +7, Wis +5, Cha +5 + + 13 + Abyssal, telepathy 120 ft. + 4 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + truesight 120 ft. + + Magic Resistance + The glabrezu has advantage on saving throws against spells and other magical effects. + + + Multiattack + The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. + + + Pincer + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). The glabrezu has two pincers, each of which can grapple only one target. + Pincer|+7|2d10+5 + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (2d4 + 2) bludgeoning damage. + Fist|+7|2d4+2 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A glabrezu has a 30 chance of summoning 1d3 vrock, 1d2 hezrou, or one glabrezu. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + The fiend (demon) can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary action at the start of its turn. + + + Innate Spellcasting + The glabrezu's spellcasting ability is Intelligence (spell save DC 14). The glabrezu can innately cast the following spells, requiring no material components: + At will: darkness, detect magic, dispel magic + 1/day each: confusion, fly, power word stun + + darkness, detect magic, dispel magic, confusion, fly, power word stun + +Source: Tales from the Yawning Portal p. 113 + + + + Reduced-Threat Gray Ooze + M + ooze + Unaligned + 8 + 11 (3d8+9) + walk 10 ft., climb 10 ft. + 12 + 6 + 16 + 1 + 6 + 2 + + Stealth +0 + 8 + + 1/4 + acid, cold, fire + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Corrode Metal + Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. + The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. + + + False Appearance + While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. + + + Pseudopod + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|+1|1d6+1 + + + Variant: Psychic Gray Ooze + A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psioncic creatures such as mind flayer, suggesting that the ooze can sense and mimic psionic ability. + A psionic gray ooze has an intelligence score of 6 (-2), as well as the following additional action. + Psychic Crush (Recharge 5-6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC +8 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. + + + The ooze can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ooze regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + underdark + + + Reduced-Threat Helmed Horror + M + construct + Unaligned + 20 (plate armor, shield) + 30 (8d8+24) + walk 30 ft., fly 30 ft. + 18 + 13 + 16 + 10 + 10 + 10 + + Perception +2 + 14 + understands the languages of its creator but can't speak + 2 + bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + force, necrotic, poison + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned + blindsight 60 ft. (blind beyond this radius) + + Magic Resistance + The helmed horror has advantage on saving throws against spells and other magical effects. + + + Spell Immunity + The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt. + + + Multiattack + The helmed horror makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|+4|1d8+4 + + + The construct can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The construct regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + + + + Reduced-Threat Hezrou + L + fiend (demon) + Chaotic Evil + 16 (natural armor) + 68 (13d10+65) + walk 30 ft. + 19 + 17 + 20 + 5 + 12 + 13 + Str +5, Con +6, Wis +2 + + 11 + Abyssal, telepathy 120 ft. + 4 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + + Magic Resistance + The hezrou has advantage on saving throws against spells and other magical effects. + + + Stench + Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. + + + Multiattack + The hezrou makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage. + Bite|+5|2d10+4 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|+5|2d6+4 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A hezrou has a 30 chance of summoning 2d6 dretch or one hezrou. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + The fiend (demon) can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + + + + Reduced-Threat Hook Horror + L + monstrosity + Neutral + 15 (natural armor) + 37 (10d10+20) + walk 30 ft., climb 30 ft. + 18 + 10 + 15 + 6 + 12 + 7 + + Perception +1 + 13 + Hook Horror + 2 + + + + + blindsight 60 ft., darkvision 120 ft. + + Echolocation + The hook horror can't use its blindsight while deafened. + + + Keen Hearing + The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. + + + Multiattack + The hook horror makes two hook attacks. + + + Hook + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage. + Hook|+4|2d6+4 + + + The monstrosity can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + underdark + + + Reduced-Threat Ochre Jelly + L + ooze + Unaligned + 8 + 22 (6d10+12) + walk 10 ft., climb 10 ft. + 15 + 6 + 14 + 2 + 6 + 1 + + + 8 + + 1 + acid + lightning, slashing + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The jelly can move through a space as narrow as 1 inch wide without squeezing. + + + Spider Climb + The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. + Pseudopod|+2|2d6+2 + + + Split + When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. + + + The ooze can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ooze regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + underdark + + + Reduced-Threat Otyugh + L + aberration + Neutral + 14 (natural armor) + 57 (12d10+48) + walk 30 ft. + 16 + 11 + 19 + 6 + 13 + 6 + Con +5 + + 11 + Otyugh + 2 + + + + + darkvision 120 ft. + + Limited Telepathy + The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. + + + Multiattack + The otyugh makes three attacks: one with its bite and two with its tentacles. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. + Bite|+4|2d8+3 + + + Tentacle + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. + Tentacle|+4|1d8+3 + + + The aberration can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + underdark + + + Reduced-Threat Owlbear + L + monstrosity + Unaligned + 13 (natural armor) + 29 (7d10+21) + walk 40 ft. + 20 + 12 + 17 + 3 + 12 + 7 + + Perception +1 + 13 + + 2 + + + + + darkvision 60 ft. + + Keen Sight and Smell + The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Multiattack + The owlbear makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage. + Beak|+5|1d10+5 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage. + Claws|+5|2d8+5 + + + The monstrosity can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + forest + + + Reduced-Threat Peryton + M + monstrosity + Chaotic Evil + 13 (natural armor) + 16 (6d8+6) + walk 20 ft., fly 60 ft. + 16 + 12 + 13 + 9 + 12 + 10 + + Perception +3 + 15 + understands Common and Elvish but can't speak + 1 + bludgeoning, piercing, slashing from nonmagical attacks + + + + + + Dive Attack + If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. + + + Flyby + The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Keen Sight and Smell + The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Multiattack + The peryton makes one gore attack and one talon attack. + + + Gore + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Gore|+3|1d8+3 + + + Talons + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (2d4 + 3) piercing damage. + Talons|+3|2d4+3 + + + The monstrosity can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + mountain, hill + + + Reduced-Threat Remorhaz + L + monstrosity + Unaligned + 17 (natural armor) + 97 (17d12+85) + walk 30 ft., burrow 20 ft. + 24 + 13 + 21 + 4 + 10 + 5 + + + 10 + + 6 + + cold, fire + + + darkvision 60 ft., tremorsense 60 ft. + + Heated Body + A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. + Bite|+9|6d10+7 + + + Swallow + The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. + If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 13 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. + + + The monstrosity can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + arctic + + + Reduced-Threat Stone Golem + L + construct + Unaligned + 17 (natural armor) + 89 (17d10+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 5 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+8|3d8+6 + + + Slow (Recharge 5-6) + The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 15 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + The construct can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The construct regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + + + + Reduced-Threat Vrock + L + fiend (demon) + Chaotic Evil + 15 (natural armor) + 52 (11d10+44) + walk 40 ft., fly 60 ft. + 17 + 15 + 18 + 8 + 13 + 8 + Dex +3, Wis +2, Cha +0 + + 11 + Abyssal, telepathy 120 ft. + 3 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + + Magic Resistance + The vrock has advantage on saving throws against spells and other magical effects. + + + Multiattack + The vrock makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. + Beak|+4|2d6+3 + + + Talons + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 14 (2d10 + 3) slashing damage. + Talons|+4|2d10+3 + + + Spores (Recharge 6) + A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 12 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. + Spores (Recharge 6)||1d10 + + + Stunning Screech (1/Day) + The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 12 Constitution saving throw or be stunned until the end of the vrock's next turn. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A vrock has a 30 chance of summoning 2d4 dretch or one vrock. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + The fiend (demon) can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + + + + Reduced-Threat Wight + M + undead + Neutral Evil + 14 (studded leather armor) + 22 (6d8+18) + walk 30 ft. + 15 + 14 + 16 + 10 + 13 + 15 + + Perception +1, Stealth +2 + 13 + the languages it knew in life + 2 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + + exhaustion, poisoned + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. + + + Life Drain + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+2|1d6+2 + A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. + + + Longsword + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+2|1d8+2 + + + Longbow + Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+2|1d8+2 + + + The undead can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + underdark, swamp, urban, desert + + + Reduced-Threat Wyvern + L + dragon + Unaligned + 13 (natural armor) + 55 (13d10+39) + walk 20 ft., fly 80 ft. + 19 + 10 + 16 + 5 + 12 + 6 + + Perception +2 + 14 + + 3 + + + + + darkvision 60 ft. + + Multiattack + The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. + Bite|+5|2d6+4 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws|+5|2d8+4 + + + Stinger + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. The target must make a DC 13 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Stinger|+5|2d6+4 + Stinger||7d6 + + + The dragon can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary action at the start of its turn. + + + +Source: Tales from the Yawning Portal p. 113 + mountain, hill + + + Scrag + L + giant + Chaotic Evil + 15 (natural armor) + 84 (8d10+40) + walk 30 ft. + 18 + 13 + 20 + 7 + 9 + 7 + + Perception +2 + 12 + Giant + 5 + + + + + darkvision 60 ft. + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Bite|+7|1d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Variant: Loathsome Limbs + Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: + • 1–10: Nothing else happens. + • 11–14: One leg is severed from the troll if it has any legs left. + • 15–18: One arm is severed from the troll if it has any arms left. + • 19–20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. + If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. + A severed leg is unable to attack and has a speed of 5 feet. + A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. + If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. + The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. + + +Source: Tales from the Yawning Portal p. 147 + underdark, mountain, forest, swamp, hill, arctic + + + Sea Lion + L + monstrosity + Unaligned + 15 (natural armor) + 90 (12d10+24) + walk 10 ft., swim 40 ft. + 17 + 15 + 15 + 3 + 12 + 8 + + Perception +4, Stealth +5 + 14 + + 5 + + + + + + + Amphibious + The sea lion can breathe air and water. + + + Keen Smell + The sea lion has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The sea lion has advantage on an attack roll against a creature if at least one of the sea lion's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Swimming Leap + With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet. + + + Multiattack + The sea lion makes three attacks: one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. + Bite|+6|2d8+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. + Claw|+6|2d8+3 + + These large marine mammals live along coastal regions and around islands at sea +Source: Tales from the Yawning Portal p. 242, Locathah Rising, Ghosts of Saltmarsh p. 252 + + + + Sentient Gray Ooze + M + ooze + Unaligned + 8 + 22 (3d8+9) + walk 10 ft., climb 10 ft. + 12 + 6 + 16 + 1 + 6 + 2 + + Stealth +2 + 8 + + 1/2 + acid, cold, fire + + + blinded, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Corrode Metal + Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. + The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. + + + False Appearance + While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. + + + Pseudopod + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|+3|1d6+1 + + + Variant: Psychic Gray Ooze + A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psioncic creatures such as mind flayer, suggesting that the ooze can sense and mimic psionic ability. + A psionic gray ooze has an intelligence score of 6 (-2), as well as the following additional action. + Psychic Crush (Recharge 5-6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. + + +Source: Tales from the Yawning Portal p. 158 + underdark + + + Sentient Ochre Jelly + L + ooze + Unaligned + 8 + 45 (6d10+12) + walk 10 ft., climb 10 ft. + 15 + 6 + 14 + 2 + 6 + 1 + + + 8 + + 2 + acid + lightning, slashing + + blinded, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The jelly can move through a space as narrow as 1 inch wide without squeezing. + + + Spider Climb + The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. + Pseudopod|+4|2d6+2 + + + Split + When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. + + +Source: Tales from the Yawning Portal p. 158 + underdark + + + Shalendra Floshin + M + humanoid (elf) + Any alignment + 18 (plate armor) + 52 (8d8+16) + walk 30 ft. + 16 + 11 + 14 + 11 + 11 + 15 + Con +4, Wis +2 + Perception +1 + 10 + any one language (usually Common), Elvish + 3 + + + + + darkvision 60 ft. + + Brave + The knight has advantage on saving throws against being frightened. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put <$title_short_name$> to sleep. + + + Multiattack + The knight makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Greatsword|+5|2d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. + + + Parry + The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. + + +Source: Tales from the Yawning Portal p. 119 + + + + Sharwyn Hucrele + M + humanoid (human) + Neutral Evil + 16 (Barkskin trait) + 13 (2d8+4) + walk 30 ft. + 11 + 13 + 14 + 16 + 14 + 9 + + Arcana +5, Insight +4, Persuasion +1 + 12 + Common, Draconic, Goblin + 1/2 + + + + + + + Barkskin + Sharwyn's AC can't be lower than 16. + + + Special Equipment + Sharwyn has a spellbook that contains the spells listed in her Spellcasting trait, plus detect magic and silent image. + + + Tree Thrall + If the Gulthias Tree dies, Sharwyn dies 24 hours later. + + + Dagger + Melee Weapon Attack: +4, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + + + Spellcasting + Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared: + Cantrips (at will): light, prestidigitation, ray of frost + • 1st level (2 slots): color spray, magic missile, shield, sleep + + 2 + light, prestidigitation, ray of frost, color spray, magic missile, shield, sleep + +Source: Tales from the Yawning Portal p. 242 + + + + Sir Braford + M + humanoid (human) + Neutral Evil + 18 (chain mail, shield) + 19 (3d8+6) + walk 30 ft. + 16 + 9 + 14 + 10 + 13 + 14 + + Athletics +5, Perception +3 + 13 + Common + 1/2 + + + + + + + Barkskin + Sir Braford's AC can't be lower than 16. + + + Special Equipment + Sir Braford wields Shatterspike, a magic longsword that grants a +1 bonus to attack and damage rolls made with it (included in his attack). See the Shatterspike handout for the item's other properties. + + + Tree Thrall + If the Gulthias Tree dies, Sir Braford dies 24 hours later. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|+6|1d8+4 + + + Protection + When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll. + + +Source: Tales from the Yawning Portal p. 243 + + + + Siren + M + fey + Chaotic Good + 14 + 38 (7d8+7) + walk 30 ft., swim 30 ft. + 10 + 18 + 12 + 13 + 14 + 16 + + Medicine +4, Nature +3, Stealth +6, Survival +4 + 12 + Common, Elvish, Sylvan + 3 + + + + + darkvision 60 ft. + + Amphibious + Siren can breathe air and water. + + + Magic Resistance + Siren has advantage on saving throws against spells and other magical effects. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Shortsword|+6|1d6+4 + + + Stupefying Touch + Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of Siren's next turn. + Stupefying Touch||3d6+3 + + + Innate Spellcasting + Siren's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components: + 1/day each: charm person, fog cloud, greater invisibility, polymorph (self only) + + charm person, fog cloud, greater invisibility, polymorph + +Source: Tales from the Yawning Portal p. 243, Mythic Odysseys of Theros + + + + Snarla + M + humanoid (human, shapechanger) + Chaotic Evil + 11 (in humanoid form, 12 (natural armor) in wolf and hybrid forms) + 58 (9d8+18) + walk 30 ft. + 15 + 13 + 14 + 16 + 11 + 10 + + Perception +3 + 14 + Common (can't speak in wolf form) + 5 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + + + Shapechanger + The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Multiattack (Humanoid or Hybrid Form Only) + The werewolf makes two attacks: one with its bite and one with its claws or spear. + + + Bite (Wolf or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. + Bite (Wolf or Hybrid Form Only)|+4|1d8+2 + + + Claws (Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (2d4 + 2) slashing damage. + Claws (Hybrid Form Only)|+4|2d4+2 + + + Spear (Humanoid Form Only) + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear (Humanoid Form Only)|+4|1d6+2 + + + Spellcasting + Snarla is a 6th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, shocking grasp + • 1st level (4 slots): magic missile, shield, thunderwave + • 2nd level (3 slots): mirror image, web + • 3rd level (3 slots): dispel magic, fear, haste, stinking cloud + + 4, 3, 3 + fire bolt, light, mage hand, shocking grasp, magic missile, shield, thunderwave, mirror image, web, dispel magic, fear, haste, stinking cloud + A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far-a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite. +Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves. +Lycanthropes. One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. +Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. +Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. +A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. +Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. +Variant: Nonhuman Lycanthropes +The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. +When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it. +Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes. +Player Characters as Lycanthropes. A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. +A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. +The following information applies to specific lycanthropes. +Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity. +Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier. +Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. +Source: Tales from the Yawning Portal p. 102 + + + + Snow Leopard + L + beast + Unaligned + 12 + 37 (5d10+10) + walk 40 ft. + 17 + 15 + 14 + 3 + 12 + 8 + + Perception +3, Stealth +6 + 13 + + 1 + + + + + darkvision 60 ft. + + Keen Smell + The leopard has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the leopard moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the leopard can make one bite attack against it as a bonus action. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. + Bite|+5|1d10+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claw|+5|1d8+3 + + +Source: Tales from the Yawning Portal p. 183 + grassland, forest + + + Snurrevin + M + humanoid (dwarf) + Lawful Evil + 16 (scale mail, shield) + 45 (7d8+14) + walk 25 ft. + 14 + 11 + 14 + 14 + 10 + 9 + + + 10 + Dwarvish, Undercommon + 2 + poison + + + + darkvision 120 ft. + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. + War Pick|+4|1d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. + Javelin|+4|1d6+2 + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + + Spellcasting + Snurrevin is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): fire bolt, mage hand, minor illusion, shocking grasp + • 1st level (4 slots): color spray, shield, silent image + • 2nd level (2 slots): hold person, shatter + + 4, 2 + fire bolt, mage hand, minor illusion, shocking grasp, color spray, shield, silent image, hold person, shatter + The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. +Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. +Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry. +Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. +Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells. +Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight. +Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. +Source: Tales from the Yawning Portal p. 53 + + + + Stone Dragon Statue + L + construct + Unaligned + 17 (natural armor) + 178 (17d10+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The statue is immune to any spell or effect that would alter its form. + + + Magic Resistance + The statue has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The statue's weapon attacks are magical. + + + Multiattack + The statue makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+10|3d8+6 + + + Slow (Recharge 5-6) + The statue targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Tales from the Yawning Portal p. 85 + + + + Tarul Var + M + undead + Neutral Evil + 16 (natural armor) + 105 (14d8+42) + walk 30 ft. + 11 + 16 + 16 + 19 + 14 + 16 + Con +8, Int +9, Wis +7 + Arcana +9, History +9, Insight +7, Perception +7 + 17 + Abyssal, Common, Infernal, Primordial, Thayan + 13 + cold, lightning, necrotic; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Focused Conjuration + While Var is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage. + + + Legendary Resistance (3/Day) + If Var fails a saving throw, he can choose to succeed instead. + + + Rejuvenation + If Var is destroyed but his phylactery remains intact, Var gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery. + + + Turn Resistance + Var has advantage on saving throws against any effect that turns undead. + + + Paralyzing Touch + Melee Spell Attack: +9 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Paralyzing Touch|+9|3d6 + + + Benign Transposition + Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher. + + + Tarul can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Tarul regains spent legendary actions at the start of its turn. + + + Cantrip + Var casts a cantrip. + + + Paralyzing Touch (Costs 2 Actions) + Var uses Paralyzing Touch. + + + Frightening Gaze (Costs 2 Actions) + Var fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours. + + + Spellcasting + Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: + *Conjuration spell of 1st level or higher + Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, ray of frost + • 1st level (4 slots): detect magic, magic missile, shield, unseen servant* + • 2nd level (3 slots): detect thoughts, flaming sphere*, mirror image, scorching ray + • 3rd level (3 slots): counterspell, dispel magic, fireball + • 4th level (3 slots): dimension door*, Evard's black tentacles* + • 5th level (3 slots): cloudkill*, scrying + • 6th level (1 slots): circle of death + + 4, 3, 3, 3, 3, 1 + fire bolt, mage hand, minor illusion, prestidigitation, ray of frost, detect magic, magic missile, shield, unseen servant, detect thoughts, flaming sphere, mirror image, scorching ray, counterspell, dispel magic, fireball, dimension door, Evard's black tentacles, cloudkill, scrying, circle of death + After failing in an earlier task for the Red Wizards, the lich Tarul Var is sequestered within the Doomvault (Dead in Thay), where he tries to avoid the attention of Szass Tam. Interlopers who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon. +Undead Nature. A lich doesn't require air, food, drink, or sleep. +Source: Tales from the Yawning Portal p. 244 + + + + Tecuziztecatl + L + monstrosity + Neutral + 13 (natural armor) + 102 (12d10+36) + walk 30 ft., climb 30 ft., swim 30 ft. + 17 + 10 + 16 + 15 + 16 + 13 + + Deception +3, Stealth +2 + 13 + Olman, Primordial + 4 + bludgeoning from nonmagical attacks + acid + + + blindsight 30 ft. + + Amphibious + Tecuziztecatl can breathe air and water. + + + Glowing + Tecuziztecatl sheds dim light within 20 feet of itself. + + + Flexible + Tecuziztecatl can enter a space large enough for a Medium creature without squeezing. + + + Spider Climb + Tecuziztecatl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + Tecuziztecatl makes two pseudopod attacks. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 12 (2d8 + 3) bludgeoning damage. + Pseudopod|+5|2d8+3 + + + Spit Acid (Recharge 4-6) + Tecuziztecatl exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. + Spit Acid (Recharge 4-6)||4d8 + + A giant slug named Tecuziztecatl, the Lord of Snails. Tecuziztecatl (TayCOO-zeez-tay-COT-el) is highly intelligent and quite the boaster. In ancient lore it was considered to be related to the moon, a fact of which it is quite proud. During combat the slug will detail, in Olman, what it has in store for the characters and how hopeless their situation is. +Source: Tales from the Yawning Portal p. 245 + + + + Thayan Apprentice + M + humanoid (human) + Any Non-Good Alignment + 12 (15 with mage armor) + 27 (5d8+5) + walk 30 ft. + 10 + 14 + 12 + 15 + 13 + 11 + + Arcana +4 + 11 + Common, Thayan + 2 + + + + + + + Doomvault Devotion + Within the Doomvault, the apprentice has advantage on saving throws against being charmed or frightened. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Spellcasting + The apprentice is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): burning hands, detect magic, mage armor, shield + • 2nd level (3 slots): blur, scorching ray + + 4, 3 + fire bolt, mage hand, prestidigitation, shocking grasp, burning hands, detect magic, mage armor, shield, blur, scorching ray + +Source: Tales from the Yawning Portal p. 245 + + + + Thayan Warrior + M + humanoid (human) + Any Non-Good Alignment + 16 (chain shirt, shield) + 52 (8d8+16) + walk 30 ft. + 16 + 13 + 14 + 10 + 11 + 11 + + Perception +2 + 12 + Common, Thayan + 2 + + + + + + + Doomvault Devotion + Within the Doomvault, the warrior has advantage on saving throws against being charmed or frightened. + + + Pack Tactics + The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The warrior makes two melee attacks. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+5|1d8+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|+5|1d6+3 + + +Source: Tales from the Yawning Portal p. 246 + + + + Therzt + M + humanoid (elf) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + Perception +1 + 10 + any one language (usually Common), Elvish + 0 + + + + + darkvision 120 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Therzt to sleep. + + + Sunlight Sensitivity + While in sunlight, Therzt has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 9). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + +Source: Tales from the Yawning Portal p. 158 + arctic, desert, coastal, grassland, hill, urban, forest + + + Thorn Slinger + L + plant + Unaligned + 11 + 32 (5d10+5) + walk 10 ft. + 13 + 12 + 12 + 1 + 10 + 1 + + + 10 + + 1/2 + + + + blinded, deafened, frightened + blindsight 60 ft. (blind beyond this radius) + + Adhesive Blossoms + The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage. + At the end of each of the thorn slinger's turns, anything grappled by it takes 3 (1d6) acid damage. + + + False Appearance + While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush. + + + Thorns + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. 8 (2d6 + 1) piercing damage. + Thorns|+3|2d6+1 + + +Source: Tales from the Yawning Portal p. 246 + + + + Tloques-Popolocas + M + undead + Neutral Evil + 15 (natural armor) + 82 (11d8+33) + walk 30 ft. + 16 + 16 + 16 + 11 + 10 + 12 + Dex +6, Wis +3 + Perception +3, Stealth +6 + 13 + the languages it knew in life + 5 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Regeneration + The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + + + Spider Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The vampire has the following flaws: + • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. + • Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. + • Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Shapechanger + If the vampire isn't in sunlight or running water, it can use its action to Polymorph into a Tiny bat, or back into its true form. + While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. + + + Multiattack + The vampire makes two attacks. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target, escape DC 13. + Claws|+6|2d4+3 + + + Children of the Night (1/Day) + The vampire magically calls 2d4 swarms of bats, provided that the sun isn't up. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. + + + Tloques' Berserker Axe +2 + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage. + Tloques' Berserker Axe +2|+5|1d8+5 + + + Innate Spellcasting + Tloques can cast hold person (DC 14) at will, requiring no components, but his target must be able to see him. + At will: hold person + + hold person + Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. +Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. +Born from Death. Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. +Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. +Undead Nature. Neither a vampire nor a vampire spawn requires air. +A Vampire's Lair. A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night. +Player Characters as Vampires. The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength. +The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life. +Strahd von Zarovich. +------ +A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion. +In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry. +In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. +In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created. +------ +Source: Tales from the Yawning Portal p. 68 + + + + Torlin Silvershield + M + undead + Neutral Evil + 14 (studded leather armor) + 45 (6d8+18) + walk 30 ft. + 15 + 14 + 16 + 10 + 13 + 15 + + Perception +3, Stealth +4 + 13 + the languages it knew in life + 3 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + + exhaustion, poisoned + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, Torlin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Torlin makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+4|1d6+2 + A humanoid slain by this attack rises 24 hours later as a zombie under Torlin's control, unless the humanoid is restored to life or its body is destroyed. Torlin can have no more than twelve zombies under its control at one time. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+4|1d8+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Tales from the Yawning Portal p. 159 + underdark, swamp, urban, desert + + + Werejaguar + M + humanoid (human, shapechanger) + Neutral + 12 + 120 (16d8+48) + walk 30 ft. + 17 + 15 + 16 + 10 + 13 + 11 + + Perception +5, Stealth +4 + 15 + Common (can't speak in jaguar form) + 4 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + darkvision 60 ft. + + Shapechanger + The werejaguar can use its action to polymorph into a jaguar-humanoid hybrid or into a jaguar, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + The werejaguar has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pounce (jaguar or Hybrid Form Only) + If the werejaguar moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the werejaguar can make one bite attack against it as a bonus action. + + + Multiattack (Humanoid or Hybrid Form Only) + In humanoid form, the werejaguar makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. + + + Bite (jaguar or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werejaguar lycanthropy. + Bite (jaguar or Hybrid Form Only)|+5|1d10+3 + + + Claw (jaguar or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claw (jaguar or Hybrid Form Only)|+5|1d8+3 + + + Scimitar (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Humanoid or Hybrid Form Only)|+5|1d6+3 + + + Longbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow (Humanoid or Hybrid Form Only)|+4|1d8+2 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + +Source: Tales from the Yawning Portal p. 79 + grassland, forest, desert + + + White Maw + G + ooze + Chaotic Neutral + 5 + 217 (14d20+70) + walk 10 ft. + 18 + 1 + 20 + 12 + 10 + 3 + + + 10 + telepathy 50 ft. + 10 + acid, cold, fire + poison + + blinded, charmed, deafened, exhaustion, frightened, poisoned, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous Form + White Maw can occupy another creature's space and vice versa. + + + Corrode Metal + Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. if its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after dealing damage. + White Maw can eat through 2-inch-thick, nonmagical metal in 1 round. + + + False Appearance + While White Maw remains motionless, it is indistinguishable from white stone. + + + Killer Response + Any creature that starts its turn in White Maw's space is targeted by a pseudopod attack if White Maw isn't incapacitated. + + + Pseudopod + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 22 (4d8 + 4) bludgeoning damage plus 9 (2d8) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|+8|4d8+4 + + +Source: Tales from the Yawning Portal p. 248 + + + + Xilonen + L + monstrosity + Neutral Evil + 20 (natural armor) + 93 (11d10+33) + walk 10 ft., climb 10 ft. + 18 + 8 + 17 + 7 + 16 + 6 + + Perception +6, Stealth +5 + 16 + + 5 + + + + + darkvision 60 ft. + + False Appearance + While Xilonen remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. + + + Grasping Tendrils + Xilonen can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to Xilonen, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. + + + Spider Climb + Xilonen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + Xilonen makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 22 (4d8 + 4) piercing damage. + Bite|+7|4d8+4 + + + Tendril + Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and Xilonen can't use the same tendril on another target. + + + Reel + Xilonen pulls each creature grappled by it up to 25 feet straight toward it. + + +Source: Tales from the Yawning Portal p. 83 + underdark + + + Yeti Leader + L + monstrosity + Chaotic Evil + 12 (natural armor) + 51 (6d10+18) + walk 40 ft., climb 40 ft. + 18 + 13 + 16 + 8 + 12 + 7 + + Perception +3, Stealth +3 + 13 + Yeti + 3 + + cold + + + darkvision 60 ft. + + Fear of Fire + If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Keen Smell + The yeti has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Multiattack + The yeti can use its Chilling Gaze and makes two greatsword attacks. + + + Frost Brand Greatsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 3 (1d6) cold damage. + Frost Brand Greatsword|+6|2d6+4 + + + Chilling Gaze + The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. + Chilling Gaze||3d6 + + +Source: Tales from the Yawning Portal p. 183 + arctic + + + Young Fire Giant + L + giant + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Greatclub|+6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|+6|2d6+4 + + +Source: Tales from the Yawning Portal p. 192 + grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain + + + Young Frost Giant + L + giant + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Greatclub|+6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|+6|2d6+4 + + +Source: Tales from the Yawning Portal p. 187 + grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain + + + Young Hill Giant + M + humanoid (giant) + Chaotic Evil + 13 (hide armor) + 15 (2d8+6) + walk 30 ft. + 16 + 12 + 16 + 7 + 11 + 10 + + Intimidation +2 + 10 + Common, giant + 1/2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the giant can move up to its speed toward a hostile creature that it can see. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|+5|1d6+3 + + +Source: Tales from the Yawning Portal p. 167 + underdark, mountain, grassland, forest, swamp, hill, arctic + + + Young Ogre Servant + M + humanoid (ogre) + Chaotic Evil + 13 (hide armor) + 15 (2d8+6) + walk 30 ft. + 16 + 12 + 16 + 7 + 11 + 10 + + Intimidation +2 + 10 + Common, ogre + 1/2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the ogre can move up to its speed toward a hostile creature that it can see. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|+5|1d6+3 + + +Source: Tales from the Yawning Portal p. 171 + underdark, mountain, grassland, forest, swamp, hill, arctic + + + Young Troglodyte + S + humanoid (troglodyte) + Lawful Evil + 12 + 5 (2d6-2) + walk 30 ft. + 7 + 15 + 9 + 8 + 7 + 8 + + + 8 + Common, Draconic + 1/8 + + + + + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The troglodyte has advantage on an attack roll against a creature if at least one of the troglodyte's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|+4|1d4+2 + + +Source: Tales from the Yawning Portal p. 176 + forest, swamp, hill, urban, desert, coastal, arctic, mountain, underdark + + + Young Winter Wolf + L + beast + Unaligned + 14 (natural armor) + 37 (5d10+10) + walk 50 ft. + 17 + 15 + 15 + 3 + 12 + 7 + + Perception +3, Stealth +4 + 13 + + 1 + + + + + + + Keen Hearing and Smell + The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + Bite|+5|2d6+3 + + +Source: Tales from the Yawning Portal p. 181 + forest, hill + + + Yusdrayl + S + humanoid (kobold) + Lawful Evil + 12 (15 with mage armor) + 16 (3d6+6) + walk 30 ft. + 8 + 15 + 14 + 10 + 10 + 16 + + Arcana +2, Insight +2, Stealth +4 + 10 + Common, Draconic + 1 + + + + + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + Yusdrayl has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Spellcasting + Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells: + Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp + • 1st level (4 slots): burning hands, chromatic orb, mage armor + + 4 + mage hand, prestidigitation, ray of frost, shocking grasp, burning hands, chromatic orb, mage armor + Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards. +Strength in Numbers. Kobolds are egg-laying creatures. They mature quickly and can live to be "great wyrms" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side. +Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders. +The Lost God. In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze. +Source: Tales from the Yawning Portal p. 248 + + + diff --git a/FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml b/FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml new file mode 100755 index 0000000..b8218b7 --- /dev/null +++ b/FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml @@ -0,0 +1,826 @@ + + + + Clockwork Behir + H + monstrosity + Neutral Evil + 17 (natural armor) + 168 (16d12+64) + walk 50 ft., climb 40 ft. + 23 + 16 + 18 + 7 + 14 + 12 + + Perception +6, Stealth +7 + 16 + Draconic + 11 + + lightning + + + darkvision 90 ft. + + Multiattack + The behir makes two attacks: one with its bite and one to constrict. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 22 (3d10 + 6) piercing damage. + Bite|+10|3d10+6 + + + Constrict + Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. + Constrict|+10|2d10+6 + + + Lightning Breath (Recharge 5-6) + The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||12d10 + + + Swallow + The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. + If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. + + +Source: The Orrery of the Wanderer p. 173 + underdark + + + Dagdra Deepforge + M + humanoid (dwarf) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 25 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages, Dwarvish + 2 + poison + + + + darkvision 60 ft. + + Divine Eminence + As a bonus action, Dagdra can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Dagdra expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Scroll Service (1/Day) + As an action, Dagdra draws a spell scroll from her documancy satchel. The scroll contains a spell of up to 3rd level of Dagdra's choice. Only Dagdra can use the scroll, which vanishes after 1 minute. + + + Spellcasting + Dagdra is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Dagdra has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + +Source: The Orrery of the Wanderer p. 145 + + + + Devil Dog + M + humanoid (tiefling) + Any alignment + 10 + 9 (2d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 14 + 11 + + Medicine +4, Religion +2 + 12 + any one language (usually Common), Infernal + 1/4 + fire + + + + darkvision 60 ft. + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Spellcasting + Devil Dog is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Devil Dog has following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (3 slots): bless, cure wounds, sanctuary + + 3 + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 10). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: thaumaturgy + 1/day each: darkness, hellish rebuke + + light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary, thaumaturgy, darkness, hellish rebuke + +Source: The Orrery of the Wanderer p. 85 + + + + Enormous Tentacle + H + beast + Unaligned + 12 + 60 (8d12+8) + walk 30 ft., swim 30 ft. + 19 + 14 + 12 + 1 + 10 + 3 + + Perception +2 + 12 + + 2 + + + + + blindsight 10 ft. + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. + Bite|+6|2d6+4 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the tentacle can't constrict another target. + Constrict|+6|2d8+4 + + +Source: The Orrery of the Wanderer p. 94 + underwater, underdark, forest, swamp, desert + + + Gildha Duhn + M + humanoid (half-orc) + Any alignment + 10 + 9 (2d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 14 + 11 + + Medicine +4, Religion +2, Intimidation +1 + 12 + any one language (usually Common), Orc + 1/4 + + + + + darkvision 60 ft. + + Relentless Endurance + When reduced to 0 hit points, <$title_short_name$> drops to 1 hit point instead (but can't do this again until they finish a long rest). + + + Savage Attacks + When they score a critical hit, <$title_short_name$> can roll one of the weapon's damage dice and add it to the extra damage of the critical hit. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Spellcasting + Gildha is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Gildha has following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (3 slots): bless, cure wounds, sanctuary + + 3 + light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary + +Source: The Orrery of the Wanderer p. 110 + + + + Grunka + M + humanoid (goblinoid) + Lawful Evil + 18 (chain mail, shield) + 11 (2d8+2) + walk 30 ft. + 13 + 12 + 12 + 10 + 10 + 9 + + + 10 + Common, Goblin + 1/2 + + + + + darkvision 60 ft. + + Martial Advantage + Once per turn, Grunka can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of Grunka that isn't incapacitated. + + + Longsword + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. + Longsword|+3|1d8+1 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage. + Longbow|+3|1d8+1 + + + Acid Spray Gun (Recharge 5-6) + The hobgoblin sprays acid in a 10-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. + Acid Spray Gun (Recharge 5-6)||2d6 + The spray gun has a tank that can be filled with ten standard vials of acid mixed with water, allowing it to be used five times. + + +Source: The Orrery of the Wanderer p. 115 + underdark, grassland, forest, hill, desert + + + Jelayne + M + undead + Lawful Evil + 13 (armor scraps) + 13 (2d8+4) + walk 30 ft. + 10 + 14 + 15 + 6 + 8 + 5 + + + 9 + understands all languages it spoke in life but can't speak + 1/4 + + poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft. + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + +Source: The Orrery of the Wanderer p. 84 + urban + + + Mechachimera + L + monstrosity + Chaotic Evil + 14 (natural armor) + 114 (12d10+48) + walk 30 ft., fly 60 ft. + 19 + 11 + 19 + 3 + 14 + 10 + + Perception +8 + 18 + understands Draconic but can't speak + 6 + + + + + darkvision 60 ft. + + Multiattack + The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Bite|+7|2d6+4 + + + Horns + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) bludgeoning damage. + Horns|+7|1d12+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|+7|2d6+4 + + + Fire Breath (Recharge 5-6) + The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||7d8 + + +Source: The Orrery of the Wanderer p. 134 + underdark, mountain, grassland, hill + + + Onyx + H + beast + Unaligned + 12 + 2 (1d4) + walk 400 ft., climb 200 ft. + 3 + 15 + 10 + 3 + 12 + 7 + + Perception +3, Stealth +4 + 13 + + 0 + + + + + + + Keen Smell + The cat has advantage on Wisdom (Perception) checks that rely on smell. + + + Relative Size + Any damage Onyx would take is reduced to 0. She has advantage on ability checks and saving throws. + + + Dealing with Onyx + Onyx cannot be overcome or killed by combat. Any weapon attack against her that hits AC 12 makes contact but deals no lasting damage. However, if the attack would deal 10 or more damage, Onyx has disadvantage on attack rolls until the end of her next turn. If Onyx would take 10 or more damage from spells or other effects, it yields the same result. Spells that impose conditions function normally against Onyx, but those conditions end automatically at the end of the cat's next turn. + + + Claws + Melee Weapon Attack: +7 to hit, reach 20 ft., one target. 11 (2d10) slashing damage. + Claws|+7|2d10 + + Onyx cannot be overcome or killed by combat. Any weapon attack against her that hits AC 12 makes contact but deals no lasting damage. However, if the attack would deal 10 or more damage, Onyx has disadvantage on attack rolls until the end of her next turn. If Onyx would take 10 or more damage from spells or other effects, it yields the same result. Spells that impose conditions function normally against Onyx, but those conditions end automatically at the end of the cat’s next turn. +Source: The Orrery of the Wanderer p. 186 + + + + Replica Duodrone + M + construct + Lawful Neutral + 15 (natural armor) + 11 (2d8+2) + walk 30 ft. + 11 + 13 + 12 + 6 + 10 + 7 + + + 10 + Modron + 1/4 + + + + + truesight 120 ft. + + Axiomatic Mind + The duodrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Dismantlable + If the replica duodrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying. + + + Multiattack + The duodrone makes two fist attacks or two javelin attacks. + + + Fist + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Fist|+2|1d4 + + + Javelin + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. 4 (1d6 + 1) piercing damage. + Javelin|+3|1d6+1 + + + Variant: Rogue Modrons + A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. + A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. + + +Source: The Orrery of the Wanderer p. 132 + + + + Replica Monodrone + M + construct + Lawful Neutral + 15 (natural armor) + 5 (1d8+1) + walk 30 ft., fly 30 ft. + 10 + 13 + 12 + 4 + 10 + 5 + + + 10 + Modron + 1/8 + + + + + truesight 120 ft. + + Axiomatic Mind + The monodrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Dismantlable + If the replica monodrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying. + + + Dagger + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + + Javelin + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. 3 (1d6) piercing damage. + Javelin|+2|1d6 + + + Variant: Rogue Modrons + A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. + A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. + + +Source: The Orrery of the Wanderer p. 132 + + + + Replica Pentadrone + L + construct + Lawful Neutral + 16 (natural armor) + 32 (5d10+5) + walk 40 ft. + 15 + 14 + 12 + 10 + 10 + 13 + + Perception +4 + 14 + Modron + 2 + + + + + truesight 120 ft. + + Axiomatic Mind + The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Dismantlable + If the replica pentadrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying. + + + Multiattack + The pentadrone makes five arm attacks. + + + Arm + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Arm|+4|1d6+2 + + + Paralysis Gas (Recharge 5-6) + The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Variant: Rogue Modrons + A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. + A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. + + +Source: The Orrery of the Wanderer p. 132 + + + + Replica Quadrone + M + construct + Lawful Neutral + 16 (natural armor) + 22 (4d8+4) + walk 30 ft., fly 30 ft. + 12 + 14 + 12 + 10 + 10 + 11 + + Perception +2 + 12 + Modron + 1 + + + + + truesight 120 ft. + + Axiomatic Mind + The quadrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Dismantlable + If the replica quadrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying. + + + Multiattack + The quadrone makes two fist attacks or four shortbow attacks. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage. + Fist|+3|1d4+1 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + + Variant: Rogue Modrons + A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. + A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. + + +Source: The Orrery of the Wanderer p. 132 + + + + Replica Tridrone + M + construct + Lawful Neutral + 15 (natural armor) + 16 (3d8+3) + walk 30 ft. + 12 + 13 + 12 + 9 + 10 + 9 + + + 10 + Modron + 1/2 + + + + + truesight 120 ft. + + Axiomatic Mind + The tridrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Dismantlable + If the replica tridrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying. + + + Multiattack + The tridrone makes three fist attacks or three javelin attacks. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage. + Fist|+3|1d4+1 + + + Javelin + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. 4 (1d6 + 1) piercing damage. + Javelin|+3|1d6+1 + + + Variant: Rogue Modrons + A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. + A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. + + +Source: The Orrery of the Wanderer p. 132 + + + + Stomping Foot + T + undead + Neutral Evil + 12 + 2 (1d4) + walk 20 ft., climb 20 ft. + 13 + 14 + 11 + 5 + 10 + 4 + + + 10 + understands Common but can't speak + 0 + + poison + + charmed, exhaustion, poisoned + blindsight 30 ft. (blind beyond this radius) + + Turn Immunity + The foot is immune to effects that turn undead. + + + foot + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning or slashing damage (foot's choice). + foot|+3|1d4+1 + + +Source: The Orrery of the Wanderer p. 92 + + + + Two Dry Cloaks + M + humanoid (tabaxi) + Any alignment + 12 + 27 (6d8) + walk 30 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages + 1 + + + + + darkvision 60 ft. + + Cunning Action + On each of its turns, Two Dry Cloaks can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Two Dry Cloaks deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Two Dry Cloaks that isn't incapacitated and Two Dry Cloaks doesn't have disadvantage on the attack roll. + + + Feline Agility + When <$title_short_name$> moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, <$title_short_name$> can't use it again until they moves 0 feet on one of their turns. + + + Multiattack + Two Dry Cloaks makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + + Claws + Melee Weapon Attack: ++2 to hit, reach 5 ft., one target. 2 (1d4) slashing damage. + Claws|+2|1d4 + + +Source: The Orrery of the Wanderer p. 162 + + + + Undead Cockatrice + S + monstrosity + Unaligned + 11 + 27 (6d6+6) + walk 20 ft., fly 40 ft. + 6 + 12 + 12 + 2 + 13 + 5 + + + 11 + + 1/2 + + + + + darkvision 60 ft. + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. + Bite|+3|1d4+1 + + +Source: The Orrery of the Wanderer p. 114 + grassland + + diff --git a/FightClub5eXML/Sources/TheTortlePackage.xml b/FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml similarity index 100% rename from FightClub5eXML/Sources/TheTortlePackage.xml rename to FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml diff --git a/FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml b/FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml new file mode 100755 index 0000000..47684ab --- /dev/null +++ b/FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml @@ -0,0 +1,193 @@ + + + + Decapus + L + monstrosity + Unaligned + 14 (natural armor) + 75 (10d10+20) + walk 15 ft., climb 30 ft. + 15 + 14 + 14 + 4 + 10 + 7 + + Athletics +4, Perception +2, Stealth +4 + 12 + + 4 + + + + + darkvision 60 ft. + + Multiattack + The decapus makes two attacks: one with its bite and one with its tentacles. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. 7 (2d4 + 2) piercing damage. + Bite|+4|2d4+2 + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 24 (9d4 + 2) bludgeoning damage or 14 (5d4 + 2) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained. + Tentacles|+4|9d4+2 + + Decapuses are carnivorous, solitary hunters that swing through trees, scooping up prey with their 10-foot-long, suckered tentacles. Decapuses also use their tentacles to climb walls and ceilings. +After securing a high vantage point, a decapus hangs by one tentacle and attacks with the other nine. On the ground, a decapus is slower and less dangerous. It must use half of its tentacles to support its weight upright, leaving five tentacles with which it can attack and defend itself. +Marine Decapus. A marine decapus is similar to its land-dwelling cousin, except that it gains a swimming speed of 30 feet and can breathe only underwater. +Source: The Tortle Package p. 21 + + + + Geonid + S + elemental + Neutral + 17 (natural armor) + 26 (4d6+12) + walk 30 ft. + 12 + 10 + 16 + 9 + 14 + 11 + + Perception +4, Stealth +2 + 14 + + 1/4 + + + + + darkvision 60 ft., tremorsense 30 ft. + + Boulder Guise + While fully withdrawn into its shell, the geonid can't see and is indistinguishable from a small boulder + + + Club + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage. + Club|+3|1d4+1 + + + Stone Tell + The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of each type, but not their identities. + + Also known as rocklings and rock hermits, geonids are small, intelligent cave dwellers that originated on the Elemental Plane of Earth. A geonid's arms and legs come out of a small opening in the bottom of its shell. A geonid can draw its limbs into its shell and close the opening. When it does so, the creature looks like a small boulder. In this state, the geonid can't see and relies on its tremorsense to detect other creatures nearby. +Dark Lairs. Geonids live in natural tunnels and caves. They feed primarily on lizards, rats, slugs, and other vermin, as well as on cave lichen and moss. Geonids like to collect coins and gemstones, and they rarely confront creatures larger than themselves except to rob them or scare them away. +Stone Tell. Geonids can attune to stone in a way that lets them discern what other creatures have been in the area recently. Geonids use this ability to track prey and to determine whether other creatures have trespassed in their territory. The information gleaned is imprecise and doesn't include the specific identities of such creatures or the precise times when they passed nearby. +Source: The Tortle Package p. 22 + + + + Giant Slug + L + monstrosity + Unaligned + 13 (natural armor) + 66 (6d10+18) + walk 10 ft., climb 10 ft. + 14 + 13 + 16 + 1 + 12 + 5 + + Perception +3 + 13 + Abyssal, Aquan, Common + 3 + + + + + darkvision 60 ft. + + Keen Smell + The slug has advantage on Wisdom (Perception) checks that rely on smell. + + + Spider Climb + The slug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The slug makes two attacks: one with its tentacles and one with its bite. + + + Tentacles + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. + Tentacles|+8|1d4+2 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. + Bite|+4|2d4+2 + + + Animate Tentacle + When the slug takes damage in this cave (Shrine of Umberlee), it can use its reaction to animate one of the tentacles of the kraken statue and cause it to make a melee weapon attack (+3 to hit) against one creature within 20 feet of the statue that the slug can see. The tentacle deals 8 (1d8 + 4) bludgeoning damage on a hit. + + + Innate Spellcasting + The slug's innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + 1/day each: guiding bolt, sanctuary, spiritual weapon + + guiding bolt, sanctuary, spiritual weapon + +Source: The Tortle Package p. 18 + + + + Topi + S + undead + Chaotic Evil + 13 (natural armor) + 13 (3d6+3) + walk 30 ft. + 7 + 15 + 12 + 6 + 10 + 5 + + + 10 + understands the languages it knew in life but can't speak + 1/2 + bludgeoning + poison + + poisoned + darkvision 60 ft. + + Turn Resistance + The topi has advantage on saving throws against any effect that turns undead. + + + Undead Fortitude + If damage reduces the topi to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the topi drops to 1 hit point instead. + + + Venomous Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned until the end of the target's next turn. + Venomous Claws|+4|1d4+2 + + Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi's claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers. +Topis are more difficult to turn than ordinary zombies, and their spongy bodies make them resistant to bludgeoning. +Undead Traits. A topi doesn't require air, food, drink, or sleep. +Source: The Tortle Package p. 22 + + + diff --git a/FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml b/FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml new file mode 100755 index 0000000..b562028 --- /dev/null +++ b/FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml @@ -0,0 +1,4652 @@ + + + + Acererak + M + undead + Neutral Evil + 21 (natural armor) + 285 (30d8+150) + walk 30 ft. + 13 + 16 + 20 + 27 + 21 + 20 + Con +12, Int +15, Wis +12 + Arcana +22, History +22, Insight +12, Perception +12 + 22 + Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon + 23 + cold, lightning + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned + truesight 120 ft. + + Special Equipment + Acererak carries the Staff of the Forgotten One. He wears a Talisman of the Sphere and has a Sphere of Annihilation under his control. + + + Legendary Resistance (3/Day) + If Acererak fails a saving throw, he can choose to succeed instead. + + + Rejuvenation + Acererak's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak's phylactery, the location of which is hidden. + + + Turn Resistance + Acererak has advantage on saving throws against any effect that turns undead. + + + Paralyzing Touch + Melee Spell Attack: +15 to hit, reach 5 ft., one creature. 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Paralyzing Touch|+15|3d6 + + + Staff (+3 Quarterstaff) + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands. + Staff (+3 Quarterstaff)|+11|1d6+4 + + + Invoke Curse + While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. Greater restoration, remove curse, or similar magic ends the curse on the target. + + + Acererak can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Acererak regains spent legendary actions at the start of its turn. + + + At-Will Spell + Acererak casts one of his at-will spells. + + + Melee Attack + Acererak uses Paralyzing Touch or makes one melee attack with his staff. + + + Frightening Gaze (Costs 2 Actions) + Acererak fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target its immune to Acererak's gaze for the next 24 hours. + + + Talisman of the Sphere (Costs 2 Actions) + Acererak uses his Talisman of the Sphere to move the Sphere of Annihilation under his control up to 90 feet. + + + Disrupt Life (Costs 3 Actions) + Each creature within 20 feet of Acererak must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Spellcasting + Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Acererak has the following wizard spells prepared: + Cantrips (at will): mage hand, ray of frost, shocking grasp + • 1st level (0 slots): ray of sickness, shield + • 2nd level (0 slots): arcane lock, knock + • 3rd level (0 slots): animate dead, counterspell + • 4th level (3 slots): blight, ice storm, phantasmal killer + • 5th level (3 slots): cloudkill, hold monster, wall of force + • 6th level (3 slots): chain lightning, circle of death, disintegrate + • 7th level (3 slots): finger of death, plane shift, teleport + • 8th level (2 slots): maze, mind blank + • 9th level (2 slots): power word kill, time stop + + 0, 0, 0, 3, 3, 3, 3, 2, 2 + mage hand, ray of frost, shocking grasp, ray of sickness, shield, arcane lock, knock, animate dead, counterspell, blight, ice storm, phantasmal killer, cloudkill, hold monster, wall of force, chain lightning, circle of death, disintegrate, finger of death, plane shift, teleport, maze, mind blank, power word kill, time stop + Acererak is an archlich who travels between worlds and is known to take sick pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons where they suffer horrible deaths. One such dungeon lies under the lost city of Omu. This dungeon is called the Tomb of the Nine Gods, for Acererak slew nine false gods and sealed them within it. More recently, he built a necromantic device called the Soulmonger, then hid it in the heart of the tomb. +Acererak's Traits. Ideal. "Why be a god when I can be a creator of gods?" +Bond. "I build dungeons to trap and slay powerful adventurers. Their deaths and souls are my nourishment." +Flaw. "I underestimate the resolve of my enemies." +Source: Tomb of Annihilation p. 209 + + + + Albino Dwarf Spirit Warrior + M + humanoid (dwarf) + Any alignment + 13 (hide armor) + 30 (4d8+12) + walk 25 ft. + 13 + 13 + 17 + 12 + 14 + 11 + + Perception +4, Stealth +3, Survival +4 + 14 + Common, Dwarvish + 1 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + The dwarf has advantage on saving throws against poison. + + + Handaxe + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) slashing damage. + Handaxe|+3|1d6+1 + + + Innate Spellcasting + The dwarf's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components: + 1/day each: hunter's mark, jump, pass without trace, speak with animals, speak with plants + + hunter's mark, jump, pass without trace, speak with animals, speak with plants + The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn't seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven't forgotten how to forge metal, but they seldom have the means to do so. +Albino Dwarf Spirit Warriors. An albino dwarf can become so attuned to the land of Chult that a benevolent nature spirit takes notice and bestows a powerful charm on the dwarf, granting it innate spellcasting abilities. These dwarf spirit warriors dedicate themselves to preserving the natural beauty of Chult and battling unnatural threats. An albino dwarf spirit warrior has the statistics of an albino dwarf warrior, except it has a challenge rating of 1 (200 XP) and gains an Innate Spellcasting feature. +Source: Tomb of Annihilation p. 210 + + + + Albino Dwarf Warrior + M + humanoid (dwarf) + Any alignment + 13 (hide armor) + 30 (4d8+12) + walk 25 ft. + 13 + 13 + 17 + 12 + 14 + 11 + + Perception +4, Stealth +3, Survival +4 + 14 + Common, Dwarvish + 1/4 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + The dwarf has advantage on saving throws against poison. + + + Handaxe + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) slashing damage. + Handaxe|+3|1d6+1 + + The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn't seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven't forgotten how to forge metal, but they seldom have the means to do so. +Source: Tomb of Annihilation p. 210 + + + + Aldani (Lobsterfolk) + M + monstrosity + Lawful Neutral + 14 (natural armor) + 49 (9d8+9) + walk 20 ft., swim 30 ft. + 13 + 8 + 12 + 10 + 14 + 10 + + Perception +4, Survival +4 + 14 + Common + 1 + + + + + darkvision 60 ft. + + Amphibious + The aldani can breathe air and water. + + + Multiattack + The aldani makes two attacks with its claws. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target. + Claw|+3|1d8+1 + + Many Chultan natives can recall childhood fables of the aldani, the eerie lobsterfolk that lived in the rivers and lakes of their homeland. As there have been no sightings of the aldani in years, it is widely believed that they were wiped out. In truth, many aldani survived and retreated to the lakes of the Aldani Basin in the heart of Chult. +An aldani looks like a giant lobster that walks upright. Its face is mostly encased in armor, looking almost humanoid except for its long eyestalks. Despite their frightful appearance, aldani avoid conflict. Reclusive and xenophobic, they hide in their lakes and rivers. +Aldani Bribes. If disturbed, aldani try to frighten intruders away without killing them. When confronted by creatures who aren't easily startled, they offer bribes in exchange for being left alone. These bribes take the form of treasures that the aldani collect from the bottoms of rivers and lakes. +Cursed by Ubtao. The aldani are the monstrous descendants of Chultan humans belonging to the Aldani tribe. The fishers of the tribe trapped the lobsters of the rivers by the thousands, until no lobsters remained. Their greed made Ubtao angry, and he cursed the fishers by transforming them into lobsterfolk. The fishers accepted their punishment and embraced their new existence. However, they were scorned by other members of their tribe and forced to take refuge in the rivers they had once plundered. Although the Aldani tribe went extinct, the lobsterfolk remain to this day. +Source: Tomb of Annihilation p. 210 + + + + Almiraj + S + beast + Unaligned + 13 + 3 (1d6) + walk 50 ft. + 2 + 16 + 10 + 2 + 14 + 10 + + Perception +4, Stealth +5 + 14 + + 0 + + + + + darkvision 30 ft. + + Keen Senses + The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Familiar + With the DM's permission, the find familiar spell can summon an almiraj. + + + Horn + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. + Horn|+5|1d4+3 + + An almiraj (pronounced AWL-meer-ahj) is a large, timid rabbit with a 1-foot-long spiral horn emerging from its forehead, not unlike the horn of a unicorn. If driven to attack, it tries to spear enemies with its horn. +Almiraj were brought to Chult long ago by merchants of the distant land of Zakhara. Skilled at evading predators, these creatures have flourished throughout the tropical peninsula. They live in earthen burrows and can be captured and domesticated. With the DM's permission, the find familiar spell can summon an almiraj. +Source: Tomb of Annihilation p. 211 + + + + Ankylosaurus Zombie + H + undead + Unaligned + 14 (natural armor) + 68 (8d12+16) + walk 20 ft. + 19 + 9 + 15 + 2 + 6 + 3 + + + 8 + + 3 + + poison + + poisoned + darkvision 60 ft. + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Tail + Melee Weapon Attack: +6 to hit, reach 10 ft., one target 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + Tail|+6|4d6+4 + + Several new zombie variants are presented below. For more information on zombies, see the Monster Manual. +Ankylosaurus Zombie. This creature is slow and barely aware of its surroundings. +Girallon Zombie. Girallons are four-armed apes with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh. +Tyrannosaurus Zombie. A tyrannosaurus zombie has a gullet full of smaller zombies, which it can disgorge. These zombies aren't under the tyrannosaurus zombie's control. +Source: Tomb of Annihilation p. 240 + + + + Artus Cimber + M + humanoid (human) + Neutral Good + 14 (studded leather armor) + 82 (15d8+15) + walk 30 ft. + 10 + 15 + 13 + 17 + 16 + 18 + Dex +5, Cha +7 + Deception +7, History +9, Insight +6, Survival +9 + 13 + Common, Draconic, Dwarvish, Goblin + 7 + + While wearing the Ring of Winter: cold + + + + + Special Equipment + Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or perceived through magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold. + Artus wields Bookmark a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn: + • Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. + • Turn the dagger into a compass that, while resting on your palm, points north. + • Cast dimension door from the dagger. Once this property is used, it can't be used again until the next dawn. + • Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet but it targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn. + + + Multiattack + Artus makes three attacks with Bookmark or his longbow. + + + Bookmark (+3 Dagger) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d4 + 5) piercing damage. + Bookmark (+3 Dagger)|+8|1d4+5 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target 6 (1d8 + 2) piercing damage. + Longbow|+5|1d8+2 + + + Ring of Winter + The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties: + • Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. + • Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges) the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist, cone of cold (2 charges), flesh to stone (3 charges); as flesh to stone except that the target turns to solid ice with the density and durability of stone, ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge) the spikes are made of ice, or wall of ice (2 charges). + • Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus's choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands. The object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary. + + A former member of the Harpers, Artus Cimber is the keeper of the Ring of Winter. He found the ring in the jungles of Chult, where he also met his wife, Alisanda. The ring halts its wearer's natural aging and has allowed Artus to survive well beyond his natural lifespan. The ring also defies magical attempts to divine its location and that of its wearer. On his fingers above the knuckles, Artus has tattooed the names of his dearly departed animal companions-a pair of talking wombats named Byrt and Lugg. +Artus has spent most of his life trying to keep the Ring of Winter out of evil hands, but his return to Chult is focused on reuniting with his beloved Alisanda, who disappeared along with the city of Mezro during the Spellplague. No longer content to wait for Alisanda and Mezro to return on their own, Artus has been seeking the means to bring them back. He believes that Saja N'baza, an ancient guardian naga, can help him. As such, his search has been focused on locating the ruins of Orolunga, where the naga is said to dwell. Fate has handed Artus a saurial traveling companion named Dragonbait, whom he met in Port Nyanzaru. The two are always on the move. Consequently, their location in the adventure is randomly determined. +Using Artus. Artus has never been to Omu, and he has no idea where the city is. However, he has a powerful artifact in his possession and a good heart. If the characters explain why they've come to Chult, Artus puts aside his personal quest and offers to help them find Omu and destroy the Soulmonger. +The first time a situation forces Artus to use the Ring of Winter, he warns the characters that evil forces are after the ring and that his presence in the party might put the characters in danger. +Artus Cimber's Traits. Ideal. "The preservation of knowledge and history is important to me." +Bond. "I long to be reunited with my wife, Alisanda." +Flaw. "I am slow to trust strangers-adventurers in particular." +Source: Tomb of Annihilation p. 212 + + + + Asharra + M + humanoid (aarakocra) + Lawful Neutral + 12 + 31 (7d8) + walk 20 ft., fly 50 ft. + 10 + 14 + 10 + 14 + 17 + 11 + + History +4, Insight +5, Perception +7 + 17 + Auran, Common + 2 + + + + + + + Dive Attack + If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. + + + Dance of the Seven Winds + Asharra knows a ritual called the Dance of the Seven Winds, which temporarily grants magical flight to as many as ten nonflying creatures. The ritual, which takes 10 minutes to complete, can only be performed by an aarakocra elder and requires a black orchid as a material component. + Asharra must grind the orchid to powder, inhale it, and dance in circles around the ritual's beneficiaries uninterrupted while seven other aarakocra chant prayers to the Wind Dukes of Aaqa. When the dance concludes, Asharra's wings disappear and she loses the ability to fly. The ritual's beneficiaries each gain a magical flying speed of 30 feet (allowing them to fly 4 miles per hour). This benefit lasts for 3 days, after which Asharra's wings reappear and she regains the ability to fly. + + + Talon + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Talon|+4|1d4+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Javelin|+4|1d6+2 + + + Summon Air Elemental + Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it. + + + Spellcasting + Asharra is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Asharra has the following druid spells prepared: + Cantrips (at will): druidcraft, mending, produce flame + • 1st level (4 slots): detect magic, faerie fire, thunderwave + • 2nd level (3 slots): gust of wind, hold person, lesser restoration + • 3rd level (2 slots): call lightning, wind wall + + 4, 3, 2 + druidcraft, mending, produce flame, detect magic, faerie fire, thunderwave, gust of wind, hold person, lesser restoration, call lightning, wind wall + Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies. +Biography. The incredibly old leader of the community at Kir Sabal. The others refer to her as Teacher, and they revere her as a living saint. Asharra is intelligent, ambitious, and somewhat manipulative, but never cruel or insensitive. +Source: Tomb of Annihilation p. 69 + + + + Assassin Vine + L + plant + Unaligned + 13 (natural armor) + 85 (10d10+30) + walk 5 ft., climb 5 ft. + 18 + 10 + 16 + 1 + 10 + 1 + + + 10 + + 3 + cold, fire + + + blinded, deafened, exhaustion, prone + blindsight 30 ft. + + False Appearance + While the assassin vine remains motionless, it is indistinguishable from a normal plant. + + + Constrict + Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time. + Constrict|+6|2d6+4 + + + Entangling Vines + The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again. + + An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. +A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. +Source: Tomb of Annihilation p. 213, Ghosts of Saltmarsh, Essentials Kit: Sleeping Dragon's Wake + + + + Atropal + H + undead (titan) + Neutral Evil + 7 + 225 (18d12+108) + walk 0 ft., fly 50 ft. + 19 + 5 + 22 + 25 + 19 + 24 + Con +11, Wis +9 + + 14 + understands Celestial but utters only obscene nonsense + 13 + + cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks + radiant + charmed, exhaustion, frightened, poisoned + darkvision 120 ft., truesight 120 ft. + + Magic Resistance + The atropal has advantage on saving throws against spells and other magical effects. + + + Negative Energy Aura + Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage. If the atropal is struck by a vorpal sword, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature. + + + Turn Resistance Aura + The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead. + + + Touch + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (3d6) necrotic damage. + Touch|+9|3d6 + + + Ray of Cold + Ranged Spell Attack: +12 to hit, range 120 ft., one target. 21 (6d6) cold damage. + Ray of Cold|+12|6d6 + + + Life Drain + The atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt. + Life Drain||8d8 + + + Summon Wraith (Recharge 6) + The atropal summons a wraith which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner's commands and can't be controlled by any other creature. The Wraith vanishes when it drops to 0 hit points or when its summoner dies. + + + The undead (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (titan) regains spent legendary actions at the start of its turn. + + + Touch + The atropal makes a touch attack. + + + Ray of Cold (Costs 2 Actions) + The atropal uses its Ray of Cold. + + + Wail (Costs 3 Actions) + The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion. + + An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago. Since an atropal was never truly alive, it can't be raised from the dead or resurrected by any means. Even divine intervention can't breathe true life into this hateful, miserable horror. +An atropal is malformed and unfinished. Its wet, wrinkled, and bloated body is surmounted by a hairless, overlarge head set with glassy, vacant eyes. It constantly drools stinking ichor as it mouths obscenities. Its arms are too slender, with tiny hands ending in cruelly shaped nails. An atropal never walks but always floats, with its atrophied, dead legs hanging useless below it. +Negative Energy Connection. The shriveled umbilical cord of an atropal appears to trail off into nothingness, but in fact, it attaches to the Negative Plane. This connection gives the atropal power over death and undeath. The cord can be severed by a vorpal sword or other vorpal weapon, and doing so weakens the atropal's tie to the Negative Plane. +An atropal can summon vestiges of creatures that died in the Negative Plane, which manifest as wraiths. These servants can exist outside the Negative Plane only by the atropal's sheer force of will, and they quickly dissipate when the atropal is destroyed. +Undead Nature. An atropal doesn't require air, food, drink, or sleep. +Source: Tomb of Annihilation p. 214 + + + + Azaka Stormfang + M + humanoid (human, shapechanger) + Neutral + 12 + 120 (16d8+48) + walk 30 ft. + 17 + 15 + 16 + 10 + 13 + 11 + + Perception +5, Stealth +4 + 15 + Common (can't speak in tiger form) + 4 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + darkvision 60 ft. + + Shapechanger + The Azaka can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + The Azaka has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pounce (Tiger or Hybrid Form Only) + If the Azaka moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Azaka can make one bite attack against it as a bonus action. + + + Multiattack (Humanoid or Hybrid Form Only) + In humanoid form, the Azaka makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. + + + Bite (Tiger or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with Azaka lycanthropy. + Bite (Tiger or Hybrid Form Only)|+5|1d10+3 + + + Claw (Tiger or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Claw (Tiger or Hybrid Form Only)|+5|1d8+3 + + + Scimitar (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Humanoid or Hybrid Form Only)|+5|1d6+3 + + + Longbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow (Humanoid or Hybrid Form Only)|+4|1d8+2 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + +Source: Tomb of Annihilation p. 33 + grassland, forest, desert + + + Bag of Nails + M + humanoid (tabaxi) + Chaotic Neutral + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft., climb 20 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + 13 + Thieves' cant, Common, Dwarvish + 8 + poison + + + + darkvision 60 ft. + + Feline Agility + When Bag of Nails moves on its turn in combat, he can double his speed until the end of the turn. Once he uses this trait, Bag of Nails can't use it again until he moves 0 feet on one of his turns. + + + Assassinate + During his first turn, Bag of Nails has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Bag of Nails scores against a surprised creature is a critical hit. + + + Evasion + If Bag of Nails is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Bag of Nails instead takes no damage if he succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + Bag of Nails deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn't incapacitated and Bag of Nails doesn't have disadvantage on the attack roll. + + + Multiattack + Bag of Nails makes two shortsword attacks. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 2 (1d4) slashing damage. + Claw|+3|1d4 + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+6|1d6+3 + Shortsword||7d6 + + + Longbow + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Longbow|+6|1d8+3 + Longbow||7d6 + + Bag of Nails yearns for a hunter's death. Senility has taken hold, and now he sees all creatures as his prey. +He explains that he came to Omu to find a fabled treasure called the Navel of the Moon. He hoped to use its alleged powers to find his lost son, but he has long since given up hope of ever finding it. +Source: Tomb of Annihilation p. 102 + + + + Blind Artist + M + undead + Neutral Evil + 8 + 22 (3d8+9) + walk 20 ft. + 13 + 6 + 16 + 3 + 6 + 5 + Wis +0 + + 8 + understands all languages it spoke in life but can't speak + 1/4 + + poison + + poisoned + darkvision 60 ft. + + Undead Fortitude + If damage reduces the artist to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the artist drops to 1 hit point instead. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Slam|+3|1d6+1 + + +Source: Tomb of Annihilation p. 164 + urban + + + Bosco Daggerhand + M + humanoid (any race) + Any Non-Good Alignment + 11 (leather armor) + 32 (5d8+10) + walk 30 ft. + 15 + 11 + 14 + 10 + 10 + 11 + + Intimidation +2 + 10 + any one language (usually Common) + 1/2 + + + + + + + Special Equipment + Bosco wears a ring of animal influence. + + + Pack Tactics + Bosco has advantage on an attack roll against a creature if at least one of Bosco's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + Bosco makes two melee attacks. + + + Mace + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage. + Mace|+4|1d6+2 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + +Source: Tomb of Annihilation p. 68 + + + + Chwinga + T + elemental + Neutral + 15 + 5 (2d4) + walk 20 ft., climb 20 ft., swim 20 ft. + 1 + 20 + 10 + 14 + 16 + 16 + + Acrobatics +7, Perception +7, Stealth +7 + 17 + + 0 + + + + + blindsight 60 ft. + + Unusual Nature + The chwinga doesn't require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice). + + + Evasion + When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Magical Gift (1/Day) + The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms. + + + Natural Shelter + The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use it's action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed. + + + Innate Spellcasting + The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components: + At will: druidcraft, guidance, pass without trace, resistance + + druidcraft, guidance, pass without trace, resistance + A chwinga (pronounced cheh-WING-ah) is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Painfully shy, chwingas prefer to move about unseen. +If two or more chwingas live in the same area, each one will take shelter in a different plant, rock, or body of fresh water. Though no two chwingas look exactly alike, they resemble 6-inch-tall animated dolls with strange masks, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by cool breezes, the sweet smell of flowers, and dancing fireflies. Their mere presence makes a natural setting more lush and vibrant. +Humanoid Fascination. Chwingas shun most other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it shadows those creatures for a short time to observe them. If it takes a liking to a particular humanoid, a chwinga might use its cantrips to aid it, or might bestow a magical gift before departing. The features that attract a chwinga to a particular humanoid can vary. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food. +Elemental Nature. Chwingas sleep but don't require air, food, or drink. They don't have names and have no ability to speak. When a chwinga dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a marble of smooth stone, or a puddle of fresh water. +Source: Tomb of Annihilation p. 216 + + + + Clay Gladiator + M + construct + Unaligned + 17 (natural armor, shield) + 112 (15d8+45) + walk 30 ft., climb 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + 11 + + 5 + + poison + + charmed, frightened, poisoned + + + Climbing + The gladiator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Steadfast + The gladiator can't be disarmed, and cannot make ranged attacks. + + + Brute + A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). + + + Multiattack + The gladiator makes three melee attacks. + + + Spear + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Parry + The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. + + A clay gladiator fights if attacked or when called to the gladiatorial pit. If reduced to 0 hit points outside of the gladiatorial pit, the gladiator disappears along with its possessions, reappears in its cell at full health with spear and shield in hand, and returns to the gladiatorial pit if it can. If defeated in the gladiatorial pit, the gladiator leaves its spear behind before reforming in its cell +Source: Tomb of Annihilation p. 100 + + + + Dragonbait + M + humanoid (saurial) + Lawful Good + 17 (breastplate, shield) + 120 (16d8+48) + walk 30 ft. + 15 + 13 + 17 + 14 + 16 + 18 + Wis +6, Cha +7 + Athletics +5, Medicine +6 + 13 + understands Common but can't speak + 5 + + + + + + + Divine Health + Dragonbait is immune to disease. + + + Magic Resistance + While holding his holy avenger, Dragonbait creates an aura in a 10-foot radius around him. While this aura is active, Dragonbait and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects. + + + Multiattack + Dragonbait makes two melee weapon attacks. + + + Holy Avenger (+3 Longsword) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands. If the target is a fiend or an undead it takes an extra 11 (2d10) radiant damage. + Holy Avenger (+3 Longsword)|+8|1d8+5 + + + Sense Alignment + Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect. + + Dragonbait is a champion of good and a saurial-a race that originated on a distant world and whose members have long lives. Very few saurials dwell in the Forgotten Realms, and no saurial communities are believed to exist anywhere in the world. +The saurial's language is a combination of clicks and whistles beyond the human range of hearing, so Dragonbait tends to rely on scents to communicate emotions. To be understood by most speaking creatures, he must "shout" a scent. Dragonbait's known scents include: brimstone (confusion), roses (sadness), lemon (pleasure or joy), baked bread (anger), violets (danger or fear), honeysuckle (tenderness or concern), wood smoke (devotion or piety), tar (victory or celebration), and ham (nervousness or worry). +Dragonbait stands 4 feet 10 inches tall, weighs 150 pounds, and has a dry, wrinkled hide. He wields a holy avenger longsword and carries a blue, red, and white shield. Though he has traits in common with paladins, Dragonbait isn't a member of any class. Using an ability known as the Shen-state, he can determine the alignment of any creature within 60 feet of him. +An Unexpected Friendship. Dragonbait met Artus Cimber in Port Nyanzaru, and the two became fast friends. As Artus spoke of his quest to reunite with his wife, Alisanda, he was comforted by Dragonbait's quiet manner and unusual methods of communication. With a smile and a nod, Dragonbait agreed to help Artus. A frequent visitor to Chult, the saurial understood the dangers of the jungle all too well. +Using Dragonbait. Dragonbait has never been to Omu and doesn't know where the city is located. If the characters convince Artus Cimber to help them destroy the Soulmonger, Dragonbait wants to help as well. +Dragonbait's Traits. Ideal. Dragonbait emits a lemon scent while thinking about exploring the world, seeing its many wonders, and helping others along the way. (Translation: He has the heart of an explorer.) +Bond. Dragonbait gives off the scent of wood smoke while doing things to aid a friend's quest. (Translation: He would do anything for a friend.) +Flaw. Dragonbait "shouts" the scent of ham while going where others fear to tread. (Translation: He will hurl himself into danger no matter how frightening.) +Source: Tomb of Annihilation p. 218 + + + + Drufi + H + giant + Neutral Evil + 15 (patchwork armor) + 138 (12d12+60) + walk 40 ft. + 23 + 9 + 21 + 9 + 10 + 12 + Con +8, Wis +3, Cha +4 + Athletics +9, Perception +3 + 13 + Giant + 8 + + cold + + + + + Multiattack + Drufi makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. + Greataxe|+9|3d12+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|+9|4d10+6 + + + Variant: New Giant Options + Some adult frost giants are skilled hunters who construct and hurl nets weighted down with fragments of metal or bone. This ability is represented by the following action option. + Weighted Net. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target. + + +Source: Tomb of Annihilation p. 64 + mountain, arctic + + + Eblis + L + monstrosity + Neutral Evil + 13 + 26 (4d10+4) + walk 30 ft., fly 40 ft. + 11 + 16 + 12 + 12 + 14 + 11 + + Perception +4 + 14 + Auran, Common + 1 + + + + + + + Multiattack + The eblis attacks twice with its beak. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one target 5 (1d4 + 3) piercing damage. + Beak|+5|1d4+3 + + + Innate Spellcasting + The eblis's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: + 1/day each: blur, hypnotic pattern, minor illusion + + blur, hypnotic pattern, minor illusion + Eblis (pronounced EH-blee) are thought to be reincarnations of evil humans who were punished by gods for acts of larceny and kidnapping. These intelligent, evil cranes loom 8 feet tall and lay eggs as mundane birds do. They can manipulate objects with their beaks and feet. +Eblis try to sway other creatures into doing their bidding, and their plots are self-serving. They live to destroy creatures that offend them and delight in luring humanoids to an unexpected death. Eblis also like to collect treasure, which they sometimes use to reward those who serve them. They build crude huts and nests out of grass and reeds, wherein they hide their treasure. +Source: Tomb of Annihilation p. 219 + + + + Ekene-Afa + M + humanoid (any race) + Any alignment + 16 (studded leather armor, shield) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + 11 + any one language (usually Common) + 5 + + + + + + + Brave + Ekene-Afa has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when Ekene-Afa hits with it (included in the attack). + + + Multiattack + Ekene-Afa makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Parry + Ekene-Afa adds 3 to its AC against one melee attack that would hit it. To do so, Ekene-Afa must see the attacker and be wielding a melee weapon. + + +Source: Tomb of Annihilation p. 25 + + + + Eku + M + celestial + Lawful Good + 19 (natural armor) + 97 (13d8+39) + walk 30 ft., fly 90 ft. + 16 + 20 + 17 + 18 + 20 + 18 + Con +5, Wis +7, Cha +6 + + 15 + all, telepathy 120 ft. + 4 + radiant + psychic; bludgeoning, piercing, slashing from nonmagical attacks + + + truesight 120 ft. + + Magic Weapons + Eku's weapon attacks are magical. + + + Shielded Mind + Eku is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. + Bite|+8|1d6+5 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and Eku can't constrict another target. + Constrict|+6|2d6+3 + + + Change Shape + Eku magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Eku's choice). + In a new form, Eku retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, Eku can use its bite in that form. + + + Innate Spellcasting + Eku's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: + At will: detect evil and good, detect magic, detect thoughts + 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield + 1/day each: dream, greater restoration, scrying + + detect evil and good, detect magic, detect thoughts, bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield, dream, greater restoration, scrying + +Source: Tomb of Annihilation p. 34 + grassland, forest, urban, desert + + + Elok Jaharwon + M + humanoid (human, shapechanger) + Neutral Evil + 10 (in humanoid form, 11 (natural armor) in boar or hybrid form) + 78 (12d8+24) + walk 30 ft. + 17 + 10 + 15 + 10 + 11 + 8 + + Perception +2 + 12 + Common (can't speak in boar form) + 4 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + + + Shapechanger + Elok can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Charge (Boar or Hybrid Form Only) + If Elok moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Relentless (Recharges after a Short or Long Rest) + If Elok takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Multiattack (Humanoid or Hybrid Form Only) + Elok makes two attacks, only one of which can be with its tusks. + + + Maul (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Maul (Humanoid or Hybrid Form Only)|+5|2d6+3 + + + Tusks (Boar or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. + Tusks (Boar or Hybrid Form Only)|+5|2d6+3 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + +Source: Tomb of Annihilation p. 67 + grassland, forest, hill + + + Faroul + M + humanoid (any race) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 30 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + any one language (usually Common) + 1/2 + + + + + + + Keen Hearing and Sight + Faroul has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + Faroul makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Tomb of Annihilation p. 34 + + + + Fenthaza + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 14 (natural armor) + 71 (13d8+13) + walk 30 ft. + 16 + 14 + 13 + 14 + 12 + 16 + Wis +3, Cha +5 + Deception +5, Stealth +4 + 11 + Abyssal, Common, Draconic + 4 + + poison + + poisoned + darkvision 120 ft. (penetrates magical darkness) + + Shapechanger + Fenthaza can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form. + + + Death Fangs (2/Day) + The first time Fenthaza hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target. + + + Magic Resistance + Fenthaza has advantage on saving throws against spells and other magical effects. + + + Multiattack (Yuan-ti Form Only) + Fenthaza makes one constrict attack and one scimitar attack. + + + Constrict + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and Fenthaza can't constrict another target. + Constrict|+5|2d6+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Yuan-ti Form Only)|+5|1d6+3 + + + Invoke Nightmare (Recharges after a Short or Long Rest) + Fenthaza taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. Fenthaza must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure. + Invoke Nightmare (Recharges after a Short or Long Rest)||2d10 + + + Variant: Chameleon Skin + Fenthaza has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + Fenthaza can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If Fenthaza spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Innate Spellcasting (Yuan-ti Form Only) + Fenthaza's innate spellcasting ability is Charisma (spell save DC 13). Fenthaza can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + + Spellcasting (Yuan-ti Form Only) + Fenthaza is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation + • 3rd level (2 slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt + + 2 + animal friendship, suggestion, chill touch, eldritch blast, mage hand, message, poison spray, prestidigitation, arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt + +Source: Tomb of Annihilation p. 113 + underdark, forest, desert + + + Flask of Wine + M + humanoid (tabaxi) + Chaotic Good + 14 (leather armor) + 40 (9d8) + walk 30 ft., climb 20 ft. + 10 + 17 + 11 + 13 + 14 + 15 + + Athletics +2, Perception +4, Stealth +5, Survival +6 + 14 + Common plus any one language + 1 + + + + + darkvision 60 ft. + + Feline Agility + When Flask of Wine moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, Flask of Wine can't use it again until it moves 0 feet on one of its turns. + + + Multiattack + Flask of Wine makes two attacks with its claws, its shortsword, or its shortbow. + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) slashing damage. + Claws|+2|1d4 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Shortsword|+5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|+5|1d6+3 + + +Source: Tomb of Annihilation p. 35 + + + + Flying Monkey + S + beast + Unaligned + 12 + 3 (1d6) + walk 30 ft., climb 20 ft., fly 30 ft. + 8 + 14 + 11 + 5 + 12 + 6 + + + 11 + + 0 + + + + + + + Pack Tactics + The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Familiar + With the DM's permission, the find familiar spell can summon a flying monkey. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target 1 (1d4 - 1) piercing damage. + Bite|+1|1d4-1 + + Flying monkeys are slightly more clever and curious than common monkeys, and they can be domesticated and taught to obey simple commands. They come in many colors and varieties, with feathered wings that have a span of about 5 feet. With the DM's permission, the find familiar spell can summon a flying monkey. +Source: Tomb of Annihilation p. 220 + + + + Giant Four-Armed Gargoyle + L + elemental + Chaotic Evil + 17 (natural armor) + 147 (14d10+70) + walk 30 ft., fly 60 ft. + 19 + 11 + 20 + 6 + 11 + 9 + Wis +4 + Perception +4 + 14 + Terran + 10 + bludgeoning, piercing, slashing from nonmagical attacks not made with adamantine weapons + poison + + exhaustion, petrified, poisoned + darkvision 60 ft. + + False Appearance + While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. + + + Multiattack + The gargoyle makes five attacks: one with its bite and four with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Bite|+8|2d6+4 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage. + Claw|+8|2d4+4 + + Only Acererak knows the secret of creating these creatures. A giant four-armed gargoyle stands 8 to 9 feet tall and weighs roughly five thousand pounds. It is typically employed as a tomb guardian, rending intruders with its fangs and deadly claws. For more information on gargoyles, see the Monster Manual. +Source: Tomb of Annihilation p. 221 + + + + Giant Snapping Turtle + L + beast + Unaligned + 17 (natural armor, 12 while prone) + 75 (10d10+20) + walk 30 ft., swim 40 ft. + 19 + 10 + 14 + 2 + 12 + 5 + + + 11 + + 3 + + + + + darkvision 60 ft. + + Amphibious + The turtle can breathe air and water. + + + Stable + Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 18 (4d6 + 4) slashing damage. + Bite|+6|4d6+4 + + Giant snapping turtles can grow to be 12 feet in diameter. Although they appear slow and ponderous, they are capable of startling bursts of speed and will aggressively attack smaller creatures that approach them. One snap of a giant turtle's jaws can cut a human in half, and these creatures aren't fussy about what they eat. +Source: Tomb of Annihilation p. 222 + + + + Girallon Zombie + L + undead + Chaotic Evil + 11 (natural armor) + 59 (7d10+21) + walk 30 ft., climb 30 ft. + 18 + 12 + 16 + 3 + 7 + 5 + + + 8 + + 3 + + poison + + poisoned + darkvision 60 ft. + + Aggressive + As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see. + + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Multiattack + The zombie makes five attacks: one with its bite and four with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Bite|+6|1d6+4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage. + Claw|+6|1d4+4 + + Several new zombie variants are presented below. For more information on zombies, see the Monster Manual. +Ankylosaurus Zombie. This creature is slow and barely aware of its surroundings. +Girallon Zombie. Girallons are four-armed apes with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh. +Tyrannosaurus Zombie. A tyrannosaurus zombie has a gullet full of smaller zombies, which it can disgorge. These zombies aren't under the tyrannosaurus zombie's control. +Source: Tomb of Annihilation p. 240 + + + + Gondolo + S + humanoid (halfling) + Any alignment + 13 (leather armor) + 13 (3d6+3) + walk 25 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + any one language (usually Common), Halfling + 1/2 + + + + + + + Keen Hearing and Sight + Gondolo has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Halfling Nimbleness + <$title_short_name$> can move through a space of a Medium or larger creature. + + + Brave + <$title_short_name$> has advantage on saving throws against being frightened. + + + Multiattack + Gondolo makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Tomb of Annihilation p. 34 + + + + Grabstab + S + humanoid (goblinoid) + Neutral Evil + 17 (chain shirt, shield) + 21 (6d6) + walk 30 ft. + 10 + 14 + 10 + 10 + 8 + 10 + + Stealth +6 + 9 + Common, Goblin + 1 + + + + + darkvision 60 ft. + + Nimble Escape + Grabstab can take the Disengage or Hide action as a bonus action on each of its turns. + + + Multiattack + Grabstab makes two attacks with its scimitar. The second attack has disadvantage. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+4|1d6+2 + + + Javelin + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. 3 (1d6) piercing damage. + Javelin|+2|1d6 + + + Redirect Attack + When a creature Grabstab can see targets it with an attack, Grabstab chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead. + + +Source: Tomb of Annihilation p. 89 + underdark, grassland, forest, hill + + + Grandfather Zitembe + M + humanoid (any race) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 30 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages + 2 + + + + + + + Divine Eminence + As a bonus action, Zitembe can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Zitembe expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + Zitembe is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Zitembe has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + +Source: Tomb of Annihilation p. 20 + + + + Hew Hackinstone + M + humanoid (dwarf) + Chaotic Neutral + 13 (hide armor) + 67 (9d8+27) + walk 30 ft. + 16 + 12 + 17 + 9 + 11 + 9 + + Survival +4 + 10 + any one language (usually Common) + 2 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + Hew has resistance to poison damage and advantage on saving throws against being poisoned. + + + Reckless + At the start of his turn, Hew can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. + + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage. + Battleaxe|+5|1d8+3 + + Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it. +Biography. Three years ago, Hew was part of a dwarven expedition seeking to reopen Wyrmheart Mine. The expedition encountered Tinder the red dragon. Hew alone escaped, and only after the dragon bit off his left arm. Hew wants to return to the mine and slay the dragon, but he needs a band of stout-hearted adventurers to help him. If the characters hire him as a guide, Hew says he can lead them wherever they want, but he'll only take them to Wyrmheart Mine. +Source: Tomb of Annihilation p. 33 + + + + Ifan Talro'a + M + humanoid (any race) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Ifan adds 2 to its AC against one melee attack that would hit it. To do so, Ifan must see the attacker and be wielding a melee weapon. + + +Source: Tomb of Annihilation p. 25 + + + + Jaculi + L + beast + Unaligned + 14 (natural armor) + 16 (3d10) + walk 30 ft., climb 20 ft. + 15 + 14 + 11 + 2 + 8 + 3 + + Athletics +4, Perception +1, Stealth +4 + 11 + + 1/2 + + + + + blindsight 30 ft. + + Camouflage + The jaculi has advantage on Dexterity (Stealth) checks made to hide. + + + Keen Smell + The jaculi has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) piercing damage. + Bite|+4|2d6+2 + + + Spring + The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage. + + A jaculi (pronounced jah-KOO-lee) is a 15-foot-long snake that can alter the color and texture of its scales to camouflage itself. Altering its appearance to resemble wood or stone, it coils around pillars and tree trunks from which it launches itself like a javelin, striking with great force and accuracy. +Jaculis are found in damp climates, and their preferred habitats are rainforests and cool dungeons. The shed skin of the jaculi is coveted for use in crafting boots of striding and springing and cloaks of invisibility. +Source: Tomb of Annihilation p. 225 + + + + Jessamine + M + humanoid (any race) + Any Non-Good Alignment + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + 13 + Thieves' cant plus any two languages + 8 + poison + + + + + + Assassinate + During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. + + + Evasion + If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. + + + Multiattack + The assassin makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+6|1d6+3 + Shortsword||7d6 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Light Crossbow|+6|1d8+3 + Light Crossbow||7d6 + + +Source: Tomb of Annihilation p. 26 + + + + Jobal + M + humanoid (any race) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 30 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + any one language (usually Common) + 1/2 + + + + + + + Keen Hearing and Sight + Jobal has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + Jobal makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Tomb of Annihilation p. 26 + + + + Kamadan + L + monstrosity + Unaligned + 13 (natural armor) + 67 (9d10+18) + walk 30 ft. + 16 + 16 + 14 + 3 + 14 + 10 + + Perception +4, Stealth +7 + 14 + + 4 + + + + + + + Keen Smell + The kamadan has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the kamadan can make two attacks—one with its bite and one with its snakes—against it as a bonus action. + + + Multiattack + The kamadan makes two attacks: one with its bite or claw and one with its snakes. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Bite|+5|1d6+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+5|1d6+3 + + + Snakes + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. + Snakes|+5|1d6+3 + Snakes||6d6 + + + Sleep Breath (Recharges after a Short or Long Rest) + The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it. + + A kamadan (pronounced KAM-ah-dan) is a feline predator that resembles a leopard with six snakes sprouting from its shoulders. Although it bears a passing resemblance to a displacer beast, the two creatures are unrelated (though some sages claim otherwise). +Kamadans typically hunt alone or in mated pairs. They can exhale clouds of sleep gas, which they typically do before entering melee combat. If a kamadan has both conscious and unconscious enemies within striking range, it tries to kill the conscious enemies first before finishing off any sleeping foes. +Source: Tomb of Annihilation p. 225 + + + + King of Feathers + H + monstrosity + Unaligned + 13 (natural armor) + 200 (19d12+52) + walk 50 ft. + 25 + 10 + 19 + 2 + 12 + 9 + + Perception +4 + 14 + + 8 + + + + + + + Detect Invisibility + The King of Feathers can see invisible creatures and objects as if they were visible. + + + Legendary Resistance (3/Day) + If the King of Feathers fails a saving throw, it can choose to succeed instead. + + + Multiattack + The King of Feathers makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. + Bite|+10|4d12+7 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 20 (3d8 + 7) bludgeoning damage. + Tail|+10|3d8+7 + + + Summon Swarm (Recharge 5-6) + The King of Feathers exhales a swarm of insects (wasps) that forms in a space within 20 feet of it. The swarm acts as an ally of the King of Feathers and takes its turn immediately after it. The swarm disperses after 1 minute. It can't use the Summon Swarm action while it is grappling a creature with its jaws. + + + Innate Spellcasting + The King of Feathers's innate spellcasting ability is Wisdom. It can innately cast the following spell, requiring no material components: + At will: misty step + + misty step + The monstrous tyrannosaurus known as the King of Feathers is the undisputed lord of Omu. Most other dwellers of the Forbidden City live in fear of its thunderous approach and steer well clear of the amphitheater, its lair. +Source: Tomb of Annihilation p. 106 + + + + Kupalué + S + plant + Neutral + 13 (natural armor) + 9 (2d6+2) + walk 30 ft. + 7 + 14 + 13 + 6 + 11 + 7 + + Perception +2, Stealth +4 + 12 + Vegepygmy + 1/4 + lightning, piercing + + + + darkvision 60 ft. + + Plant Camouflage + Kupalué has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. + + + Regeneration + Kupalué regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of Kupalué's next turn. Kupalué dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claws|+4|1d6+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|+4|1d4+2 + + +Source: Tomb of Annihilation p. 35 + forest, swamp + + + Kwayothé + M + humanoid (any race) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 30 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages + 2 + + + + + + + Divine Eminence + As a bonus action, Kwayothé can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Kwayothé expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + Kwayothé is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Kwayothé has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + +Source: Tomb of Annihilation p. 26 + + + + Laskilar + M + humanoid (any race) + Any Non-Lawful Alignment + 15 (studded leather armor) + 65 (10d8+20) + walk 30 ft. + 15 + 16 + 14 + 14 + 11 + 14 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + 10 + any two languages + 2 + + + + + + + Special Equipment + Laskilar wears a cape of the mountebank. + + + Multiattack + Laskilar makes three melee attacks: two with its scimitar and one with its dagger. Or Laskilar makes two ranged attacks with its daggers. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|+5|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Parry + Laskilar adds 2 to its AC against one melee attack that would hit it. To do so, Laskilar must see the attacker and be wielding a melee weapon. + + +Source: Tomb of Annihilation p. 67 + + + + Liara Portyr + M + humanoid (human) + Lawful Evil + 15 (studded leather armor, shield) + 84 (13d8+26) + walk 30 ft. + 16 + 12 + 15 + 14 + 14 + 16 + Con +4, Wis +4 + Athletics +5, Deception +5, Insight +4, Intimidation +5 + 12 + Common, Draconic, Dwarvish + 4 + + + + + + + Brave + Liara has advantage on saving throws against being frightened. + + + Flaming Fury + Once per turn, when Liara hits a creature with a melee weapon, she can cause fire to magically erupt from her weapon and deal an extra 10 (3d6) fire damage to the target. + + + Multiattack + Liara makes three melee attacks. + + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands. + Battleaxe|+5|1d8+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+3|1d10+1 + + As the commander of Fort Beluarian, Liara spends most of her time worrying about the security of her stronghold while cutting deals with pirates. In general, she has no problem with adventurers and will do her utmost to help them deal with the myriad threats lurking in the jungle. +Liara comes from an influential family in Baldur's Gate and has held her post for the past three years. To her, the assignment feels like a test of mettle, but to many of her subordinates, Fort Beluarian feels like banishment. Liara's spies in Port Nyanzaru furnish her with ship manifests and departure schedules that she passes along to the pirates of Jahaka Anchorage, in exchange for promises to never attack ships flying the flag of Baldur's Gate. Liara also receives a cut of the pirates' profits, some of which go toward keeping her garrison happy. +Liara Portyr's Traits. Ideal. "One must respect the chain of command. You follow my orders, or you die." +Bond. "I have sworn to hold and protect Fort Beluarian in the name of Grand Duke Ulder Ravengard of Baldur's Gate. The fort will not fall on my watch!" +Flaw. "It's a ghoul-eat-you world out here. I have no pity for those who can't defend themselves." +Source: Tomb of Annihilation p. 227, Baldur's Gate: Descent Into Avernus + + + + Mantrap + L + plant + Unaligned + 12 + 45 (7d10+7) + walk 5 ft. + 15 + 14 + 12 + 1 + 10 + 2 + + Perception +4, Stealth +6 + 10 + + 1 + + + + blinded, deafened, exhaustion, prone + tremorsense 30 ft. + + Attractive Pollen (1/Day) + When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + False Appearance + While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant. + + + Engulf + Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. The target is trapped inside the mantrap's leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from an attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target's turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time. + Engulf|+4|4d6 + + A mantrap is a giant carnivorous plant that resembles an oversized flytrap. To attract prey, the mantrap releases a pollen that magically draws creatures to it. Though it will snap its leafy jaws shut around any warm-blooded creature that strays within its reach, it prefers humanoid prey. +Source: Tomb of Annihilation p. 227 + + + + Mister Threadneedle + M + construct + Chaotic Evil + 11 + 36 (8d8) + walk 30 ft. + 11 + 13 + 11 + 10 + 10 + 13 + + + 10 + understands the languages of its creator but can't speak + 1 + bludgeoning, piercing, slashing from nonmagical attacks + poison + fire + charmed, exhaustion, frightened, paralyzed, poisoned, unconscious + darkvision 60 ft. + + False Appearance + While Mister Threadneedle remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. + + + Multiattack + Mister Threadneedle makes two claw attacks. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of Mister Threadneedle's next turn. + Claw|+3|2d4+1 + + + Terrifying Glare + Mister Threadneedle targets one creature it can see within 30 feet of it. If the target can see Mister Threadneedle, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of Mister Threadneedle's next turn. The frightened target is paralyzed. + + +Source: Tomb of Annihilation p. 183 + grassland + + + Musharib + M + humanoid (dwarf) + Any alignment + 13 (hide armor) + 30 (4d8+12) + walk 25 ft. + 13 + 13 + 17 + 12 + 14 + 11 + + Perception +4, Stealth +3, Survival +4 + 14 + Common, Dwarvish + 1 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + Musharib has advantage on saving throws against poison. + + + Handaxe + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) slashing damage. + Handaxe|+3|1d6+1 + + + Innate Spellcasting + Musharib's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components: + 1/day each: hunter's mark, jump, pass without trace, speak with animals, speak with plants + + hunter's mark, jump, pass without trace, speak with animals, speak with plants + +Source: Tomb of Annihilation p. 34 + + + + Mwaxanaré + M + humanoid (human) + Lawful Neutral + 10 + 13 (3d8) + walk 30 ft. + 6 + 10 + 11 + 13 + 12 + 16 + + Deception +5, Nature +3, Persuasion +5, Religion +3 + 11 + Auran, Common, telepathy 30 ft. + 1/8 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +2 to hit. reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage. + Dagger|+2|1d4 + + + Spellcasting + Mwaxanaré is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells: + Cantrips (at will): eldritch blast, mage hand + • 1st level (2 slots): charm person, protection from evil and good, unseen servant + + 2 + eldritch blast, mage hand, charm person, protection from evil and good, unseen servant + At the tender age of seventeen, Princess Mwaxanaré ("Naré" for short) is the oldest living descendant of the royal families of Omu and the natural inheritor of their fallen kingdom. She and her six-year-old brother, Na, are guests of the aarakocra in Kir Sabal. The aarakocra aim to protect the young royals until such time as the evil in Omu has been vanquished. +Mwaxanaré is too headstrong for her own good. She longs to claim her throne and will eagerly use adventurers to make that happen. Her tone is almost always condescending, and she doesn't take kindly to backtalk. +After forging a pact with the Wind Dukes of Aaqa, ancient beings of the Outer Planes, the princess has become a fledgling warlock. Her hatred of physical labor allows her to put her mage hand and unseen servant spells to good use. Through her pact, she has also gained telepathy. +The young Prince Na is a noncombatant with AC 10 and 3 hit points. Having lived among the aarakocra for most of his life, Na considers himself one of them. He dresses like an aarakocra and prefers to speak Auran rather than Common. +Mwaxanaré's Traits. Ideal. "One day, I shall rule Chult as queen." +Bond. "I have forged a pact with the Wind Dukes of Aaqa and will use their power to protect my brother and the aarakocra who watch over us." +Flaw. "I am a princess and must be addressed with the proper respect. I don't follow orders; I give them." +Na's Traits. Ideal. "I want to become an aarakocra and learn how to fly like a bird!" +Bond. "I love my sister and the aarakocra. They mean everything to me." +Flaw. "I know nothing of the world." +Source: Tomb of Annihilation p. 228 + + + + Na + S + humanoid (human) + Neutral + 10 + 3 (1d6) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + Common + 0 + + + + + + +Source: Tomb of Annihilation p. 228 + + + + Nanny Pu'pu + M + fey + Neutral Evil + 17 (natural armor) + 82 (11d8+33) + walk 30 ft. + 18 + 12 + 16 + 13 + 14 + 14 + + Arcana +3, Deception +4, Perception +4, Stealth +3 + 14 + Common, Draconic, Sylvan + 3 + + + + + darkvision 60 ft. + + Amphibious + Pu'pu can breathe air and water. + + + Mimicry + Pu'pu can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of Pu'pus continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. Pu'pu eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what Pu'pu eye sees if Pu'pu eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and Pu'pus can't perform it while blinded. During the ritual, if Pu'pus take any action other than performing the ritual, they must start over. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws|+6|2d8+4 + + + Illusory Appearance + Pu'pu covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if Pu'pu takes a bonus action to end it or if she dies. + The changes wrought by this effect fail to hold up to physical inspection. For example, Pu'pu could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that Pu'pu is disguised. + + + Invisible Passage + Pu'pu magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. + + + Innate Spellcasting + Pu'pu's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: + At will: dancing lights, minor illusion, vicious mockery + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + • 1st level (4 slots): identify, ray of sickness + • 2nd level (3 slots): hold person, locate object + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + • 4th level (3 slots): phantasmal killer, polymorph + • 5th level (2 slots): contact other plane, scrying + • 6th level (1 slots): eyebite + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + Pu'pu's Intelligence modifier, and the spell attack bonus is 4 + Pu'pu's Intelligence modifier. + + 4, 3, 3, 3, 2, 1 + dancing lights, minor illusion, vicious mockery, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + +Source: Tomb of Annihilation p. 72 + forest, swamp, hill + + + Nepartak + T + undead + Neutral Evil + 13 + 40 (9d4+18) + walk 0 ft., fly 40 ft. + 1 + 17 + 14 + 16 + 10 + 11 + + Arcana +5, Perception +2 + 12 + Common + 4 + lightning, necrotic, piercing + cold, fire, poison + + charmed, frightened, paralyzed, poisoned, prone + darkvision 60 ft. + + Illumination + Nepartak sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. + + + Magic Resistance + Nepartak has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + If Nepartak is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. + + + Multiattack + Nepartak uses Fire Ray twice. + + + Fire Ray + Ranged Spell Attack: +5 to hit, range 30 ft., one target. 10 (3d6) fire damage. + Fire Ray|+5|3d6 + + + Spellcasting + Nepartak is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. Nepartak has the following wizard spells prepared: + Cantrips (at will): mage hand + • 1st level (3 slots): magic missile, shield + • 2nd level (2 slots): blur, flaming sphere + • 3rd level (1 slots): fireball + + 3, 2, 1 + mage hand, magic missile, shield, blur, flaming sphere, fireball + +Source: Tomb of Annihilation p. 137 + underdark + + + Niles Breakbone + M + humanoid (any race) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Niles adds 2 to its AC against one melee attack that would hit it. To do so, Niles must see the attacker and be wielding a melee weapon. + + +Source: Tomb of Annihilation p. 47 + + + + Ortimay Swift and Dark + S + humanoid (gnome) + Any Non-Lawful Alignment + 15 (studded leather armor) + 65 (10d8+20) + walk 25 ft. + 15 + 16 + 14 + 14 + 11 + 14 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + 10 + any two languages, Gnomish + 2 + + + + + darkvision 60 ft. + + Gnome Cunning + <$title_short_name$> has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + Multiattack + Ortimay makes three melee attacks: two with its scimitar and one with its dagger. Or Ortimay makes two ranged attacks with its daggers. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|+5|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Parry + Ortimay adds 2 to its AC against one melee attack that would hit it. To do so, Ortimay must see the attacker and be wielding a melee weapon. + + +Source: Tomb of Annihilation p. 21 + + + + Orvex Ocrammas + M + humanoid (any race) + Any alignment + 12 + 27 (6d8) + walk 30 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages + 1 + + + + + + + Cunning Action + On each of its turns, Orvex can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Orvex deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Orvex that isn't incapacitated and Orvex doesn't have disadvantage on the attack roll. + + + Multiattack + Orvex makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + +Source: Tomb of Annihilation p. 96 + + + + Pterafolk + L + monstrosity + Neutral Evil + 12 (natural armor) + 26 (4d10+4) + walk 30 ft., fly 50 ft. + 15 + 13 + 12 + 9 + 10 + 11 + + Perception +2, Survival +2 + 12 + Common + 1 + + + + + + + Terror Dive + If the pterafolk is flying and dives at least 30 feet straight toward a target, and then hits that target with a melee weapon attack, the target is frightened until the end of its next turn. + + + Multiattack + The pterafolk makes three attacks: one with its bite and two with its claws. Alternatively, it makes two melee attacks with its javelin. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. + Bite|+4|2d4+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claw|+4|1d6+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 9 (2d6 + 2) piercing damage. + Javelin|+4|2d6+2 + + Pterafolk (pronounced TAIR-eh-folk) are 10-foot-tall, winged, reptilian bipeds native to Chult. Malevolent isolationists, they regard most other creatures as their enemies. In Chultan culture, pterafolk are often referred to as "terror folk" for their habit of swooping down from the sky to snatch whatever and whomever they can, then transporting treasure and food back to their roosts. +Pterafolk have 20-foot wingspans and give birth to live young. Ancient rituals once bestowed upon pterafolk the ability to assume the forms of pteranodons and wingless lizardfolk, but those rituals have long been forgotten. +Source: Tomb of Annihilation p. 229 + + + + Qawasha + M + humanoid (any race) + Any alignment + 11 (16 with barkskin) + 27 (5d8+5) + walk 30 ft. + 10 + 12 + 13 + 12 + 15 + 11 + + Medicine +4, Nature +3, Perception +4 + 14 + Druidic plus any two languages + 2 + + + + + + + Quarterstaff + Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands. + Quarterstaff|+2|1d6 + + + Spellcasting + Qawasha is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, shillelagh + • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + • 2nd level (3 slots): animal messenger, barkskin + + 4, 3 + druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin + +Source: Tomb of Annihilation p. 35 + + + + Ras Nsi + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 15 (bracers of defense) + 127 (17d8+51) + walk 30 ft. + 17 + 16 + 17 + 18 + 18 + 21 + Con +6, Wis +7 + Deception +8, Persuasion +5, Religion +7, Stealth +6 + 14 + Abyssal, Common, Draconic + 7 + + poison + + poisoned + darkvision 60 ft. + + Hit Points + 127 (17d8+51) reduced to 107; subtract 1 for each day that passes during the adventure + + + Special Equipment + Ras Nsi wears bracers of defense, wields a flame tongue longsword, and carries a sending stones matched to the one carried by the guide Salida (see chapter 1). + + + Shapechanger + Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies. + + + Magic Resistance + Ras Nsi has advantage on saving throws against spells and other magical effects. + + + Multiattack + Ras Nsi makes three melee attacks, but can use Constrict only once. + + + Bite (Snake Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. + Bite (Snake Form Only)|+6|1d4+3 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Ras Nsi can't constrict another target. + Constrict|+6|2d6+3 + + + Flame Tongue Longsword (Yuan-ti Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands, plus 7 (2d6) fire damage. + Flame Tongue Longsword (Yuan-ti Form Only)|+6|1d8+3 + + + Innate Spellcasting + Ras Nsi's innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + + Spellcasting + Ras Nsi is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). + Ras Nsi has the following wizard spells prepared: + Cantrips (at will): chill touch, fire bolt, mage hand, mending, poison spray + • 1st level (4 slots): expeditious retreat, false life, magic missile, shield + • 2nd level (3 slots): blindness/deafness, hold person, misty step + • 3rd level (3 slots): animate dead, counterspell, fireball + • 4th level (3 slots): blight, polymorph + • 5th level (2 slots): contact other plane, geas + • 6th level (1 slots): create undead + + 4, 3, 3, 3, 2, 1 + animal friendship, suggestion, chill touch, fire bolt, mage hand, mending, poison spray, expeditious retreat, false life, magic missile, shield, blindness/deafness, hold person, misty step, animate dead, counterspell, fireball, blight, polymorph, contact other plane, geas, create undead + The word "ras" is a noble title akin to "duke." Ras Nsi was once a Chultan paladin, a Chosen of Ubtao and sworn protector of the city of Mezro. He betrayed his oaths and was banished from the city. Becoming a vengeful warlord, Ras Nsi attempted to conquer Mezro with an undead army but was defeated. Rather than seek redemption, he sought revenge and was stripped of his god-given powers. The undead horde, no longer under his control, spread throughout the jungles of Chult. +Withdrawing to Omu, Nsi clung to his noble title, joined forces with the yuan-ti living there, and underwent a horrible ritual to become a powerful yuan-ti malison-retaining his human head and torso and gaining a serpentine lower body. With Ubtao gone from the world, Ras Nsi and his new yuan-ti followers began searching for a way to bring forth Dendar the Night Serpent. Acererak has promised to help this effort, in exchange for Ras Nsi's pledge to defend the Tomb of the Nine Gods. In truth, Acererak has no intention of honoring his bargain, and Ras Nsi is beginning to suspect as much. +Strange Collection. Ras Nsi has a sizable collection of apparel and accouterments from distant lands, most of which were taken from dead explorers. The collection includes a fine Cormyrean cloak, a Sembian wine flask, and a bejeweled Amnian doublet and matching money pouch. He also bears a flame tongue longsword. +Slow Death. Ras Nsi has died and been brought back from the dead more than once. Consequently, he is suffering from the effects of the Soulmonger's death curse. His hit point maximum has been reduced, and leprous wounds cover his flesh. In a fitting irony, Ras Nsi is unaware that Acererak is the cause of the curse, for neither he nor the yuan-ti are aware of what lies within the Tomb of the Nine Gods, other than the dead gods for which it is named. If the characters can make him understand that their efforts will help him, Ras Nsi might be tempted not to stand in their way. +Ras Nsi's Traits. Ideal. "I seek to bring about the end of this world and rule the next one." +Bond. "The yuan-ti of Chult are mine to command. They will help me rule an empire." +Flaw. "I will do anything and betray anyone to save myself." +Source: Tomb of Annihilation p. 230 + + + + River Mist + M + humanoid (tabaxi) + Chaotic Good + 14 (leather armor) + 40 (9d8) + walk 30 ft., climb 20 ft. + 10 + 17 + 11 + 13 + 14 + 15 + + Athletics +2, Perception +4, Stealth +5, Survival +6 + 14 + Common plus any one language + 1 + + + + + darkvision 60 ft. + + Feline Agility + When River Mist moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, River Mist can't use it again until it moves 0 feet on one of its turns. + + + Multiattack + River Mist makes two attacks with its claws, its shortsword, or its shortbow. + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) slashing damage. + Claws|+2|1d4 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Shortsword|+5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|+5|1d6+3 + + +Source: Tomb of Annihilation p. 35 + + + + Salida + M + humanoid (yuan-ti) + Neutral Evil + 11 + 40 (9d8) + walk 30 ft. + 11 + 12 + 11 + 13 + 12 + 14 + + Deception +6, Perception +3, Stealth +3 + 13 + Abyssal, Common, Draconic + 1 + + poison + + poisoned + darkvision 60 ft. + + Magic Resistance + Salida has advantage on saving throws against spells and other magical effects. + + + Multiattack + Salida makes two melee attacks. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage. + Scimitar|+3|1d6+1 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage. + Shortbow|+3|1d6+1 + + + Innate Spellcasting + Salida's spellcasting ability is Charisma (spell save DC 12). Salida can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day each: poison spray, suggestion + + animal friendship, poison spray, suggestion + +Source: Tomb of Annihilation p. 35 + forest, swamp, urban, desert + + + Sekelok + M + humanoid (any race) + Any alignment + 18 (plate armor) + 143 (22d8+44) + walk 30 ft. + 20 + 15 + 14 + 10 + 14 + 12 + Str +9, Con +6 + Athletics +9, Intimidation +5, Perception +6 + 16 + any one language (usually Common) + 9 + + + + + + + Magic Resistance + Sekelok has advantage on saving throws against spells and other magical effects. + + + Indomitable (2/Day) + Sekelok rerolls a failed saving throw. + + + Second Wind (Recharges after a Short or Long Rest) + As a bonus action, Sekelok can regain 20 hit points. + + + Multiattack + Sekelok makes three attacks with its greatsword or its shortbow. + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if Sekelok has more than half of its total hit points remaining. + Greatsword|+9|2d6+5 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Sekelok has more than half of its total hit points remaining. + Shortbow|+6|1d6+2 + + +Source: Tomb of Annihilation p. 120 + desert, urban + + + Shago + M + humanoid (any race) + Any alignment + 16 (studded leather armor, shield) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 10 + 12 + 15 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + 11 + any one language (usually Common) + 5 + + + + + + + Brave + Shago has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when Shago hits with it (included in the attack). + + + Multiattack + Shago makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. + Spear|+7|2d6+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + Shield Bash|+7|2d4+4 + + + Parry + Shago adds 3 to its AC against one melee attack that would hit it. To do so, Shago must see the attacker and be wielding a melee weapon. + + +Source: Tomb of Annihilation p. 35 + + + + Skeleton Key + M + undead + Lawful Evil + 13 (armor scraps) + 13 (2d8+4) + walk 30 ft. + 10 + 14 + 15 + 6 + 8 + 5 + + + 9 + understands all languages it spoke in life but can't speak + 1/4 + + poison + bludgeoning + exhaustion, poisoned + darkvision 60 ft. + + Spider Climb + The skeleton can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + +Source: Tomb of Annihilation p. 126 + urban + + + Spiked Tomb Guardian + M + construct + Neutral + 17 + 93 (11d8+44) + walk 30 ft. + 19 + 9 + 18 + 6 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 6 + + lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Berserk + Whenever the tomb guardian starts its turn with 40 hit points or fewer, roll a d6. On a 6, the tomb guardian goes berserk. On each of its turns while berserk, the tomb guardian attacks the nearest creature it can see. If no creature is near enough to move to and attack, the tomb guardian attacks an object, with preference for an object smaller than itself. Once the tomb guardian goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk tomb guardian, can try to calm it by speaking firmly and persuasively. The tomb guardian must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the tomb guardian ceases being berserk. If it takes damage while still at 40 hit points or fewer, the tomb guardian might go berserk again. + + + Aversion of Fire + If the tomb guardian takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Immutable Form + The tomb guardian is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever the tomb guardian is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + The tomb guardian has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Chained + This trait applies when two guardians are chained together. + A magical spiked chain that binds a pair of guardians together prevents them from moving more than 15 feet apart. Additionally, as long as the chain is intact, damage dealt to either guardian is divided evenly between them. The spiked chain can be attacked separately and has AC 18, a damage threshold of 10, 5 hit points, and immunity to poison and psychic damage. If the chain breaks, both tomb guardians instantly go berserk. + + + Multiattack + The tomb guardian makes two spiked gauntlet attacks. + + + Spiked Gauntlet + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 9 (2d6) piercing damage. + Spiked Gauntlet|+7|2d8+4 + + Adventurers who have perished inside the tomb are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders. +A tomb guardian is a flesh golem clad in plate armor, giving it AC 17 +Source: Tomb of Annihilation p. 154 + + + + Stone Juggernaut + L + construct + Unaligned + 15 (natural armor) + 157 (15d10+75) + walk 50 ft. + 16 + 12 + 15 + 14 + 14 + 16 + + + 10 + + 12 + + poison; bludgeoning, piercing, slashing from nonmagical attacks not made with adamantine weapons + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone + blindsight 120 ft. + + Devastating Roll + The juggernaut can move through the space of a prone creature. A creature whose space the juggernaut enters for the first time on a turn must make a DC 17 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. + + + Immutable Form + The juggernaut is immune to any spell or effect that would alter its form. + + + Regeneration + As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn't regenerate if it drops to 0 hit points. + + + Siege Monster + The juggernaut deals double damage to objects and structures. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 25 (3d12 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + Slam|+10|3d12+6 + + A stone juggernaut is a rolling construct imbued with enough awareness to avoid obvious dangers such as open pits and chasms. It trundles across open battlefields or rolls down dungeon corridors, crushing anyone in its path. Every stone juggernaut has a unique shape and appearance. One might resemble an elephant with bejeweled tusks, while another might look like a scowling demon with flaming eyes and obsidian teeth. +A stone juggernaut is fast, but it lacks maneuverability and can move in only one direction on its turn. It poses little danger to creatures it can't crush beneath its rollers. Its best tactic is to slam into a creature, knock it prone, and then roll over it. +Source: Tomb of Annihilation p. 231 + + + + Su-monster + M + monstrosity + Chaotic Evil + 12 + 27 (5d8+5) + walk 30 ft., climb 30 ft. + 14 + 15 + 12 + 9 + 13 + 9 + + Athletics +6, Perception +3 + 13 + + 1 + + + + + + + Multiattack + The su-monster makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage, or 12 (4d4 + 2) slashing damage if the su-monster is hanging by its tail and all four of its limbs are free. + Claws|+4|2d4+2 + + + Psychic Crush (Recharge 5-6) + The su-monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Psychic Crush (Recharge 5-6)||5d6 + + Su-monsters are cunning, wicked primates that inhabit forsaken wilderness areas and caves. Adults stand 5 feet tall and have long prehensile tails. Although they can grasp tools and weapons with their tails or clawed feet, su-monsters prefer to rend prey with their claws. Adult su-monsters can also project blasts of psionic energy that leave enemies stunned and unable to flee or defend themselves. +A su-monster sleeps while hanging upside down by its tail. While awake, it can also unleash a devastating attack from that position, rending with all four of its claws. +Su-monsters communicate silently by using their prehensile tails to make gestures. They typically kill more than they can eat, burying the leftovers and marking their location with the victim's possessions. +Source: Tomb of Annihilation p. 232 + + + + Syndra Silvane + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + Syndra has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Syndra is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Syndra can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Syndra casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Tomb of Annihilation p. 8 + + + + Tabaxi Hunter + M + humanoid (tabaxi) + Chaotic Good + 14 (leather armor) + 40 (9d8) + walk 30 ft., climb 20 ft. + 10 + 17 + 11 + 13 + 14 + 15 + + Athletics +2, Perception +4, Stealth +5, Survival +6 + 14 + Common plus any one language + 1 + + + + + darkvision 60 ft. + + Feline Agility + When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns. + + + Multiattack + The tabaxi makes two attacks with its claws, its shortsword, or its shortbow. + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) slashing damage. + Claws|+2|1d4 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Shortsword|+5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|+5|1d6+3 + + Tabaxi are catfolk who hail from the land of Maztica. The ultimate wanderers, Tabaxi rarely stay in one place for long. They love to collect interesting artifacts, gather tales, and lay eyes on all the world's wonders. This curiosity pushes them to leave no secrets uncovered, and no treasures or legends lost. They revere a fickle deity called the Cat Lord, who is said to wander the world. +Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and storytelling. +Names. A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan's territory. Sample tabaxi names include Nest of Eggs ("Eggs"), Dead Leaf ("Leaf"), Eyes of Onyx ("Onyx"), Lost Spear ("Lost"), and Daylight Moon ("Moon"). Clan names include Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain. +Source: Tomb of Annihilation p. 232 + + + + Tabaxi Minstrel + M + humanoid (tabaxi) + Chaotic Good + 12 + 22 (5d8) + walk 30 ft., climb 20 ft. + 10 + 15 + 11 + 14 + 12 + 16 + + Perception +3, Performance +7, Persuasion +5, Stealth +4 + 13 + Common plus any two languages + 1/4 + + + + + darkvision 60 ft. + + Feline Agility + When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns. + + + Inspire (1/Day) + While taking a short rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi's choice that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi's short rest. + + + Multiattack + The tabaxi makes two claws attacks or two dart attacks. + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) slashing damage. + Claws|+2|1d4 + + + Dart + Ranged Weapon Attack: +4 to hit, range 20/ 60 ft., one target. 4 (1d4 + 2) piercing damage. + Dart|+4|1d4+2 + + Tabaxi are catfolk who hail from the land of Maztica. The ultimate wanderers, Tabaxi rarely stay in one place for long. They love to collect interesting artifacts, gather tales, and lay eyes on all the world's wonders. This curiosity pushes them to leave no secrets uncovered, and no treasures or legends lost. They revere a fickle deity called the Cat Lord, who is said to wander the world. +Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and storytelling. +Names. A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan's territory. Sample tabaxi names include Nest of Eggs ("Eggs"), Dead Leaf ("Leaf"), Eyes of Onyx ("Onyx"), Lost Spear ("Lost"), and Daylight Moon ("Moon"). Clan names include Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain. +Source: Tomb of Annihilation p. 233 + + + + Terracotta Warrior + M + construct + Unaligned + 18 (natural terracotta warrior) + 33 (6d8+6) + walk 25 ft. + 14 + 11 + 13 + 1 + 3 + 1 + + + 6 + + 1 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Fragile + If a critical hit is scored against the terracotta warrior, it shatters and is destroyed. + + + Antimagic Susceptibility + The terracotta warrior is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the terracotta warrior must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the terracotta warrior remains motionless, it is indistinguishable from a terracotta statue. + + + Multiattack + The terracotta warrior makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + +Source: Tomb of Annihilation p. 161 + + + + Tomb Dwarf + M + undead + Lawful Evil + 14 (studded leather armor) + 45 (6d8+18) + walk 30 ft. + 15 + 14 + 16 + 10 + 13 + 15 + + Perception +3, Stealth +4 + 13 + the languages it knew in life + 3 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + + exhaustion, poisoned + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, the tomb dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The tomb dwarf makes two longsword attacks or two crossbow attacks. It can use its Life Drain in place of one longsword attack. + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.A humanoid slain by this attack rises 24 hours later as a zombie under the tomb dwarf's control, unless the humanoid is restored to life or its body is destroyed. The tomb dwarf can have no more than twelve zombies under its control at one time. + Life Drain|+4|1d6+2 + + + Battleaxe + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Battleaxe|+4|1d8+2 + + + Light Crossbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage. + Light Crossbow|+4|1d8+2 + + Acererak abducted dwarf miners and transformed them into wights to exploit their expertise at underground construction. +Source: Tomb of Annihilation p. 135 + + + + Tomb Guardian + M + construct + Neutral + 17 + 93 (11d8+44) + walk 30 ft. + 19 + 9 + 18 + 6 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 5 + + lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Berserk + Whenever the tomb guardian starts its turn with 40 hit points or fewer, roll a d6. On a 6, the tomb guardian goes berserk. On each of its turns while berserk, the tomb guardian attacks the nearest creature it can see. If no creature is near enough to move to and attack, the tomb guardian attacks an object, with preference for an object smaller than itself. Once the tomb guardian goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk tomb guardian, can try to calm it by speaking firmly and persuasively. The tomb guardian must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the tomb guardian ceases being berserk. If it takes damage while still at 40 hit points or fewer, the tomb guardian might go berserk again. + + + Aversion of Fire + If the tomb guardian takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Immutable Form + The tomb guardian is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever the tomb guardian is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + The tomb guardian has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The tomb guardian makes two slam attacks. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Slam|+7|2d8+4 + + Adventurers who have perished inside the tomb are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders. +A tomb guardian is a flesh golem clad in plate armor, giving it AC 17 +Source: Tomb of Annihilation p. 127 + + + + Tri-flower Frond + M + plant + Unaligned + 10 + 11 (2d8+2) + walk 5 ft. + 14 + 15 + 12 + 9 + 13 + 9 + + + 10 + + 1/2 + + + + blinded, deafened, exhaustion, prone + blindsight 30 ft. + + Multiattack + The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom. + + + Orange Blossom + The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success. + + + Yellow Blossom + The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used. + + + Red Blossom + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 2 (1d4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 5 (2d4) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target. + Red Blossom|+2|1d4 + + When fully grown, a tri-flower frond stands 6 to 7 feet tall. It has three bright, trumpet-shaped flowers, each as large as a human head and each one a different color: intense red, vivid orange, and bright yellow. Each flower can harm a creature in a different terrible way. +Source: Tomb of Annihilation p. 234 + + + + Tyrannosaurus Zombie + H + undead + Unaligned + 11 (natural armor) + 136 (13d12+52) + walk 40 ft. + 25 + 6 + 19 + 1 + 3 + 5 + + + 6 + + 8 + + poison + + poisoned + darkvision 60 ft. + + Disgorge Zombie + As a bonus action, the tyrannosaurus zombie can disgorge a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged, roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses this trait. If the tyrannosaurus zombie still has this trait when it dies, 1d4 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count. + + + Undead Fortitude + If damage reduces the tyrannosaurus zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Multiattack + The tyrannosaurus zombie makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the tyrannosaurus zombie can't bite another target or disgorge zombies. + Bite|+10|4d12+7 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 20 (3d8 + 7) bludgeoning damage. + Tail|+10|3d8+7 + + Several new zombie variants are presented below. For more information on zombies, see the Monster Manual. +Ankylosaurus Zombie. This creature is slow and barely aware of its surroundings. +Girallon Zombie. Girallons are four-armed apes with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh. +Tyrannosaurus Zombie. A tyrannosaurus zombie has a gullet full of smaller zombies, which it can disgorge. These zombies aren't under the tyrannosaurus zombie's control. +Source: Tomb of Annihilation p. 241 + + + + Valindra Shadowmantle + M + undead + Neutral Evil + 17 (natural armor) + 135 (18d8+54) + walk 30 ft. + 11 + 16 + 16 + 20 + 14 + 16 + Con +10, Int +12, Wis +9 + Arcana +19, History +12, Insight +9, Perception +9 + 19 + Common, Abyssal, Draconic, Dwarvish, Elvish, Infernal + 21 + cold, lightning, necrotic + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + + Mask + As a bonus action, Valindra can mask her shriveled flesh and appear to be a living elf. This magical illusion lasts until she ends it as a bonus action or until she uses her Frightening Gaze legendary action. The effect also ends if Valindra drops to 30 hit points or fewer, or if dispel magic is cast on her. + + + Preparation + When preparing her spells, Valindra can swap out any spell on her list of prepared spells for another wizard spell of the same level. + + + Legendary Resistance (3/Day) + If Valindra fails a saving throw, she can choose to succeed instead. + + + Rejuvenation + If destroyed Valindra gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery. + + + Turn Resistance + Valindra has advantage on saving throws against any effect that turns undead. + + + Paralyzing Touch + Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Paralyzing Touch|+12|3d6 + + + Valindra can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Valindra regains spent legendary actions at the start of its turn. + + + Cantrip + Valindra casts a cantrip. + + + Paralyzing Touch (Costs 2 Actions) + Valindra uses her Paralyzing Touch. + + + Frightening Gaze (Costs 2 Actions) + Valindra fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Valindra's gaze for the next 24 hours. + + + Disrupt Life (Costs 3 Actions) + Each non-undead creature within 20 feet of Valindra must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Spellcasting + Valindra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Valindra has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave + • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + • 4th level (3 slots): blight, dimension door + • 5th level (3 slots): cloudkill, scrying + • 6th level (1 slots): disintegrate, globe of invulnerability + • 7th level (1 slots): finger of death, plane shift + • 8th level (1 slots): dominate monster, power word stun + • 9th level (1 slots): power word kill + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill + Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition. +A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time. +Biography. Valindra Shadowmantle works for Szass Tam, the most powerful lich among the Red Wizards of Thay, though she is not a Red Wizard herself. She found the heart and converted it into a base to use while her minions search for the Soulmonger. Her orders from Szass Tam are to seize control of the Soulmonger, if possible, or destroy it otherwise. Valindra created a teleportation circle inside the heart that she uses to travel instantly to and from Thay (where her phylactery is safely stored), to deliver reports to Szass Tam and pick up new instructions. +Characters who explore the Heart of Ubtao are certain to meet Valindra. She's considered the possibility that adventurers might cross her path, and she won't necessarily be hostile toward them. Her mission is to seize the Soulmonger by any means; if adventurers can help her achieve that, she'll use them. +With her ability to appear as a living elf, Valindra can easily conceal her lichdom and her association to Thay. She presents herself as a scholarly wizard who wants to "imprison" the Soulmonger; that way, its unique magic can be studied while it's safely quarantined from the world. She argues that destroying it should be a last resort. +Source: Tomb of Annihilation p. 58 + + + + Volothamp "Volo" Geddarm + M + humanoid (human) + Chaotic Good + 11 + 31 (7d8) + walk 30 ft. + 9 + 12 + 10 + 15 + 11 + 16 + Con +2, Wis +2 + Animal handling +4, Arcana +4, Deception +5, History +4, Insight +2, Investigation +4, Perception +2, Performance +7, Persuasion +7, Sleight of hand +3, Survival +2 + 12 + Common, Dwarvish, Elvish + 1/4 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage. + Dagger|+3|1d4+1 + + + Spellcasting + Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): friends, mending, prestidigitation + • 1st level (2 slots): comprehend languages, detect magic, disguise self + + 2 + friends, mending, prestidigitation, comprehend languages, detect magic, disguise self + The bombastic world traveler Volothamp Geddarmn has come to Chult to deliver signed copies of his latest book, Volo's Guide to Monsters. In addition to setting up audiences with the seven merchant princes of Port Nyanzaru (whom he knows well), Volo is visiting local taverns to promote his work, and the characters might meet him at some point in the city. Volo is a font of information (not all of it accurate), but he won't join the party under any circumstances. He might, however, allow the characters to tag along while he visits each merchant prince in turn. +The personable Volo is more than willing to share 1d4 + 1 rumors from the Jungle Rumors table at the end of chapter 1, which he's overheard since arriving in Port Nyanzaru. +Volo's Traits. Ideal. "I have no wish to explore jungles, lost cities, and dungeons. Friendly taverns and bawdy festhalls are more my style." +Bond. "Planning an expedition? You really should buy a copy of my latest book, Volo's Guide to Monsters!" +Flaw. "My penchant for indulgence and my propensity for mockery have earned me a few enemies. I tend to wear out my welcome." +Source: Tomb of Annihilation p. 235, Waterdeep: Dragon Heist + + + + Wakanga O'tamu + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Wakanga is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Wakanga has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Tomb of Annihilation p. 27 + + + + Wild Dog + S + beast + Unaligned + 12 + 3 (1d6) + walk 40 ft. + 8 + 15 + 11 + 3 + 12 + 6 + + Perception +3 + 13 + + 0 + + + + + + + Keen Hearing and Smell + The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) piercing damage. + Bite|+1|1d4-1 + + +Source: Tomb of Annihilation p. 96 + grassland, desert + + + Wine Weird + L + elemental + Neutral + 13 + 58 (9d10+9) + walk 0 ft., swim 60 ft. + 17 + 16 + 13 + 11 + 10 + 10 + + + 10 + understands Aquan but doesn't speak + 3 + fire; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious + blindsight 30 ft. + + Invisible in Water + The wine weird is invisible while fully immersed in water. + + + Water Bound + The wine weird dies if it leaves the water to which it is bound or if that water is destroyed. + + + Constrict + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the wine weird. Until this grapple ends, the target is restrained, the wine weird tries to drown it, and the wine weird can't constrict another target. + Constrict|+5|3d6+3 + + +Source: Tomb of Annihilation p. 141 + underdark, urban + + + Withers + M + undead + Neutral Evil + 14 (studded leather armor) + 45 (6d8+18) + walk 30 ft. + 15 + 14 + 16 + 16 + 13 + 15 + + Perception +3, Stealth +4 + 13 + the languages he knew in life + 4 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + + exhaustion, poisoned + darkvision 60 ft. + + Special Equipment + Withers carries the amulet of the black skull. + + + Sunlight Sensitivity + While in sunlight, Withers has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Withers makes two longsword attacks. He can use his Life Drain in place of one longsword attack. + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|+4|1d6+2 + A humanoid slain by this attack rises 24 hours later as a zombie under the Withers's control, unless the humanoid is restored to life or its body is destroyed. Withers can have no more than twelve zombies under its control at one time. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+4|1d8+2 + + + Spellcasting + Withers is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Withers has the following wizard spells prepared: + Cantrips (at will): acid splash, mage hand, minor illusion, prestidigitation + • 1st level (4 slots): detect magic, expeditious retreat, feather fall, thunderwave + • 2nd level (4 slots): darkness, hold person, rope trick + • 3rd level (3 slots): dispel magic, lightning bolt + • 4th level (3 slots): blight, wall of fire + • 5th level (1 slots): telekinesis + + 4, 4, 3, 3, 1 + acid splash, mage hand, minor illusion, prestidigitation, detect magic, expeditious retreat, feather fall, thunderwave, darkness, hold person, rope trick, dispel magic, lightning bolt, blight, wall of fire, telekinesis + Before he was turned into an undead creature, Withers was an Omuan engineer named Gorra. Like all of Omu's citizens, Gorra was enslaved and put to work constructing the tomb. When Acererak sacrificed his workers to their own dungeon, Gorra's traps performed the best. +Source: Tomb of Annihilation p. 145 + + + + Xandala + M + humanoid (half-elf) + Neutral Evil + 13 (natural armor) + 71 (11d8+22) + walk 30 ft. + 10 + 11 + 14 + 18 + 16 + 18 + Int +7, Wis +6 + Arcana +7, Deception +10, History +7, Insight +6, Survival +6 + 13 + Common, Draconic, Dwarvish, Elvish, Halfling + 7 + + + + + + + Quickened Spell (3/Day) + When she casts a spell that has a casting time of 1 action, Xandala changes the casting time to 1 bonus action for that casting. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands. + Quarterstaff|+3|1d6 + + + Spellcasting + Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Xandala has the following sorcerer spells prepared: + Cantrips (at will): acid splash, fire bolt, light, mage hand, ray of frost + • 1st level (4 slots): chromatic orb, feather fall, shield + • 2nd level (4 slots): invisibility, misty step + • 3rd level (3 slots): fireball, fly + • 4th level (3 slots): ice storm, polymorph + • 5th level (1 slots): dominate person + + 4, 4, 3, 3, 1 + acid splash, fire bolt, light, mage hand, ray of frost, chromatic orb, feather fall, shield, invisibility, misty step, fireball, fly, ice storm, polymorph, dominate person + The half-elf sorcerer Xandala has come to Chult in search of the Ring of Winter, an artifact in Artus Cimber's possession. Xandala knows that the ring has kept Artus alive for over a century, and she craves its power. If she meets the characters, Xandala pretends to be Artus's daughter and tries to convince them to help her find him. Her plan is to cast dominate person on Artus and force him to give her the ring, then escape using her fly spell. +Xandala's magic traces back to a draconic bloodline, and parts of her skin are covered by a thin sheen of protective scales. She has befriended a pseudodragon named Summerwise, who thinks that Xandala's quest for the ring is dangerous but has given up trying to talk the sorcerer out of it. Summerwise can be turned against Xandala by good-aligned characters. +Xandala's Traits. Ideal. "I have the blood of dragons flowing through my veins. I am destined for greatness." +Bond. "The Ring of Winter will bring me power and immortality." +Flaw. "I'm surrounded by fools." +Source: Tomb of Annihilation p. 236 + + + + Yellow Musk Creeper + M + plant + Unaligned + 6 + 60 (11d8+11) + walk 5 ft., climb 5 ft. + 12 + 3 + 12 + 1 + 10 + 3 + + + 10 + + 2 + + + + blinded, deafened, exhaustion, prone + blindsight 30 ft. + + False Appearance + While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine. + + + Regeneration + The creeper regains 10 hit points at the start of its turn. If the creeper takes fire, necrotic, or radiant damage, this trait doesn't function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Touch + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 13 (3d8) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates. + Touch|+3|3d8 + + + Yellow Musk (3/Day) + The creeper's flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + A yellow musk creeper is an unholy vine whose flowers resemble an orchid's. Bright yellow with splashes of purple, these flowers expel a musk that attracts prey. A yellow musk creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. +Humanoid Hosts. A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the young creeper vine, which grows to full size in seven days. Once it is fully grown, the new yellow musk creeper becomes mobile and bursts from its zombie host, whereupon the zombie collapses into a mound of dead offal. If the zombie is destroyed before the creeper emerges, the creeper withers and dies. +Small Yellow Musk Zombies. A Medium humanoid transformed into a yellow musk zombie uses the stat block presented in this section. A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics. +Source: Tomb of Annihilation p. 237 + + + + Yellow Musk Zombie + M + undead + Unaligned + 9 + 33 (6d8+6) + walk 20 ft. + 13 + 9 + 12 + 1 + 6 + 3 + + + 8 + + 1/4 + + + + charmed, exhaustion + blindsight 30 ft. + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is fire or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) bludgeoning damage. + Slam|+3|1d8+1 + + A yellow musk creeper is an unholy vine whose flowers resemble an orchid's. Bright yellow with splashes of purple, these flowers expel a musk that attracts prey. A yellow musk creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. +Humanoid Hosts. A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the young creeper vine, which grows to full size in seven days. Once it is fully grown, the new yellow musk creeper becomes mobile and bursts from its zombie host, whereupon the zombie collapses into a mound of dead offal. If the zombie is destroyed before the creeper emerges, the creeper withers and dies. +Small Yellow Musk Zombies. A Medium humanoid transformed into a yellow musk zombie uses the stat block presented in this section. A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics. +Source: Tomb of Annihilation p. 237 + + + + Yorb + S + humanoid (grung) + Lawful Evil + 13 + 49 (9d6+18) + walk 25 ft., climb 25 ft. + 7 + 16 + 15 + 10 + 11 + 12 + Dex +5 + Athletics +2, Perception +2, Stealth +5, Survival +2 + 12 + Grung + 2 + + poison + + poisoned + + + Amphibious + Yorb can breathe air and water. + + + Poisonous Skin + Any creature that grapples Yorb or otherwise comes into direct contact with Yorb's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with Yorb can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Standing Leap + Yorb's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Dagger|+5|1d4+3 + Dagger||2d4 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Shortbow|+5|1d6+3 + Shortbow||2d4 + + + Mesmerizing Chirr (Recharge 6) + Yorb makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of Yorb and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of Yorb's next turn. + + + Variant: Grung Poison + Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if Yorb dies. A creature poisoned by a grung can suffer an additional effect that varies depending on Yorb's skin color. This effect lasts until the creature is no longer poisoned by Yorb. + Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands. + Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. + Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud. + Red. The poisoned creature must use its action to eat if food is within reach. + Orange. The poisoned creature is frightened of its allies. + Gold. The poisoned creature is charmed and can speak Grung. + + +Source: Tomb of Annihilation p. 108 + forest + + + Yuan-ti Priest + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 12 + 66 (12d8+12) + walk 30 ft. + 16 + 14 + 13 + 14 + 12 + 16 + + Deception +5, Stealth +4 + 11 + Abyssal, Common, Draconic + 3 + + poison + + poisoned + darkvision 60 ft. + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has one of the following types: + • Type 1: Human body with snake head + • Type 2: Human head and body with snakes for arms + • Type 3: Human head and upper body with a serpentine lower body instead of legs + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once. + + + Bite (Snake Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. + Bite (Snake Form Only)|+5|1d4+3 + + + Constrict + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. + Constrict|+5|2d6+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Yuan-ti Form Only)|+5|1d6+3 + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + animal friendship, suggestion + +Source: Tomb of Annihilation p. 118 + forest, swamp, desert + + + Zalkoré + M + monstrosity + Lawful Evil + 15 (natural armor) + 127 (17d8+51) + walk 30 ft. + 10 + 15 + 16 + 12 + 13 + 15 + + Deception +5, Insight +4, Perception +4, Stealth +5 + 14 + Common + 6 + + + + + darkvision 60 ft. + + Petrifying Gaze + When a creature that can see Zalkoré's eyes starts its turn within 30 feet of Zalkoré, Zalkoré can force it to make a DC 14 Constitution saving throw if Zalkoré isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Zalkoré until the start of its next turn, when it can avert its eyes again. If the creature looks at Zalkoré in the meantime, it must immediately make the save. + If Zalkoré sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, Zalkoré is, due to its curse, affected by its own gaze. + + + Multiattack + Zalkoré makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow. + + + Snake Hair + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. + Snake Hair|+5|1d4+2 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+5|1d6+2 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. + Longbow|+5|1d8+2 + + +Source: Tomb of Annihilation p. 79 + desert + + + Zaroum Al-Saryak + M + humanoid (any race) + Any Non-Lawful Alignment + 15 (studded leather armor) + 65 (10d8+20) + walk 30 ft. + 15 + 16 + 14 + 14 + 11 + 14 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + 10 + any two languages + 2 + + + + + + + Multiattack + Zaroum makes three melee attacks: two with its scimitar and one with its dagger. Or Zaroum makes two ranged attacks with its daggers. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|+5|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Parry + Zaroum adds 2 to its AC against one melee attack that would hit it. To do so, Zaroum must see the attacker and be wielding a melee weapon. + + +Source: Tomb of Annihilation p. 67 + + + + Zebra + L + beast + Unaligned + 10 + 13 (2d10+2) + walk 60 ft. + 16 + 10 + 12 + 2 + 11 + 7 + + + 10 + + 1/4 + + + + + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage. + Hooves|+5|2d4+3 + + +Source: Tomb of Annihilation p. 106 + grassland, urban + + + Zhanthi + M + humanoid (any race) + Any alignment + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + any two languages + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Zhanthi adds 2 to its AC against one melee attack that would hit it. To do so, Zhanthi must see the attacker and be wielding a melee weapon. + + +Source: Tomb of Annihilation p. 27 + + + + Zindar + M + humanoid (half-dragon) + Lawful Good + 13 (natural armor) + 110 (17d8+34) + walk 30 ft. + 14 + 10 + 14 + 16 + 15 + 18 + Con +5, Wis +5 + Arcana +6, History +9, Insight +5, Investigation +9 + 12 + Common, Draconic, Dwarvish, Primordial + 8 + fire + + + + blindsight 10 ft., darkvision 60 ft. + + Dragon Wings + As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a bonus action. + + + Quarterstaff + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. + Quarterstaff|+5|1d6+2 + + + Breath Weapon (Recharge 5-6) + Zindar uses one of the following options: + + + Fire Breath + Zindar exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath||4d10 + + + Weakening Breath + Zindar exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Spellcasting + Zindar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Zindar knows the following sorcerer spells: + Cantrips (at will): fire bolt, friends, light, mage hand, mending, message + • 1st level (6 slots): magic missile, shield, sleep + • 2nd level (4 slots): detect thoughts, knock + • 3rd level (3 slots): clairvoyance, tongues + • 4th level (3 slots): dominate beast, stoneskin + • 5th level (3 slots): hold monster, telekinesis + • 6th level (1 slots): true seeing + • 7th level (1 slots): fire storm + + 6, 4, 3, 3, 3, 1, 1 + fire bolt, friends, light, mage hand, mending, message, magic missile, shield, sleep, detect thoughts, knock, clairvoyance, tongues, dominate beast, stoneskin, hold monster, telekinesis, true seeing, fire storm + This half-gold dragon runs Port Nyanzaru's docks and keeps track of ship manifests. A sorcerer of impressive ability, Zindar is well paid by the merchant princes for his work. He is also a key member of the Ytepka Society and a great source of information about the city. Zindar has a soft spot for adventurers, but he knows the dangers of Chult well enough to understand that most of those who embark on expeditions to explore the jungle never return. +Zindar makes extensive use of spells in his day-today work, casting message to deliver missives to dock workers, detect thoughts for reading ship captains' minds, knock for unsealing containers for inspection, clairvoyance for peering into ship holds, dominate beast to pacify nervous animals, and so forth. +Zindar's Traits. Ideal. "I take pride in my work, and I like to keep all my business dealings honest." +Bond. "Port Nyanzaru is my home. I take a dim view of those who would bring harm to the city and its inhabitants." +Flaw. "I don't get mad. I get even." +Source: Tomb of Annihilation p. 239 + + + + Zorbo + S + monstrosity + Unaligned + 10 (see Natural Armor feature) + 27 (6d6+6) + walk 30 ft., climb 30 ft. + 13 + 11 + 13 + 3 + 12 + 7 + + Athletics +3 + 11 + + 1/2 + + + + + + + Magic Resistance + The zorbo has advantage on saving throws against spells and other magical effects. + + + Natural Armor + The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn't in contact with any of these substances, its AC is 10. + + + Destructive Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (2d6 + 1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target's choice) magically deteriorates, taking a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed. + Destructive Claws|+3|2d6+1 + + A zorbo (pronounced ZOR-boh) is a ferocious omnivore similar in size and appearance to a koala. Living in trees and caves, it has long claws, a dour disposition, and a fondness for humanoid flesh. A zorbo alters its natural armor to match its surroundings, and it can weaken and destroy armor, shields, and protective magic items with its sharp claws. +Source: Tomb of Annihilation p. 241 + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-2020smt.xml b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-2020smt.xml new file mode 100755 index 0000000..ed6f6de --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-2020smt.xml @@ -0,0 +1,431 @@ + + + + Aberrant Spirit + M + aberration + Neutral Evil + 11 + the level of the spell (natural armor) + 2 + walk 30 ft., fly 30 ft. + 16 + 10 + 15 + 16 + 10 + 6 + + + 10 + Deep Speech, understands the languages you speak + + + psychic + + + darkvision 60 ft. + + Hit Points + equal the aberration's Constitution modifier + your spellcasting ability modifier + ten times the spell's level + + + Regeneration (Slaadi Only) + The aberration regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Whispering Aura (Star Spawn Only) + At the start of each of the aberration's turns, each creature within 5 feet of it must succeed on a Wisdom saving throw against your spell save DC or take 3d6 psychic damage, provided that the aberration isn't incapacitated. + + + Multiattack + The aberration makes a number of attacks equal to half this spell's level (rounded down). + + + Eye Ray (Beholderkin Only) + Ranged Spell Attack: +3 + the spell's level to hit, range 30 ft., one creature. 1d8 + 3 + the spell's level psychic damage. + + + Claws (Slaadi Only) + Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn. + + + Psychic Slam (Star Spawn Only) + Melee Spell Attack: +3 + the spell's level to hit, reach 5 ft., one creature. 1d6 + 3 + the spell's level psychic damage. + + +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 3 + + + + Bestial Spirit + S + beast + Unaligned + 11 + the level of the spell (natural armor) + 3 + walk 30 ft., climb 30 ft., fly 60 ft., swim 30 ft. + 18 + 11 + 16 + 4 + 14 + 5 + + + 12 + understands the languages you speak + + + + + + darkvision 60 ft. + + Hit Points + equal the beast's Constitution modifier + your spellcasting ability modifier + ten times the spell's level + + + Amphibious (Water Only) + The beast can breathe air and water. + + + Flyby (Air Only) + The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Pack Tactics (Land and Water Only) + The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The beast makes a number of attacks equal to half this spell's level (rounded down). + + + Maul + Melee Weapon Attack: +4 + the spell's level to hit, reach 5 ft., one target. 1d8 + 4 + the spell's level piercing damage. + + +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4 + + + + Celestial Spirit + L + celestial + Neutral Good + 11 + the level of the spell (natural armor) + 3 + walk 30 ft., fly 40 ft. + 16 + 14 + 16 + 10 + 14 + 16 + + + 10 + Celestial, understands the languages you speak + + radiant + + + charmed, frightened + darkvision 60 ft. + + Hit Points + equal the celestial's Constitution modifier + your spellcasting ability modifier + ten times the spell's level + + + Multiattack + The celestial makes a number of attacks equal to half this spell's level (rounded down). + + + Radiant Bow (Avenger Only) + Ranged Weapon Attack: +2 + the spell's level to hit, range 150/600 ft., one target. 2d6 + 2 + the spell's level radiant damage. + + + Radiant Mace (Defender Only) + Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt, provided it doesn't already have temporary hit points. + + + Healing Touch (1/Day) + The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level. + + +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4 + + + + Elemental Spirit + M + elemental + Neutral + 11 + the level of the spell (natural armor) + 3 + walk 40 ft., fly 40 ft., burrow 40 ft., swim 40 ft. + 18 + 15 + 17 + 4 + 10 + 16 + + + 10 + Primordial, understands the languages you speak + + lightning; thunder (air only), piercing; slashing (earth only); acid (water only) + poison; fire (fire only) + + exhaustion, paralyzed, petrified, poisoned, unconscious + darkvision 60 ft. + + Hit Points + equal the elemental's Constitution modifier + your spellcasting ability modifier + ten times the spell's level + + + Amorphous Form (Air, Fire, and Water Only) + The elemental can move through a space as narrow as 1 inch wide without squeezing. + + + Multiattack + The elemental makes a number of attacks equal to half this spell's level (rounded down). + + + Slam + Melee Weapon Attack: +4 + the spell's level to hit, reach 5 ft., one target. 1d10 + 4 + the spell's level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only). + + +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 5 + + + + Fey Spirit + S + fey + Chaotic Good + 11 + the level of the spell (natural armor) + 2 + walk 40 ft. + 13 + 16 + 14 + 14 + 11 + 16 + + + 10 + Sylvan, understands the languages you speak + + + + + charmed + darkvision 60 ft. + + Hit Points + equal the fey's Constitution modifier + your spellcasting ability modifier + ten times the spell's level + + + Fey Step + As a bonus action, the fey can magically teleport up to 30 feet to an unoccupied space it can see. + + + Darkening Step (Deceitful Only) + Immediately after using its Fey Step, the fey can fill a 5-foot cube within 5 feet of it with magical darkness, which remains until the end of the fey's next turn. + + + Ecstatic Step (Joyful Only) + Immediately after using its Fey Step, the fey can choose a creature it can see within 10 feet of it and force it to succeed on a Wisdom saving throw against your spell save DC or be charmed by the fey for 1 minute. The charm ends if the fey or any of its companions deals any damage to the target. + + + Impassioned Step (Furious Only) + Immediately after using its Fey Step, the fey has advantage on the next attack roll it makes before the end of its turn. + + + Multiattack + The fey makes a number of attacks equal to half this spell's level (rounded down). + + + Shortsword + Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d6 + 3 + the spell's level piercing damage + 1d6 force damage. + + +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 5 + + + + Fiendish Spirit + L + fiend + + 11 + the level of the spell (natural armor) + 2 + walk 40 ft., climb 40 ft., fly 60 ft. + 13 + 16 + 15 + 10 + 10 + 16 + + + 10 + Abyssal, Infernal, telepathy 60 ft. + + fire + poison + + poisoned + darkvision 60 ft. + + Hit Points + equal the fiend's Constitution modifier + your spellcasting ability modifier + ten times the spell's level + + + Magic Resistance + The fiend has advantage on saving throws against spells and other magical effects. + + + Death Throes (Demon Only) + When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell's level fire damage on a failed save, or half as much damage on a successful one. + + + Devil's Sight (Devil Only) + Magical darkness doesn't impede the fiend's darkvision. + + + Multiattack + The fiend makes a number of attacks equal to half this spell's level (rounded down). + + + Bite (Demon Only) + Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d12 + 3 + the spell's level necrotic damage. + + + Claws (Yugoloth Only) + Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see. + + + Hurl Flame (Devil Only) + Ranged Spell Attack: +3 + the spell's level to hit, range 150 ft., one target. 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. + + +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 6 + + + + Shadow Spirit + M + monstrosity + Neutral Evil + 11 + the level of the spell (natural armor) + 2 + walk 40 ft. + 13 + 16 + 15 + 4 + 10 + 16 + + + 10 + Common, understands the languages you speak + + necrotic + + + frightened + darkvision 120 ft. + + Hit Points + equal the shadow's Constitution modifier + your spellcasting ability modifier + ten times the spell's level + + + Bloodthirsty Frenzy (Fury Only) + The spirit has advantage on attack rolls against frightened creatures. + + + Shadow Stealth (Fear Only) + While in dim light or darkness, the spirit can take the Hide action as a bonus action. + + + Weight of Ages (Despair Only) + Any beast or humanoid, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that beast or humanoid's next turn. + + + Multiattack + The spirit makes a number of attacks equal to half this spell's level (rounded down). + + + Chilling Rend + Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 2d8 + 3 + the spell's level cold damage. + + + Dreadful Scream (1/Day) + The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 7 + + + + Undead Spirit + M + undead + Neutral Evil + 11 + the level of the spell (natural armor) + 2 + walk 30 ft., fly 40 ft. + 12 + 16 + 15 + 4 + 10 + 9 + + + 10 + Common, understands the languages you speak + + + necrotic, poison + + exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Hit Points + equal the undead's Constitution modifier + your spellcasting ability modifier + ten times the spell's level + + + Incorporeal Movement (Ghostly Only) + The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. + + + Festering Aura (Putrid Only) + Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. + + + Multiattack + The spirit makes a number of attacks equal to half this spell's level (rounded down). + + + Deathly Touch (Ghostly Only) + Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one creature. 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn. + + + Grave Bolt (Skeletal Only) + Ranged Spell Attack: +3 + the spell's level to hit, range 150 ft., one target. 2d8 + 3 + the spell's level necrotic damage. + + + Rotting Claw (Putrid Only) + Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn. + + +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 8 + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s2.xml b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s2.xml new file mode 100755 index 0000000..373bc17 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s2.xml @@ -0,0 +1,47 @@ + + + + Dancing Item + L + construct + Neutral + 16 (natural armor) + 3 + walk 40 ft. + 18 + 14 + 16 + 4 + 10 + 6 + + + 10 + understands the languages you speak + + + poison + + charmed, exhaustion, poisoned, frightened + darkvision 60 ft. + + Hit Points + equal the dancing item's Constitution modifier + your Charisma modifier + five times your level in this class + + + Endless Waltz + Immediately after the item makes a slam attack, it can take the Dodge action as a bonus action. + + + Immutable Form + The item is immune to any spell or effect that would alter its form. + + + Force-Empowered Slam + Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. 1d10 + your Charisma modifier force damage. + + +Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s5.xml b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s5.xml new file mode 100755 index 0000000..b34bca8 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s5.xml @@ -0,0 +1,47 @@ + + + + Drake Companion + S + dragon + Any alignment + 14 + PB (natural armor) + 5 + walk 40 ft. + 16 + 12 + 15 + 8 + 14 + 8 + Special Dex {@d20 +2} plus PB, Wis {@d20 +2} plus PB + + 12 + Draconic + + + determined by the drake's draconic essence trait + + + darkvision 60 ft. + + Hit Points + 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level) + + + Draconic Essence + When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity, the damage of its bite, and the damage of its Infused Strikes trait. + + + Bite + Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. 1d6 piercing damage plus PB damage of a type determined by the drake's Draconic Essence. + + + Infused Strikes + When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra 1d6 damage of the type determined by its Draconic Essence. + + +Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 3 + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-ar.xml b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-ar.xml new file mode 100755 index 0000000..d767851 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-ar.xml @@ -0,0 +1,102 @@ + + + + Alchemical Homunculus (Unearthed Arcana) + T + construct + Neutral + 13 (natural armor) + 0 + walk 20 ft., fly 30 ft. + 4 + 15 + 11 + 10 + 10 + 7 + + Perception +4, Stealth +4 + 10 + understands the languages you speak + + + acid, poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Hit Points + equal to five times your level in this class + your Intelligence modifier + + + Might of the Master + The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill bonuses and the bonuses to hit and damage of its Acidic Spittle. + + + Acidic Spittle + Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. 1d6 + 2 acid damage. + + + Alchemical Salve (3/Day) + The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice: + • Buoyancy: The target gains a flying speed of 10 feet for 10 minutes. + • Inspiration: The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1). + • Resilience: The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier. + + +Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + Iron Defender (Unearthed Arcana) + M + construct + Neutral + 15 (natural armor) + 0 + walk 40 ft. + 14 + 12 + 14 + 4 + 10 + 6 + + Perception +4 + 10 + understands the languages you speak + + + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Hit Points + equal to five times your level in this class + your Intelligence modifier + the Iron Defender (Unearthed Arcana)'s Constitution modifier + + + Might of the Master + The following numbers increase by 1 when your proficiency bonus increases by 1: the Iron Defender (Unearthed Arcana)'s skill bonuses, the bonuses to hit and damage of its bite, and the number of hit points restored by its Repair action. + + + Vigilant + The Iron Defender (Unearthed Arcana) can't be surprised. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. 1d8 + 2 piercing damage. + + + Repair (3/Day) + The magical mechanisms inside the Iron Defender (Unearthed Arcana) restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it. + + + Defensive Pounce + The Iron Defender (Unearthed Arcana) imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Iron Defender (Unearthed Arcana). + + +Source: Unearthed Arcana: Artificer Revisited p. 11 + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cdw.xml b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cdw.xml new file mode 100755 index 0000000..fc0fc9e --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cdw.xml @@ -0,0 +1,47 @@ + + + + Wildfire Spirit + S + elemental + Any Chaotic Alignment + 13 (natural armor) + 0 + walk 20 ft., fly 30 ft. + 10 + 14 + 14 + 13 + 15 + 11 + Dex +4, Con +4, Wis +4 + Nature +4 + 12 + understands the languages you speak + + + fire + + charmed, frightened, grappled, prone, restrained + darkvision 60 ft. + + Hit Points + equal to the wildfire spirit's Constitution modifier + your Wisdom modifier + five times your level in this class + + + Soul Bond + The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit's skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation. + + + Flame Seed + Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. 1d6 + 2 fire damage. + + + Fiery Teleportation (Recharges after a Short or Long Rest) + The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 2 fire damage. + + +Source: Unearthed Arcana: Cleric Druid Wizard p. 3 + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cfv.xml b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cfv.xml new file mode 100755 index 0000000..0617838 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cfv.xml @@ -0,0 +1,99 @@ + + + + Beast of the Air + S + beast + Neutral + 13 + 1 + walk 10 ft., fly 60 ft. + 6 + 16 + 13 + 8 + 14 + 11 + Dex +5, Con +3, Wis +4 + Perception +4, Stealth +5 + 14 + understands the languages you speak + + + + + + darkvision 60 ft. + + Hit Points + equal the beast's Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level) + + + Flyby + The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Primal Rebirth + If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. + + + Ready Companion + As a bonus action, you can command the beast to make its shred attack or to Hide. + + + Shred + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1d6 + 3 slashing damage. + + +Source: Unearthed Arcana: Class Feature Variants p. 8 + + + + Beast of the Earth + M + beast + Neutral + 12 + 2 + walk 40 ft., climb or swim 40 ft. (your choice when you bond with the beast) + 14 + 14 + 15 + 8 + 14 + 11 + Dex +4, Con +4, Wis +4 + Perception +4, Stealth +4 + 14 + understands the languages you speak + + + + + + darkvision 60 ft. + + Hit Points + equal the beast's Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level) + + + Charge + If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. + + + Primal Rebirth + If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. + + + Ready Companion + As a bonus action, you can command the beast to make its maul attack or to Hide. + + + Maul + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1d6 + 2 slashing damage. + + +Source: Unearthed Arcana: Class Feature Variants p. 9 + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml new file mode 100755 index 0000000..ceffaf6 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml @@ -0,0 +1,52 @@ + + + + Intellect Fortress + 4 + A + NO + + 30 feet + V + Concentration, up to 1 hour + Bard, Sorcerer, Wizard + For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. +Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 7 + + + Mind Sliver + 0 + EN + NO + + 60 feet + V + 1 round + Sorcerer, Warlock, Wizard + You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save. +This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 7 + 1d6 + 2d6 + 3d6 + 4d6 + + + Mind Thrust + 2 + EN + NO + + 90 feet + V + 1 round + Sorcerer, Wizard + You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. +Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 7 + 3d6 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml new file mode 100755 index 0000000..88344b0 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml @@ -0,0 +1,198 @@ + + + + Acid Stream + 1 + EV + NO + + Self (30-foot line) + V, S, M (a bit of rotten food) + Concentration, up to 1 minute + Sorcerer, Wizard + A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 2 + 3d4 + 4d4 + 5d4 + 6d4 + 7d4 + 8d4 + 9d4 + 10d4 + 11d4 + + + Otherworldly Form + 6 + T + NO + + Self + V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp) + Concentration, up to 1 minute + Cleric, Sorcerer, Warlock, Wizard + Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends: +• You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes). +• You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes). +• Spectral wings appear on your back, giving you a flying speed of 40 feet. +• You have a +2 bonus to AC. +• All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. +• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 2 + + + Spirit Shroud + 3 + N + NO + + Self + V, S + Concentration, up to 1 minute + Cleric, Paladin, Warlock, Wizard + You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable, and they are good or evil (your choice). +Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can't regain hit points until the start of your next turn. +In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 2 + 1d8 + 2d8 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + + + Summon Aberrant Spirit + 4 + C + NO + + 90 feet + V, S, M (a pickled tentacle and an eyeball in a crystal vial worth at least 400 gp) + Concentration, up to 1 hour + Sorcerer, Warlock, Wizard + You call forth a spirit from the Far Realm or another alien realm of madness. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaadi, or Star Spawn. The creature physically resembles your choice, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. +The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 3 + + + Summon Bestial Spirit + 2 + C + NO + + 90 feet + V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp) + Concentration, up to 1 hour + Druid, Ranger + You call forth the spirit of a beast. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature's stat block. The creature disappears when it drops to 0 hit points or when the spell ends. +The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 3 + + + Summon Celestial Spirit + 5 + C + NO + + 90 feet + V, S, M (a golden reliquary worth at least 500 gp) + Concentration, up to 1 hour + Cleric, Paladin + You call forth a spirit from the Upper Planes. The spirit manifests physically in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. +The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4 + + + Summon Elemental Spirit + 4 + C + NO + + 90 feet + V, S, M (air, a pebble, ash, and water inside a crystal vial worth at least 400 gp) + Concentration, up to 1 hour + Druid, Sorcerer, Wizard + You call forth a spirit from the Elemental Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. +The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4 + + + Summon Fey Spirit + 3 + C + NO + + 90 feet + V, S, M (a gilded flower worth at least 300 gp) + Concentration, up to 1 hour + Bard, Druid, Sorcerer, Warlock, Wizard + You call forth a spirit from the Feywild. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Deceitful, Furious, or Joyful. The creature physically resembles a satyr, a dryad, or an elf (your choice) marked by the chosen mood, which also determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. +The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 5 + + + Summon Fiendish Spirit + 6 + C + NO + + 90 feet + V, S, M (humanoid blood inside a ruby vial worth at least 600 gp) + Concentration, up to 1 hour + Warlock, Wizard + You call forth a fiendish spirit from the Lower Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. +The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 6 + + + Summon Shadow Spirit + 3 + C + NO + + 90 feet + V, S, M (tears inside a crystal vial worth at least 300 gp) + Concentration, up to 1 hour + Sorcerer, Warlock, Wizard + You call forth a shadowy spirit from the Shadowfell. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. +The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 7 + + + Summon Undead Spirit + 3 + N + NO + + 90 feet + V, S, M (a gilded humanoid skull worth at least 300 gp) + Concentration, up to 1 hour + Warlock, Wizard + You call forth a restless spirit from beyond the grave. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. +The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 7 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml new file mode 100755 index 0000000..c68439a --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml @@ -0,0 +1,20 @@ + + + + Arcane Weapon + 1 + T + NO + + Self + V, S + Concentration, up to 1 hour + Artificer (Revisited) (UA) + You channel arcane energy into one simple or martial weapon you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration. +As a bonus action, you can change the damage type, choosing from the options above. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours. +Source: Unearthed Arcana: Artificer Revisited p. 10 + 1d6 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/spells-ua-frw.xml b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-frw.xml new file mode 100755 index 0000000..68747bd --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-frw.xml @@ -0,0 +1,135 @@ + + + + Ego Whip + 4 + EN + NO + + 30 feet + V + Concentration, up to 1 minute + Wizard, Sorcerer, Warlock, Bard + You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can't cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. +Source: Unearthed Arcana: Fighter Rogue Wizard p. 7 + + + Id Insinuation + 1 + EN + NO + + 60 feet + V, S + Concentration, up to 1 minute + Wizard, Sorcerer, Warlock, Bard + You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target. +Source: Unearthed Arcana: Fighter Rogue Wizard p. 7 + 1d12 + + + Intellect Fortress + 5 + A + NO + + Self + V, S + Concentration, up to 10 minutes + Wizard, Sorcerer, Warlock, Bard + You create a faintly shimmering barrier of protective psychic power around you. For the duration, you have advantage on all saving throws. +When another creature that you can see within 30 feet of you fails a saving throw, you can use your reaction to allow them to reroll the save. They must use the new roll. +Source: Unearthed Arcana: Fighter Rogue Wizard p. 7 + + + Mental Barrier + 2 + A + NO + + Self + V + 1 round + Wizard, Sorcerer, Warlock, Bard + You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage. +Source: Unearthed Arcana: Fighter Rogue Wizard p. 7 + + + Mind Sliver + 0 + EN + NO + + 60 feet + V + 1 round + Wizard, Sorcerer, Warlock, Bard + You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save. +This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Unearthed Arcana: Fighter Rogue Wizard p. 7 + 1d6 + 2d6 + 3d6 + 4d6 + + + Mind Thrust + 2 + EN + NO + + 60 feet + V, S + 1 round + Wizard, Sorcerer, Warlock, Bard + You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can use its action only to Dash or Disengage on its next turn. On a successful save, the target takes half as much damage, and this spell doesn't limit its action options. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. +Source: Unearthed Arcana: Fighter Rogue Wizard p. 7 + 3d6 + + + Psionic Blast + 3 + EV + NO + + Self (30-foot cone) + V + Instantaneous + Wizard, Sorcerer, Warlock, Bard + You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn't pushed or knocked prone. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. +Source: Unearthed Arcana: Fighter Rogue Wizard p. 8 + 5d8 + + + Psychic Crush + 6 + EN + NO + + 60 feet + V, S + 1 minute + Wizard, Sorcerer, Warlock, Bard + You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn't stunned. +The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target. +Source: Unearthed Arcana: Fighter Rogue Wizard p. 8 + 12d6 + + + Thought Shield + 2 + A + NO + + Touch + V, S + 8 hours + Wizard, Sorcerer, Warlock, Bard + You weave a clouding veil over the mind of one creature you touch. For the duration, the target's mind can't be read or detected, creatures can't telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth. +Source: Unearthed Arcana: Fighter Rogue Wizard p. 8 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml new file mode 100755 index 0000000..f70da71 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml @@ -0,0 +1,219 @@ + + + + Arcane Hacking (UA) + 2 + T + NO + + Self + V, S, M (hacking tools) + Concentration, up to 1 hour + Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA)) + You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd-level and lower protective spells such as arcane lock or glyph of warding by making an Intelligence check using hacking tools against the spell save DC of the spell's caster. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell's level is equal to or less than the level of the spell slot you used. +Source: Unearthed Arcana: Modern Magic p. 5 + + + Commune with City (UA) + 5 + D + YES + + Self + V, S + Instantaneous + Warlock, Sorcerer, Wizard, Cleric (City (UA)) + You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. +You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: +• Terrain and bodies of water +• Prevalent buildings, plants, animals, or intelligent creatures +• Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead +• Influences from other planes of existence +• Electrical currents, wireless signals, and active transit lines and tracks +For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks. +Source: Unearthed Arcana: Modern Magic p. 5 + + + Conjure Knowbot (UA) + 4 + C + NO + + Touch + V, S + 10 minutes + Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA)) + You touch a single computerized device or computer system to conjure a knowbot—a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with hacking tools, if applicable). +You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond. +The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell's duration expires. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires. +Source: Unearthed Arcana: Modern Magic p. 5 + 2d4 + + + Digital Phantom (UA) + 2 + A + NO + + Self + V, S, M (a small piece of copper wire) + Concentration, up to 1 hour + Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA)) + This spell works to actively hide your presence within a computer system. For the spell's duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased. +Source: Unearthed Arcana: Modern Magic p. 6 + + + Find Vehicle (UA) + 2 + C + NO + + 30 feet + V, S + 8 hours + Warlock, Sorcerer, Wizard, Cleric (City (UA)) + You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice in origin). The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille. +You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. +If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. +You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval. +Source: Unearthed Arcana: Modern Magic p. 6 + + + Haywire (UA) + 3 + EN + NO + + 90 feet + V, S + Concentration, up to 1 minute + Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA)) + This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell. +At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect. +d6 | Effect +1 | The device shuts down and must be restarted. Do not roll again for this device until it is restarted. +2-4 | The device does not function. +5 | The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. +6 | The device is usable as normal. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd. +Source: Unearthed Arcana: Modern Magic p. 7 + 6d6 + + + Infallible Relay (UA) + 1 + D + NO + + Self + V, S, M (a mobile phone) + Concentration, up to 10 minutes + Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA)) + With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails. +The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell's duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation. +Source: Unearthed Arcana: Modern Magic p. 7 + + + Invisibility to Cameras (UA) + 3 + I + NO + + 10 feet + V, S, M (a scrap of black paper) + Concentration, up to 1 minute + Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA)) + Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target's person. The targets remain visible to vision. +Source: Unearthed Arcana: Modern Magic p. 7 + + + On/Off (UA) + 0 + T + NO + + 60 feet + V, S + Instantaneous + Warlock, Sorcerer, Wizard + This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off. +Source: Unearthed Arcana: Modern Magic p. 7 + + + Protection from Ballistics (UA) + 3 + A + NO + + Touch + V, S, M (a shell casing) + Concentration, up to 10 minutes + Warlock, Sorcerer, Wizard, Cleric (City (UA)) + This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage. +Source: Unearthed Arcana: Modern Magic p. 8 + + + Remote Access (UA) + 1 + T + NO + + 120 feet + V, S + 10 minutes + Warlock, Sorcerer, Wizard, Cleric (City (UA)), Warlock (Ghost in the Machine (UA)) + You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time. +Source: Unearthed Arcana: Modern Magic p. 8 + + + Shutdown (UA) + 5 + T + NO + + 120 feet + V, S + Concentration, up to 1 minute + Warlock, Sorcerer, Wizard, Cleric (City (UA)), Warlock (Ghost in the Machine (UA)) + This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted. +Source: Unearthed Arcana: Modern Magic p. 8 + + + Synchronicity (UA) + 4 + EN + NO + + Touch + V, S + Concentration, up to 1 hour + Warlock, Sorcerer, Wizard, Cleric (City (UA)), Warlock (Ghost in the Machine (UA)) + The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage. +Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle. +In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other. +Source: Unearthed Arcana: Modern Magic p. 8 + + + System Backdoor (UA) + 4 + T + NO + + Self + V, S, M (hacking tools) + Concentration, up to 1 hour + Warlock, Sorcerer, Wizard, Warlock (Ghost in the Machine (UA)) + This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower. +Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell's level is equal to or less than the level of the spell slot you used. +Source: Unearthed Arcana: Modern Magic p. 8 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/spells-ua-saw.xml b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-saw.xml new file mode 100755 index 0000000..243dfa6 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-saw.xml @@ -0,0 +1,21 @@ + + + + Mind Sliver + 0 + EN + NO + + 60 feet + V + 1 round + Sorcerer, Warlock, Wizard + You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save. +This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Unearthed Arcana: Sorcerer And Warlock p. 4 + 1d6 + 2d6 + 3d6 + 4d6 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/spells-ua-ss.xml b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-ss.xml new file mode 100755 index 0000000..1ef49b1 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-ss.xml @@ -0,0 +1,286 @@ + + + + Cause Fear (UA) + 1 + N + NO + + 60 feet + V, S + Concentration, up to 1 minute + Warlock, Wizard + You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. The spell has no effect on constructs or undead. +Source: Unearthed Arcana: Starter Spells p. 2 + + + Ceremony (UA) + 1 + EV + YES + + Touch + V, S, M (25 gp worth of powdered silver) + Instantaneous + Cleric, Paladin + You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. +Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a success, you restore the target to its original alignment. +Bless Water: You touch one vial of water and cause it to become Holy Water (flask). +Coming of Age: You touch one humanoid old enough to be a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this ceremony just once. +Dedication: You touch one humanoid who would willingly convert to your religion or who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this ceremony just once. +Funeral Rite: You bless one corpse within 5 feet of you. For the next 24 hours, the target can't become undead by any means short of a wish spell. +Investiture: You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn't cast the spell within 1 hour, the invested spell is lost. +Marriage: You touch adult humanoids willing to be bonded together in marriage. For the next 24 hours, each target gains a +2 bonus to AC and saving throws while they are within 30 feet of each other. A creature can benefit from this ceremony just once. +Source: Unearthed Arcana: Starter Spells p. 2 + + + Chaos Bolt (UA) + 1 + EV + NO + + 120 feet + V, S + Instantaneous + Sorcerer + You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. Choose one of the d8s. The number it rolled determines the type of damage, as shown below. +Chaos Bolt +d8 | Damage Type +1 | Acid +2 | Cold +3 | Fire +4 | Force +5 | Lightning +6 | Poison +7 | Psychic +8 | Thunder +If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by this mass of chaotic energy. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, each target takes extra damage of the type rolled. The extra damage equals 1d6 for each slot level above 1st. +Source: Unearthed Arcana: Starter Spells p. 2 + 2d8 + + + Guiding Hand (UA) + 1 + D + YES + + 5 feet + V, S + Concentration, up to 8 hours + Bard, Cleric, Druid, Wizard + You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. +When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. +If you don't move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes. +Source: Unearthed Arcana: Starter Spells p. 3 + 1d4 + + + Hand of Radiance (UA) + 0 + EV + NO + + Self (5-foot radius) + V, S + Instantaneous + Cleric + You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage. +The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Unearthed Arcana: Starter Spells p. 3 + 1d6 + 2d6 + 3d6 + 4d6 + + + Healing Elixir (UA) + 1 + C + NO + + Self + V, S, M (alchemist's supplies) + 24 hours + Warlock, Wizard + You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it's consumed, at which point the vial vanishes. +As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points. +Source: Unearthed Arcana: Starter Spells p. 3 + 2d4+2 + + + Infestation (UA) + 0 + C + NO + + 30 feet + V, S, M (a living flea) + Instantaneous + Druid, Sorcerer, Warlock, Wizard + You cause mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 piercing damage. If the target takes any of that damage, the target moves 5 feet in a random direction. Roll a d8 for the direction: 1, north; 2, northeast; 3, east; 4, southeast; 5, south; 6, southwest; 7, west; or 8, northwest. +The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Unearthed Arcana: Starter Spells p. 3 + 1d6 + 2d6 + 3d6 + 4d6 + + + Primal Savagery (UA) + 0 + T + NO + + Self + S + Instantaneous + Druid + Your teeth or fingernails lengthen and sharpen. You choose which. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal. +The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). +Source: Unearthed Arcana: Starter Spells p. 3 + 1d10 + 2d10 + 3d10 + 4d10 + + + Puppet (UA) + 1 + EN + NO + + 120 feet + S + Instantaneous + Bard, Warlock, Wizard + Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed. +Source: Unearthed Arcana: Starter Spells p. 3 + + + Sense Emotion (UA) + 1 + D + NO + + Self + V, S + Concentration, up to 10 minutes + Warlock, Wizard + You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target's prevailing emotion, whether it's love, anger, pain, fear, calm, or something else. If the target isn't actually humanoid or it is immune to being charmed, you sense that it is calm. +Source: Unearthed Arcana: Starter Spells p. 4 + + + Snare (UA) + 1 + A + NO + + Touch + V, S, M (30 feet of cord or rope, which is consumed by the spell) + Until dispelled or triggered + Druid, Ranger, Wizard + While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap. +The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. +The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. +The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends. +Source: Unearthed Arcana: Starter Spells p. 4 + + + Sudden Awakening (UA) + 1 + EN + NO + + 10 feet + V + Instantaneous + Bard, Ranger, Sorcerer, Wizard + Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement. +Source: Unearthed Arcana: Starter Spells p. 4 + + + Toll the Dead (UA) + 0 + N + NO + + 60 feet + V, S + Instantaneous + Cleric, Warlock + You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. +The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). +Source: Unearthed Arcana: Starter Spells p. 4 + 1d8 + 1d12 + 2d8 + 2d12 + 3d8 + 3d12 + 4d8 + 4d12 + + + Unearthly Chorus (UA) + 1 + I + NO + + Self (30-foot radius) + V + Concentration, up to 10 minutes + Bard + Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. +Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage. +Source: Unearthed Arcana: Starter Spells p. 4 + + + Virtue (UA) + 0 + A + NO + + Touch + V, S + 1 round + Cleric + You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends. +Source: Unearthed Arcana: Starter Spells p. 5 + 1d4+SPELL + + + Wild Cunning (UA) + 1 + T + YES + + 120 feet + V, S + Instantaneous + Druid, Ranger + You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: +• If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. +• If there is edible forage within range, you know it and where to find it. +• If there is clean drinking water within range, you know it and where to find it. +• If there is suitable shelter for you and your companions with range, you know it and where to find. +• Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption. +• Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish. +Source: Unearthed Arcana: Starter Spells p. 5 + + + Zephyr Strike (UA) + 1 + T + NO + + Self + V + Concentration, up to 1 minute + Ranger + You move like the wind. For the duration, your movement doesn't provoke opportunity attacks. +In addition, the first time you make a weapon attack on your turn before the spell ends, you make the attack roll with advantage, and your speed increases by 30 feet until the end of that turn. +Source: Unearthed Arcana: Starter Spells p. 5 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml new file mode 100755 index 0000000..6a35ac1 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml @@ -0,0 +1,83 @@ + + + + Conjure Barlgura (UA) + 4 + C + NO + + 60 feet + V, S + 10 minutes + Wizard, Sorcerer + You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends. +The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes. +As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts. +Source: Unearthed Arcana: That Old Black Magic p. 2 + + + Conjure Hezrou (UA) + 7 + C + NO + + 60 feet + V, S, M (food worth at least 100 gp, which the spell consumes) + Concentration, up to 1 hour + Wizard, Sorcerer + You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends. +The hezrou's attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou's turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food's value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check. +If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss. +As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts. +Source: Unearthed Arcana: That Old Black Magic p. 2 + + + Conjure Lesser Demon (UA) + 3 + C + NO + + 60 feet + V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Wizard, Sorcerer + You summon up to a total of eight manes or dretch that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends. +The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability. +As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it. +At Higher Levels: +When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons. +Source: Unearthed Arcana: That Old Black Magic p. 2 + + + Conjure Shadow Demon (UA) + 4 + C + NO + + 60 feet + V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Wizard, Sorcerer + You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends. +Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you. +As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts. +Source: Unearthed Arcana: That Old Black Magic p. 3 + + + Conjure Vrock (UA) + 5 + C + NO + + 60 feet + V, S, M (a gem worth at least 100 gp, which the spell consumes) + Concentration, up to 1 hour + Wizard, Sorcerer + You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends. +The vrock's attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock's turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem's value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check. +If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss. +As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts. +Source: Unearthed Arcana: That Old Black Magic p. 3 + 1d6 + + diff --git a/FightClub5eXML/Sources/VolosGuideToMonsters.xml b/FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml similarity index 100% rename from FightClub5eXML/Sources/VolosGuideToMonsters.xml rename to FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml diff --git a/FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml b/FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml new file mode 100755 index 0000000..a700c35 --- /dev/null +++ b/FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml @@ -0,0 +1,8345 @@ + + + + Abjurer + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 84 (13d8+26) + walk 30 ft. + 9 + 14 + 14 + 18 + 12 + 11 + Int +8, Wis +5 + Arcana +8, History +8 + 11 + any four languages + 9 + + + + + + + Arcane Ward + The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Quarterstaff|+3|1d6-1 + + + Spellcasting + The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared: + Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost + • 1st level (4 slots): alarm*, mage armor, magic missile, shield* + • 2nd level (3 slots): arcane lock*, invisibility + • 3rd level (3 slots): counterspell*, dispel magic*, fireball + • 4th level (3 slots): banishment*, stoneskin* + • 5th level (2 slots): cone of cold, wall of force + • 6th level (1 slots): flesh to stone, globe of invulnerability* + • 7th level (1 slots): symbol*, teleport + *Abjuration spell of 1st level or higher + + 4, 3, 3, 3, 2, 1, 1 + blade ward, dancing lights, mending, message, ray of frost, alarm, mage armor, magic missile, shield, arcane lock, invisibility, counterspell, dispel magic, fireball, banishment, stoneskin, cone of cold, wall of force, flesh to stone, globe of invulnerability, symbol, teleport + Abjurers are specialist wizards who feel secure when warded by layers of magical power. Kings, nobles, and other wealthy individuals commonly hire abjurers to cast protective spells on their homes and vaults. +Source: Volo's Guide to Monsters p. 209 + urban + + + Alhoon + M + undead + Any Evil Alignment + 15 (natural armor) + 120 (16d8+48) + walk 30 ft. + 11 + 12 + 16 + 19 + 17 + 17 + Con +7, Int +8, Wis +7, Cha +7 + Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5 + 17 + Deep Speech, Undercommon, telepathy 120 ft. + 10 + cold, lightning, necrotic + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + + Magic Resistance + The alhoon has advantage on saving throws against spells and other magical effects. + + + Turn Resistance + The alhoon has advantage on saving throws against any effect that turns undead. + + + Chilling Grasp + Melee Spell Attack: +8 to hit, reach 5 ft., one target. 10 (3d6) cold damage. + Chilling Grasp|+8|3d6 + + + Mind Blast (Recharge 5-6) + The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||4d8+4 + + + Innate Spellcasting (Psionics) + The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + + Spellcasting + The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared: + Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, disguise self, magic missile, shield + • 2nd level (3 slots): invisibility, mirror image, scorching ray + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): confusion, Evard's black tentacles, phantasmal killer + • 5th level (2 slots): modify memory, wall of force + • 6th level (1 slots): disintegrate, globe of invulnerability + + 4, 3, 3, 3, 2, 1 + detect thoughts, levitate, dominate monster, plane shift, chill touch, dancing lights, mage hand, prestidigitation, shocking grasp, detect magic, disguise self, magic missile, shield, invisibility, mirror image, scorching ray, counterspell, fly, lightning bolt, confusion, Evard's black tentacles, phantasmal killer, modify memory, wall of force, disintegrate, globe of invulnerability + Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut. +Arcane Temptation. Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation. +In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some a spellbook is a gateway to a new way of thinking. +For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Understanding of wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live. +Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. +Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like other liches. +The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who brought a 200-year-old elf to be sacrificed looks forward to a much longer existence than one that sacrifices a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves. +Destruction of a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections about the periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saves, and check against the holder. +In addition, the holder of the periapt can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls. +Existential Fear. Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony, elevating themselves to the position of leadership normally held by an elder brain. Regardless of the arcanist's personal inclinations, it faces the same stark fact: When it dies, it will not join the host of minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion. +Dreadful Deliverance. Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. +A Psionic Secret. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. +Precarious Immortality. Unlike with true lichdom, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed. +Source: Volo's Guide to Monsters p. 172 + underdark + + + Annis Hag + L + fey + Chaotic Evil + 17 (natural armor) + 75 (10d10+20) + walk 40 ft. + 21 + 12 + 14 + 13 + 14 + 15 + Con +5 + Deception +5, Perception +5 + 15 + Common, Giant, Sylvan + 6 + cold; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Multiattack + The annis makes three attacks: one with her bite and two with her claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (3d6 + 5) piercing damage. + Bite|+8|3d6+5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (3d6 + 5) slashing damage. + Claw|+8|3d6+5 + + + Crushing Hug + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way. + Crushing Hug|+8|9d6+5 + + + Innate Spellcasting + The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells: + 3/day each: disguise self (including the form of a Medium humanoid), fog cloud + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + • 1st level (4 slots): identify, ray of sickness + • 2nd level (3 slots): hold person, locate object + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + • 4th level (3 slots): phantasmal killer, polymorph + • 5th level (2 slots): contact other plane, scrying + • 6th level (1 slots): eyebite + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. + + 4, 3, 3, 3, 2, 1 + + Variant: Death Coven + For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + • 1st level (4 slots): false life, inflict wounds + • 2nd level (3 slots): gentle repose, ray of enfeeblement + • 3rd level (3 slots): animate dead, revivify, speak with dead + • 4th level (3 slots): blight, death ward + • 5th level (2 slots): contagion, raise dead + • 6th level (1 slots): circle of death + + 4, 3, 3, 3, 2, 1 + + Variant: Nature Coven + For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + • 1st level (4 slots): entangle, speak with animals + • 2nd level (3 slots): flaming sphere, moonbeam, spike growth + • 3rd level (3 slots): call lightning, plant growth + • 4th level (3 slots): dominate beast, grasping vine + • 5th level (2 slots): insect plague, tree stride + • 6th level (1 slots): wall of thorns + + 4, 3, 3, 3, 2, 1 + + Variant: Prophecy Coven + For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + • 1st level (4 slots): bane, bless + • 2nd level (3 slots): augury, detect thoughts + • 3rd level (3 slots): clairvoyance, dispel magic, nondetection + • 4th level (3 slots): arcane eye, locate creature + • 5th level (2 slots): geas, legend lore + • 6th level (1 slots): true seeing + + 4, 3, 3, 3, 2, 1 + disguise self, fog cloud, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite, false life, inflict wounds, gentle repose, ray of enfeeblement, animate dead, revivify, speak with dead, blight, death ward, contagion, raise dead, circle of death, entangle, speak with animals, flaming sphere, moonbeam, spike growth, call lightning, plant growth, dominate beast, grasping vine, insect plague, tree stride, wall of thorns, bane, bless, augury, detect thoughts, clairvoyance, dispel magic, nondetection, arcane eye, locate creature, geas, legend lore, true seeing + Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall. +Tormenting the Weak. Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag's lair often shows the signs of this industry. +Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. To an annis hag, nothing is sweeter than turning a vibrant community into a place paralyzed with terror, where folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children to "be good, or the annis will get you." +Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an iron token that it can use to confide in her. Over time, "Granny" convinces the child that it's okay to have bad thoughts and do bad deeds-starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child's family and community become terrified of the "bad seed" and must face the awful decision of whether the child should be punished or exiled. +Tribe Mother. Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition. +Covens. An annis hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 8 (3,900 XP). +Iron Token. An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the hag's voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it. +A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties. +Source: Volo's Guide to Monsters p. 159, Mythic Odysseys of Theros + mountain, hill + + + Apprentice Wizard + M + humanoid (any race) + Any alignment + 10 + 9 (2d8) + walk 30 ft. + 10 + 10 + 10 + 14 + 10 + 11 + + Arcana +4, History +4 + 10 + any one language (usually Common) + 1/4 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage. + Dagger|+2|1d4 + + + Spellcasting + The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): fire bolt, mending, prestidigitation + • 1st level (2 slots): burning hands, disguise self, shield + + 2 + fire bolt, mending, prestidigitation, burning hands, disguise self, shield + Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work such as cooking and cleaning in exchange for education in the ways of magic. +Source: Volo's Guide to Monsters p. 209, Waterdeep: Dragon Heist, Tomb of Annihilation, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Eberron: Rising from the Last War + urban + + + Archdruid + M + humanoid (any race) + Any alignment + 16 (hide armor, shield) + 132 (24d8+24) + walk 30 ft. + 10 + 14 + 12 + 12 + 20 + 11 + Int +5, Wis +9 + Medicine +9, Nature +5, Perception +9 + 19 + Druidic plus any two languages + 12 + + + + + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+6|1d6+2 + + + Change Shape (2/Day) + The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn. + While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. + The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. + + + Spellcasting + The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, mending, poison spray, produce flame + • 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals + • 2nd level (3 slots): animal messenger, beast sense, hold person + • 3rd level (3 slots): conjure animals, meld into stone, water breathing + • 4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire + • 5th level (3 slots): commune with nature, mass cure wounds, tree stride + • 6th level (1 slots): heal, heroes' feast, sunbeam + • 7th level (1 slots): fire storm + • 8th level (1 slots): animal shapes + • 9th level (1 slots): foresight + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + druidcraft, mending, poison spray, produce flame, cure wounds, entangle, faerie fire, speak with animals, animal messenger, beast sense, hold person, conjure animals, meld into stone, water breathing, dominate beast, locate creature, stoneskin, wall of fire, commune with nature, mass cure wounds, tree stride, heal, heroes' feast, sunbeam, fire storm, animal shapes, foresight + Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order. An archdruid typically has one or more pupils who are druids (see the Monster Manual for statistics), and the archdruid's lair is usually guarded by loyal beasts and fey creatures. +Source: Volo's Guide to Monsters p. 210, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Mythic Odysseys of Theros + forest, mountain, swamp + + + Archer + M + humanoid (any race) + Any alignment + 16 (studded leather armor) + 75 (10d8+30) + walk 30 ft. + 11 + 18 + 16 + 11 + 13 + 10 + + Acrobatics +6, Perception +5 + 15 + any one language (usually Common) + 3 + + + + + + + Archer's Eye (3/Day) + As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow. + + + Multiattack + The archer makes two attacks with its longbow. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Shortsword|+6|1d6+4 + + + Longbow + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage. + Longbow|+6|1d8+4 + + Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards. +Source: Volo's Guide to Monsters p. 210, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Mythic Odysseys of Theros + forest, urban + + + Aurochs + L + beast + Unaligned + 11 (natural armor) + 38 (4d10+16) + walk 50 ft. + 20 + 10 + 19 + 2 + 12 + 5 + + + 11 + + 2 + + + + + + + Charge + If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage. + Gore|+7|2d8+5 + + Bahgtru, son of Gruumsh and Luthic, is the orc deity of unbridled strength. Legend says Bahgtru needed a mount as fierce as him for making war, so he sought a mighty aurochs, subjugated the creature with his bare hands, and hauled it to Nishrek, Gruumsh's realm. Bahgtru named the beast Kazaht, or "Bull" in Orc. On Kazaht's bare back, Bahgtru charges into battle, ramming into an enemy host and leaping over the aurochs's horns to land in the midst of his foes. +Orcs that revere Bahgtru might tend a stable of war bulls that carry them into combat. Trained to be fierce mounts from a young age, aurochs are sacred symbols of Bahgtru. No orc will eat such creatures, which are treated as honored warriors when they perish. +Source: Volo's Guide to Monsters p. 207 + mountain, grassland, hill + + + Babau + M + fiend (demon) + Chaotic Evil + 16 (natural armor) + 82 (11d8+33) + walk 40 ft. + 19 + 16 + 16 + 11 + 12 + 13 + + Perception +5, Stealth +5 + 15 + Abyssal + 4 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + darkvision 120 ft. + + Multiattack + The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage. + Claw|+6|1d8+4 + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack. + Spear|+6|1d6+4 + + + Weakening Gaze + The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Innate Spellcasting + The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components: + At will: darkness, dispel magic, fear, heat metal, levitate + + darkness, dispel magic, fear, heat metal, levitate + Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse. +Babau. Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz'zt. It is said that Glasya wounded Graz'zt with her sword, and the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz'zt's place as one of the preeminent demon lords of the Abyss. +A babau demon possesses the cunning of a devil and the bloodthirstiness of a demon. It has leathery black skin pulled tight over its gaunt frame, and a curved horn protruding from the back of its elongated skull. A babau's baleful glare can weaken a creature. +Source: Volo's Guide to Monsters p. 136 + underdark, urban + + + Banderhobb + L + monstrosity + Neutral Evil + 15 (natural armor) + 84 (8d10+40) + walk 30 ft. + 20 + 12 + 20 + 11 + 14 + 8 + + Athletics +8, Stealth +7 + 12 + Common and the languages of its creator but can't speak + 5 + + + + charmed, frightened + darkvision 120 ft. + + Resonant Connection + If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb. + + + Shadow Stealth + While in dim light or darkness, the banderhobb can take the Hide action as a bonus action. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 22 (5d6 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target. + Bite|+8|5d6+5 + + + Tongue + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target. + Tongue|+8|3d6 + + + Swallow + The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable. + The banderhobb can have only one target swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature. + + + Shadow Step + The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack. + + A banderhobb is a hybrid of shadow and flesh. Through dark magic, these components take on an enormous and vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper. +Birthed by Hags. In the earliest days of the world, a coven of night hags devised a ritual that led to the creation of the first banderhobb. A hag that knows the ritual might be willing to teach it for the right price. Some other dark fey and powerful fiends also know of the process, as do a few mortal mages. Instructions might also be found in a tome devoted to debased wizardry. +A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of a dark tower in the Shadowfell where the shadows sometimes reform, and banderhobbs roam. +Silent and Deadly. When the ritual to create a banderhobb is complete, flesh, spirit, and shadow combine to produce a creature as big as an ogre. The newly formed monstrosity has spindly limbs that belie great strength. Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as silently as the shadows that infuse it. A banderhobb isn't capable of speech, but it can understand orders given to it by its creator and communicates with nearby banderhobbs in a psychic manner. +Agents of Evil. During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it. It accomplishes its mission with no concern for the harm it suffers or creates. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature's location from as far as a mile away. +Source: Volo's Guide to Monsters p. 122 + urban + + + Bard + M + humanoid (any race) + Any alignment + 15 (chain shirt) + 44 (8d8+8) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + Dex +4, Wis +3 + Acrobatics +4, Perception +5, Performance +6 + 15 + any two languages + 2 + + + + + + + Song of Rest + The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well. + + + Taunt (2/Day) + The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + + Spellcasting + The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: + Cantrips (at will): friends, mage hand, vicious mockery + • 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave + • 2nd level (3 slots): invisibility, shatter + + 4, 3 + friends, mage hand, vicious mockery, charm person, healing word, heroism, sleep, thunderwave, invisibility, shatter + Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons. +Source: Volo's Guide to Monsters p. 211, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Essentials Kit: Sleeping Dragon's Wake + urban + + + Barghest + L + fiend (shapechanger) + Neutral Evil + 17 (natural armor) + 90 (12d10+24) + walk 60 ft. + 19 + 15 + 14 + 13 + 12 + 14 + + Deception +4, Intimidation +4, Perception +5, Stealth +4 + 15 + Abyssal, Common, Goblin, Infernal, telepathy 60 ft. + 4 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + acid, poison + + poisoned + blindsight 60 ft., darkvision 60 ft. + + Shapechanger + The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies. + + + Fire Banishment + When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest. + + + Keen Smell + The barghest has advantage on Wisdom (Perception) checks that rely on smell. + + + Soul Feeding + A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released. + While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Bite|+6|2d8+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage. + Claws|+6|1d8+4 + + + Innate Spellcasting + The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: levitate, minor illusion, pass without trace + 1/day each: charm person, dimension door, suggestion + + levitate, minor illusion, pass without trace, charm person, dimension door, suggestion + Long ago, Maglubiyet, master of the goblinoid gods, bargained with the General of Gehenna for aid. The General provided yugoloths that died to serve the cause of the goblin god. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. As an act of vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls and deprive Maglubiyet of troops for his army in the afterlife. +Consumers of Souls. A barghest is born to goblin parents just as normal offspring are. The creature emerges in the form of a goblin, then develops the ability to assume its true form: that of a large, fiendish canine. +The mission of every barghest, implanted in it by the General of Gehenna, is to consume seventeen goblinoid souls by devouring the bodies of those it kills. Souls consumed in this way are prevented from joining Maglubiyet's forces in Acheron. Why seventeen? Because the oaths Maglubiyet broke in his compact with the General totaled seventeen. +A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn't kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, rather than lowly goblins, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying upon a goblin or two when the opportunity arises, until they reach adult age and are old and strong enough to seek out stronger prey. When goblins discover that a barghest is among them, they react with groveling obeisance, each member of the tribe eager to show the barghest that it isn't worthy of being devoured. +Banished by Fire. A barghest avoids contact with large, open fires. Any conflagration larger than its body acts as a gateway to Gehenna and banishes the fiend to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure. +Soul Feeding. A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released. +While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life. +Source: Volo's Guide to Monsters p. 123, Tales from the Yawning Portal + underdark, mountain, grassland, forest, hill + + + Bheur Hag + M + fey + Chaotic Evil + 17 (natural armor) + 91 (14d8+28) + walk 30 ft. + 13 + 16 + 14 + 12 + 13 + 16 + Wis +4 + Nature +4, Perception +4, Stealth +6, Survival +4 + 14 + Auran, Common, Giant + 7 + + cold + + + darkvision 60 ft. + + Graystaff Magic + The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. + + + Ice Walk + The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment. + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage. + Slam|+4|2d8+1 + + + Maddening Feast + The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Maddening Feast for the next 24 hours. + + + Innate Spellcasting + The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: hold person*, ray of frost + 3/day each: cone of cold*, ice storm*, wall of ice* + 1/day each: control weather + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + • 1st level (4 slots): identify, ray of sickness + • 2nd level (3 slots): hold person, locate object + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + • 4th level (3 slots): phantasmal killer, polymorph + • 5th level (2 slots): contact other plane, scrying + • 6th level (1 slots): eyebite + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier. + + 4, 3, 3, 3, 2, 1 + + Variant: Death Coven + For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + • 1st level (4 slots): false life, inflict wounds + • 2nd level (3 slots): gentle repose, ray of enfeeblement + • 3rd level (3 slots): animate dead, revivify, speak with dead + • 4th level (3 slots): blight, death ward + • 5th level (2 slots): contagion, raise dead + • 6th level (1 slots): circle of death + + 4, 3, 3, 3, 2, 1 + + Variant: Nature Coven + For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + • 1st level (4 slots): entangle, speak with animals + • 2nd level (3 slots): flaming sphere, moonbeam, spike growth + • 3rd level (3 slots): call lightning, plant growth + • 4th level (3 slots): dominate beast, grasping vine + • 5th level (2 slots): insect plague, tree stride + • 6th level (1 slots): wall of thorns + + 4, 3, 3, 3, 2, 1 + + Variant: Prophecy Coven + For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + • 1st level (4 slots): bane, bless + • 2nd level (3 slots): augury, detect thoughts + • 3rd level (3 slots): clairvoyance, dispel magic, nondetection + • 4th level (3 slots): arcane eye, locate creature + • 5th level (2 slots): geas, legend lore + • 6th level (1 slots): true seeing + + 4, 3, 3, 3, 2, 1 + hold person, ray of frost, cone of cold, ice storm, wall of ice, control weather, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite, false life, inflict wounds, gentle repose, ray of enfeeblement, animate dead, revivify, speak with dead, blight, death ward, contagion, raise dead, circle of death, entangle, speak with animals, flaming sphere, moonbeam, spike growth, call lightning, plant growth, dominate beast, grasping vine, insect plague, tree stride, wall of thorns, bane, bless, augury, detect thoughts, clairvoyance, dispel magic, nondetection, arcane eye, locate creature, geas, legend lore, true seeing + Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements. +A bheur hag's skin is blue-white, like that of a person who has frozen to death. Her hair is pale white, and she is emaciated, as if she were a person who had survived winter by eating bark and leather. Her eyes are pale and surrounded by dark, bruise-colored flesh. A bheur carries a twisted gray wooden staff, which she can ride like a flying broom and augments her magical powers. +Cold Hearts. Bheur hags are attracted to selfish actions justified by deadly cold, such as murdering a traveler for a winter coat, chopping down a dryad's grove for firewood, and so on. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding more food for the winter than he could possibly eat while others starve. Bheurs love to seed such ideas and thoughts in mortals. They use their ability to manipulate weather to batter villages with snow and freezing cold, hoping to instill despair that turns the villagers against each other. +A bheur hag loves watching unprepared people suffer and die for their mistakes during the winter. She is delighted when mortals make petty, pathetic attempts to survive, such as eating boots and leather scraps when no real food is to be found. +Awful to Behold. When a bheur hag is fully in the throes of combat and has recently slain one of her foes, she often forgoes a direct attack on her remaining enemies and instead takes a moment to feed on the corpse, dismembering it and tearing meat from bone. The sight of this savagery is enough to render witnesses temporarily insane. +Covens. A bheur hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 9 (5,000 XP). +Source: Volo's Guide to Monsters p. 160 + arctic + + + Black Guard Drake + M + dragon + Unaligned + 14 (natural armor) + 52 (7d8+21) + walk 30 ft., swim 30 ft. + 16 + 11 + 16 + 4 + 10 + 7 + + Perception +2 + 12 + understands Draconic but can't speak it + 2 + acid + + + + darkvision 60 ft. + + Amphibious + The guard drake can breathe air and water. + + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|+5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Tail|+5|1d6+3 + + A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands. +Gifts from Dragons. The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. +The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours. +A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes. +Eager to Learn. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. +Variant: Chromatic Guard Drakes. Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. +Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage. +Blue Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage. +Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage. +Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage. +White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage. +Source: Volo's Guide to Monsters p. 158 + swamp, urban + + + Blackguard + M + humanoid (any race) + Any Non-Good Alignment + 18 (plate armor) + 153 (18d8+72) + walk 30 ft. + 18 + 11 + 18 + 11 + 14 + 15 + Wis +5, Cha +5 + Athletics +7, Deception +5, Intimidation +5 + 12 + any one language (usually Common) + 8 + + + + + + + Multiattack + The blackguard makes three attacks with its glaive or its shortbow. + + + Glaive + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 9 (1d10 + 4) slashing damage. + Glaive|+7|1d10+4 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+3|1d6+2 + + + Dreadful Aspect (Recharges after a Short or Long Rest) + The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success. + + + Spellcasting + The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared: + • 1st level (4 slots): command, protection from evil and good, thunderous smite + • 2nd level (3 slots): branding smite, find steed + • 3rd level (2 slots): blinding smite, dispel magic + + 4, 3, 2 + command, protection from evil and good, thunderous smite, branding smite, find steed, blinding smite, dispel magic + Blackguards are paladins who broke their sacred oaths and now indulge their own dark ambitions. They consort with fiends and undead, and they reject all goodly things from their former lives. +Source: Volo's Guide to Monsters p. 211, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Mythic Odysseys of Theros + underdark, urban + + + Blue Guard Drake + M + dragon + Unaligned + 14 (natural armor) + 52 (7d8+21) + walk 30 ft., burrow 20 ft. + 16 + 11 + 16 + 4 + 10 + 7 + + Perception +2 + 12 + understands Draconic but can't speak it + 2 + lightning + + + + darkvision 60 ft. + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|+5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Tail|+5|1d6+3 + + A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands. +Gifts from Dragons. The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. +The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours. +A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes. +Eager to Learn. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. +Variant: Chromatic Guard Drakes. Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. +Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage. +Blue Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage. +Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage. +Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage. +White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage. +Source: Volo's Guide to Monsters p. 158 + desert, urban + + + Bodak + M + undead + Chaotic Evil + 15 (natural armor) + 58 (9d8+18) + walk 30 ft. + 15 + 16 + 15 + 7 + 12 + 12 + + Perception +4, Stealth +6 + 14 + Abyssal, the languages it knew in life + 6 + cold, fire, necrotic; bludgeoning, piercing, slashing from nonmagical attacks + lightning, poison + + charmed, frightened, poisoned + darkvision 120 ft. + + Aura of Annihilation + The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect. + + + Death Gaze + When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. + + + Sunlight Hypersensitivity + The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. + Fist|+5|1d4+2 + + + Withering Gaze + One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. + Withering Gaze||4d10 + + A bodak is the undead remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death. +Marked by Orcus. A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. +Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. Like each Hierophant of Annihilation, every bodak bears the mark of Orcus as a chest wound, an opening where a mortal humanoid's heart would be. +Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. Bodaks are extensions of Orcus's will outside the Abyss, serving the demon prince's aims and other minions. +Even nature despises bodaks. The sun burns away a bodak's tainted flesh. The creature's gaze lays waste to the living. Anyone a bodak slays with its gaze withers, its face frozen in a mask of terror. The monster's mere presence is so unnatural that it chills the soul. Animals untrained for war instinctively flee just before a bodak arrives. +Unhallowed Fragments. A bodak retains vague impressions of its past life. It seeks out both its former allies and its former enemies to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity. +Ravaged Soul. The soul of a creature that becomes a bodak is so damaged that it is unfit for most forms of magical resurrection. Only a wish spell or similar magic can return a bodak to its former life. +Undead Nature. A bodak doesn't require air, food, drink, or sleep. +Source: Volo's Guide to Monsters p. 127, Tomb of Annihilation, Ghosts of Saltmarsh + underdark, swamp, urban + + + Boggle + S + fey + Chaotic Neutral + 14 + 18 (4d6+4) + walk 30 ft., climb 30 ft. + 8 + 18 + 13 + 6 + 12 + 7 + + Perception +3, Sleight of hand +6, Stealth +6 + 13 + Sylvan + 1/8 + fire + + + + darkvision 60 ft. + + Boggle Oil + The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action. + Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples. + Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Dimensional Rift + As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as "30 feet straight up"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn. + + + Uncanny Smell + The boggle has advantage on Wisdom (Perception) checks that rely on smell. + + + Pummel + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage. + Pummel|+1|1d6-1 + + + Oil Puddle + The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour. + If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. + If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check. + + Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief. +A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower's house or in the caves of a hermit. +Irksome Pests. Boggles engage in petty pranks to amuse themselves, passing the time at their hosts' expense. A boggle isn't above breaking dishes, hiding tools, making frightening sounds to startle cows and sour their milk, or hiding a baby in an attic. Although a boggle's antics might cause distress and unintentional harm, mischief-not mayhem-is usually its intent. If threatened, a boggle flees rather than stand and fight. +Oily Excretions. A boggle excretes an oil from its pores and can make its oil slippery or sticky. The oil dries up and disappears an hour later. +Twisting Space. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds-enough time for the boggle to step, reach, or attack through it. +Unreliable Allies. A boggle makes a decent servant for a strong-willed master, and wicked creatures such as fomorians and hags sometimes shelter boggles in their lairs. Warlocks who form pacts with archfey have also been known to command boggles, and charismatic individuals who make the right offers have enjoyed temporary alliances with these little tricksters. A bored boggle always finds some way to entertain itself. +Source: Volo's Guide to Monsters p. 128, Infernal Machine Rebuild + underdark, forest, hill, urban + + + Booyahg Booyahg Booyahg + S + humanoid (goblinoid) + Any alignment + 12 (15 with goblin armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages, Goblin + 6 + + + + + darkvision 60 ft. + + Wild Magic + Each time the goblin casts a spell (including cantrips), there is an accompanying surge of wild magic; roll on the PHB to determine the wild magic effect. + + + Nimble Escape + <$title_short_name$> can take the Disengage or Hide action as a bonus action on each of its turns. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing dagoblin. + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archgoblin or goblin) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + The goblin is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The goblin has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, goblin hand, prestidigitation + • 1st level (4 slots): detect magic, goblin armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, goblin hand, prestidigitation, detect magic, goblin armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Volo's Guide to Monsters p. 43 + + + + Booyahg Caster + S + humanoid (goblinoid) + Neutral Evil + 15 (leather armor, shield) + 7 (2d6) + walk 30 ft. + 8 + 14 + 10 + 10 + 8 + 8 + + Stealth +6 + 9 + Common, Goblin + 1/4 + + + + + darkvision 60 ft. + + Nimble Escape + The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + +Source: Volo's Guide to Monsters p. 42 + underdark, grassland, forest, hill + + + Booyahg Slave of the Archfey + S + humanoid (goblinoid) + Any alignment + 11 (14 with mage armor) + 49 (11d8) + walk 30 ft. + 9 + 13 + 11 + 11 + 12 + 18 + Wis +3, Cha +6 + Arcana +2, Deception +6, Nature +2, Persuasion +6 + 11 + any two languages (usually Sylvan), Goblin + 4 + + + + charmed + darkvision 60 ft. + + Nimble Escape + <$title_short_name$> can take the Disengage or Hide action as a bonus action on each of its turns. + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+3|1d4+2 + + + Misty Escape (Recharges after a Short or Long Rest) + In response to taking damage, the goblin turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell. + + + Innate Spellcasting + The goblin's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: + At will: disguise self, mage armor (self only), silent image, speak with animals + 1/day: conjure fey + + + Spellcasting + The goblin is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery + • 5th level (3 slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep + + 3 + disguise self, mage armor, silent image, speak with animals, conjure fey, dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery, blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep + +Source: Volo's Guide to Monsters p. 42 + arctic, forest, mountain, swamp, urban + + + Booyahg Slave of the Fiend + S + humanoid (goblinoid) + Any alignment + 12 (15 with mage armor) + 78 (12d8+24) + walk 30 ft. + 10 + 14 + 15 + 12 + 12 + 18 + Wis +4, Cha +7 + Arcana +4, Deception +7, Persuasion +7, Religion +4 + 11 + any two languages (usually Abyssal or Infernal), Goblin + 7 + slashing from nonmagical attacks not made with silvered weapons + + + + darkvision 60 ft., darkvision 60 ft. + + Dark One's Own Luck (Recharges after a Short or Long Rest) + When the goblin makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. + + + Nimble Escape + <$title_short_name$> can take the Disengage or Hide action as a bonus action on each of its turns. + + + Mace + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage. + Mace|+3|1d6 + + + Innate Spellcasting + The goblin's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: + At will: alter self, false life, levitate (self only), mage armor (self only), silent image + 1/day each: feeblemind, finger of death, plane shift + + + Spellcasting + The goblin is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp + • 5th level (4 slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire + + 4 + alter self, false life, levitate, mage armor, silent image, feeblemind, finger of death, plane shift, eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp, banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire + +Source: Volo's Guide to Monsters p. 42 + arctic, desert, underdark, urban + + + Booyahg Slave of the Great Old One + S + humanoid (goblinoid) + Any alignment + 12 (15 with mage armor) + 91 (14d8+28) + walk 30 ft. + 9 + 14 + 15 + 12 + 12 + 18 + Wis +4, Cha +7 + Arcana +4, History +4 + 11 + any two languages, telepathy 30 ft., Goblin + 6 + psychic + + + + darkvision 60 ft., darkvision 60 ft. + + Whispering Aura + At the start of each of the goblin's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the goblin isn't incapacitated. + + + Nimble Escape + <$title_short_name$> can take the Disengage or Hide action as a bonus action on each of its turns. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Innate Spellcasting + The goblin's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: + At will: detect magic, jump, levitate, mage armor (self only), speak with dead + 1/day each: arcane gate, true seeing + + + Spellcasting + The goblin is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp + • 5th level (3 slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch + + 3 + detect magic, jump, levitate, mage armor, speak with dead, arcane gate, true seeing, chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp, armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch + +Source: Volo's Guide to Monsters p. 42 + desert, hill, mountain, underdark, urban + + + Booyahg Whip + S + humanoid (goblinoid) + Neutral Evil + 15 (leather armor, shield) + 7 (2d6) + walk 30 ft. + 8 + 14 + 10 + 10 + 8 + 8 + + Stealth +6 + 9 + Common, Goblin + 1/4 + + + + + darkvision 60 ft. + + Nimble Escape + The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Khurgorbaeyag's Gift + Khurgorbaeyag saw fit to gift this goblin with powers that enable it to dominate others. The goblin has 1d3 other goblin that slavishly obey its orders. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + +Source: Volo's Guide to Monsters p. 42 + underdark, grassland, forest, hill + + + Booyahg Wielder + S + humanoid (goblinoid) + Neutral Evil + 15 (leather armor, shield) + 7 (2d6) + walk 30 ft. + 8 + 14 + 10 + 10 + 8 + 8 + + Stealth +6 + 9 + Common, Goblin + 1/4 + + + + + darkvision 60 ft. + + Nimble Escape + The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Special Equipment + The goblin found a magic item (a necklace of fireballs, a circlet of blasting, or the like) and learned how to use it. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + +Source: Volo's Guide to Monsters p. 42 + underdark, grassland, forest, hill + + + Brontosaurus + G + beast + Unaligned + 15 (natural armor) + 121 (9d20+27) + walk 30 ft. + 21 + 9 + 17 + 2 + 10 + 7 + Con +6 + + 10 + + 5 + + + + + + + Stomp + Melee Weapon Attack: +8 to hit, reach 20 ft., one target. 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. + Stomp|+8|5d8+5 + + + Tail + Melee Weapon Attack: +8 to hit, reach 20 ft., one target. 32 (6d8 + 5) bludgeoning damage. + Tail|+8|6d8+5 + + This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats. +Source: Volo's Guide to Monsters p. 139, Tomb of Annihilation + grassland, forest + + + Catoblepas + L + monstrosity + Unaligned + 14 (natural armor) + 84 (8d10+40) + walk 30 ft. + 19 + 12 + 21 + 3 + 14 + 8 + + + 12 + + 5 + + + + + darkvision 60 ft. + + Keen Smell + The catoblepas has advantage on Wisdom (Perception) checks that rely on smell. + + + Stench + Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour. + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn. + Tail|+7|5d6+4 + + + Death Ray (Recharge 5-6) + The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray. + Death Ray (Recharge 5-6)||8d8 + + The catoblepas is as loathsome as the vile swamplands in which it lives. Like such wastelands, this conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts has few redeeming qualities. Few travelers willingly traverse the territory of a catoblepas. + Animalistic Nature. Despite their ungainly physiology, catoblepases resemble natural beasts. A catoblepas behaves much like an animal, too, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, a calf. Especially if it's guarding its young, a catoblepas attacks anyone that moves too close. +Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence. Whatever the origin of the creature, stories link the catoblepas to misfortune, and many of these yarns have elements of truth. Some such tales claim that hags tend catoblepases like cattle, and that a swamp that contains a catoblepas might also be home to a hag that drinks the monster's milk. Although a particular catoblepas might not be linked to a hag, a coven of hags might keep one or more of these beasts as guardians or pets. Other legends say that those of impure heart can tame a catoblepas. Indeed, some tales have circulated of malevolent warlocks and dark knights who have discovered how to domesticate the beasts and use them as mounts. + Stench of Death. A catoblepas's stink, like that of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature's serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act. If the target of its attacks dies, the catoblepas feasts on the fresh remains. + Blighted Territory. A catoblepas's nature as a creature of disease and decay brings out similar characteristics in the creature's swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, diminish when a catoblepas lives nearby. Swamp gases have a hint of the catoblepas's foulness to them. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas's territory, as are those seeking to avoid notice. +Sinister Folklore. Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. The silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom. +Source: Volo's Guide to Monsters p. 129, Mythic Odysseys of Theros + swamp + + + Cave Fisher + M + monstrosity + Unaligned + 16 (natural armor) + 58 (9d8+18) + walk 20 ft., climb 20 ft. + 16 + 13 + 14 + 3 + 10 + 3 + + Perception +2, Stealth +5 + 12 + + 3 + + + + + blindsight 60 ft. + + Adhesive Filament + The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn + + + Flammable Blood + If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage. + + + Spider Climb + The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The cave fisher makes two attacks with its claws. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. + Claw|+5|2d6+3 + + + Filament + One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament. + + A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filament, much like the strands of a spider's webbing, which the creature uses to snag prey. +Ambushers. A cave fisher usually hunts small animals and is fond of bats, so it stretches its filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again. +A cave fisher instinctively knows that larger targets such as humanoids are more difficult to overcome, so the creatures shy away from attacking such prey unless they come across a solitary target. They might try to pick off a scout moving ahead of a group of travelers or a straggler lagging behind, rather than attracting the attention of the entire group. +Moving Up in the World. Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area. +Valuable Innards. Nearly every part of a cave fisher is useful after the creature has been dispatched. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood as part of the recipe, and some dwarves, especially berserkers, drink the blood straight. If they are gathered after being extruded, cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. Cave fisher meat is edible, tasting much like crab cooked in strong wine. The creature's shell is used in the manufacture of tools, armor, and jewelry. +Reluctant Servants. While some folk hunt cave fishers to kill them for their filaments and their blood, others capture cave fisher eggs and rear the hatchlings. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, chitines and hobgoblins sometimes use the threat of fire to train cave fishers, then employ them to guard passages or as beasts of war. +Source: Volo's Guide to Monsters p. 130 + underdark + + + Champion + M + humanoid (any race) + Any alignment + 18 (plate armor) + 143 (22d8+44) + walk 30 ft. + 20 + 15 + 14 + 10 + 14 + 12 + Str +9, Con +6 + Athletics +9, Intimidation +5, Perception +6 + 16 + any one language (usually Common) + 9 + + + + + + + Indomitable (2/Day) + The champion rerolls a failed saving throw. + + + Second Wind (Recharges after a Short or Long Rest) + As a bonus action, the champion can regain 20 hit points. + + + Multiattack + The champion makes three attacks with its greatsword or its shortbow. + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. + Greatsword|+9|2d6+5 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. + Shortbow|+6|1d6+2 + + Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers. +Source: Volo's Guide to Monsters p. 212, Waterdeep: Dungeon of the Mad Mage, Tales from the Yawning Portal, Tomb of Annihilation + desert, urban + + + Chitine + S + monstrosity + Chaotic Evil + 14 (hide armor) + 18 (4d6+4) + walk 30 ft., climb 30 ft. + 10 + 14 + 12 + 10 + 10 + 7 + + Athletics +4, Stealth +4 + 10 + Undercommon + 1/2 + + + + + darkvision 60 ft. + + Fey Ancestry + The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep. + + + Sunlight Sensitivity + While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Sense + While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web. + + + Web Walker + The chitine ignores movement restrictions caused by webbing. + + + Multiattack + The chitine makes three attacks with its daggers. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + Chitines are multiarmed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves-even though both groups worship her-as a way of punishing the drow, who created the chitines but displeased their goddess by doing so. +Unnatural Origin. Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into creatures with both humanoid and spider traits, which their creators dubbed chitines. The dark elves' intention was to create slaves dedicated first of all to the drow and, by association with them, to Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable. +The creation process required cooperation between magical disciplines. Drow wizards and warlocks used arcane magic and demonic powers, and drow priestesses invoked Lolth's aid for the divine spark needed to ensure the subject's survival. Lolth watched, expecting at some part of the process to see these new abominations dedicated to her, but no such ritual was performed. In retribution for this lack of respect, the Spider Queen twisted the drow's creation rituals to serve her own purposes. +At first, the drow were unaware that the new creatures were signs of Lolth's displeasure with them. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the dark elves came to realize their mistake-choldriths belonged to Lolth, body and soul. They whispered to the chitines of their adoration of the Spider Queen and their enmity of the drow, and the seeds of a rebellion took root and grew. The chitines and choldriths rose up against their would-be masters; soon afterward most of the creatures were free, and a number of the drow who helped breed and tend them were dead. +Nowadays, drow still create chitines when they have need to. Outside the presence of a choldrith, chitines make good workers for the drow, and they can be useful if the drow find an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately. +As servants of Lolth, choldriths and chitines love spiders and spider-like creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other evil, brutish beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place. +A colony can support numerous choldriths, which serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a singular sovereign that determines which colony members perform which tasks, including whether she or any other choldrith is permitted to lay eggs. If this supreme ruler receives a vision from Lolth, she might change her colony's entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species, especially drow and elves. +Lolth's Revenge. As the drow continued to perform the rituals, the process usually transformed the subject into the spindly, stunted creature they expected. Occasionally, though, the elf changed into a monstrosity that was more spider than elf, resembling Lolth in her spider form, and more cunning than a chitine, that the drow dubbed a choldrith. +Lolth's Chosen. Choldriths are born with a fanatical devotion to Lolth, which leads them to develop some skill in divine magic. They preach that chitines are Lolth's favored people, and that choldriths are the Spider Queen's rightful worldly representatives sent to free the chitines from slavery. Although choldriths and chitines lack sexual characteristics, and choldriths need no mate to lay eggs, these creatures choose the gender identity of their goddess. Choldriths also believe and teach that Lolth's spider form, much like that of a choldrith, is her truest shape. Any idol to Lolth in a chitine colony depicts Lolth in this way. +Communal Spiders. Chitines and choldriths resemble spiders, but they behave more like social insects such as ants. Chitines are divided into worker and warrior castes, and choldriths occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all chitines are expected to willingly sacrifice themselves to protect the choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig a pit trap and cover it with fragile webbing disguised with loose dirt to appear as a solid surface. +Source: Volo's Guide to Monsters p. 131 + underdark + + + Choldrith + M + monstrosity + Chaotic Evil + 15 (studded leather armor) + 66 (12d8+12) + walk 30 ft., climb 30 ft. + 12 + 16 + 12 + 11 + 14 + 10 + + Athletics +5, Religion +2, Stealth +5 + 12 + Undercommon + 3 + + + + + darkvision 60 ft. + + Fey Ancestry + The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep. + + + Spider Climb + The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Sense + While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web. + + + Web Walker + The choldrith ignores movement restrictions caused by webbing. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. + Dagger|+5|1d4+3 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + + + Spellcasting + The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared: + Cantrips (at will): guidance, mending, resistance, thaumaturgy + • 1st level (4 slots): bane, healing word, sanctuary, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon (dagger) + + 4, 3 + guidance, mending, resistance, thaumaturgy, bane, healing word, sanctuary, shield of faith, hold person, spiritual weapon + Chitines are multiarmed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves-even though both groups worship her-as a way of punishing the drow, who created the chitines but displeased their goddess by doing so. +Unnatural Origin. Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into creatures with both humanoid and spider traits, which their creators dubbed chitines. The dark elves' intention was to create slaves dedicated first of all to the drow and, by association with them, to Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable. +The creation process required cooperation between magical disciplines. Drow wizards and warlocks used arcane magic and demonic powers, and drow priestesses invoked Lolth's aid for the divine spark needed to ensure the subject's survival. Lolth watched, expecting at some part of the process to see these new abominations dedicated to her, but no such ritual was performed. In retribution for this lack of respect, the Spider Queen twisted the drow's creation rituals to serve her own purposes. +At first, the drow were unaware that the new creatures were signs of Lolth's displeasure with them. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the dark elves came to realize their mistake-choldriths belonged to Lolth, body and soul. They whispered to the chitines of their adoration of the Spider Queen and their enmity of the drow, and the seeds of a rebellion took root and grew. The chitines and choldriths rose up against their would-be masters; soon afterward most of the creatures were free, and a number of the drow who helped breed and tend them were dead. +Nowadays, drow still create chitines when they have need to. Outside the presence of a choldrith, chitines make good workers for the drow, and they can be useful if the drow find an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately. +As servants of Lolth, choldriths and chitines love spiders and spider-like creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other evil, brutish beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place. +A colony can support numerous choldriths, which serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a singular sovereign that determines which colony members perform which tasks, including whether she or any other choldrith is permitted to lay eggs. If this supreme ruler receives a vision from Lolth, she might change her colony's entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species, especially drow and elves. +Lolth's Revenge. As the drow continued to perform the rituals, the process usually transformed the subject into the spindly, stunted creature they expected. Occasionally, though, the elf changed into a monstrosity that was more spider than elf, resembling Lolth in her spider form, and more cunning than a chitine, that the drow dubbed a choldrith. +Lolth's Chosen. Choldriths are born with a fanatical devotion to Lolth, which leads them to develop some skill in divine magic. They preach that chitines are Lolth's favored people, and that choldriths are the Spider Queen's rightful worldly representatives sent to free the chitines from slavery. Although choldriths and chitines lack sexual characteristics, and choldriths need no mate to lay eggs, these creatures choose the gender identity of their goddess. Choldriths also believe and teach that Lolth's spider form, much like that of a choldrith, is her truest shape. Any idol to Lolth in a chitine colony depicts Lolth in this way. +Communal Spiders. Chitines and choldriths resemble spiders, but they behave more like social insects such as ants. Chitines are divided into worker and warrior castes, and choldriths occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all chitines are expected to willingly sacrifice themselves to protect the choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig a pit trap and cover it with fragile webbing disguised with loose dirt to appear as a solid surface. +Source: Volo's Guide to Monsters p. 132 + underdark + + + Cloud Giant Smiling One + H + giant (cloud giant) + Chaotic Neutral + 15 (natural armor) + 262 (21d12+128) + walk 40 ft. + 26 + 12 + 22 + 15 + 16 + 17 + Con +10, Int +6, Wis +7 + Deception +11, Insight +7, Perception +7, Sleight of hand +9 + 17 + Common, Giant + 11 + + + + + + + Keen Smell + The giant has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The giant makes two attacks with its morningstar. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 21 (3d8 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. + Morningstar|+12|3d8+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. + Rock|+12|4d10+8 + + + Change Shape + The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies. + + + Innate Spellcasting + The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + + Spellcasting + The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared: + Cantrips (at will): minor illusion, prestidigitation, vicious mockery + • 1st level (4 slots): cure wounds, disguise self, silent image, Tasha's hideous laughter + • 2nd level (3 slots): invisibility, suggestion + • 3rd level (2 slots): major image, tongues + + 4, 3, 2 + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form, minor illusion, prestidigitation, vicious mockery, cure wounds, disguise self, silent image, Tasha's hideous laughter, invisibility, suggestion, major image, tongues + Cloud giants aren't, on the whole, religious. They tolerate many conflicting ideas about their patron deity, Memnor. The smiling ones strain that tolerance. +Smiling ones are cloud giants who honor and emulate Memnor's craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. +While cloud giants expect a certain amount of trickery and deceit in their dealings with others of their kind, smiling ones overstep the bounds of decorum with their behavior, doing and saying things that nobler cloud giants consider beneath the dignity of their kind. +Mysterious Masks. Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about their place in the ordning-second to the storm giants. The masks serve as symbols of their devotion, but they also conceal their wearers' true facial expressions. +Source: Volo's Guide to Monsters p. 146 + mountain + + + Conjurer + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher) + As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Spellcasting + The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: + Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation + • 1st level (4 slots): mage armor, magic missile, unseen servant* + • 2nd level (3 slots): cloud of daggers*, misty step*, web* + • 3rd level (3 slots): fireball, stinking cloud* + • 4th level (3 slots): Evard's black tentacles*, stoneskin + • 5th level (2 slots): cloudkill*, conjure elemental* + *Conjuration spell of 1st level or higher + + 4, 3, 3, 3, 2 + acid splash, mage hand, poison spray, prestidigitation, mage armor, magic missile, unseen servant, cloud of daggers, misty step, web, fireball, stinking cloud, Evard's black tentacles, stoneskin, cloudkill, conjure elemental + Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on battlefields, while others use summoned creatures to guard their lairs. +Source: Volo's Guide to Monsters p. 212, Tales from the Yawning Portal + urban + + + Cow + L + beast + Unaligned + 10 + 15 (2d10+4) + walk 30 ft. + 18 + 10 + 14 + 2 + 10 + 4 + + + 10 + + 1/4 + + + + + + + Charge + If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Gore|+6|1d6+4 + + There are many kinds of cattle, from common oxen to more unusual, magical variants. +Source: Volo's Guide to Monsters p. 207, Essentials Kit: Dragon of Icespire Peak + grassland + + + Cranium Rat + T + beast + Lawful Evil + 12 + 2 (1d4) + walk 30 ft. + 2 + 14 + 10 + 4 + 11 + 8 + + + 10 + telepathy 30 ft. + 0 + + + + + darkvision 30 ft. + + Illumination + As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light. + + + Telepathic Shroud + The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage. + + Mind flayers create cranium rats by bombarding normal rats with psionic energy. +Evil Collectives. Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells. +A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can't drop below 4 and becomes 15 again if it rejoins the swarm or another one. +Telepathic Vermin. A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically "speaks" as one creature, often referring to itself using the collective pronouns "we" and "us." +Spies for an Elder Brain. Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy. +Cranium rats occasionally spread beyond the elder brain's range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire. +Source: Volo's Guide to Monsters p. 133 + underdark, urban + + + Darkling + S + fey + Chaotic Neutral + 14 (leather armor) + 13 (3d6+3) + walk 30 ft. + 9 + 16 + 12 + 10 + 12 + 10 + + Acrobatics +5, Deception +2, Perception +5, Stealth +7 + 15 + Elvish, Sylvan + 1/2 + + + + + blindsight 30 ft., darkvision 120 ft. + + Death Flash + When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn. + + + Light Sensitivity + While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage. + Dagger|+5|1d4+3 + + Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or, in Common, "darklings." Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins. +The Killing Light. The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions. +Love of Art. Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel. +Elder Transformation. A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails. +Source: Volo's Guide to Monsters p. 134 + underdark, forest, swamp, urban + + + Darkling Elder + M + fey + Chaotic Neutral + 15 (studded leather armor) + 27 (5d8+5) + walk 30 ft. + 13 + 17 + 12 + 10 + 14 + 13 + + Acrobatics +5, Deception +3, Perception +6, Stealth +7 + 16 + Elvish, Sylvan + 2 + + + + + blindsight 30 ft., darkvision 120 ft. + + Death Burn + When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded. + + + Multiattack + The darkling elder makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 (3d6) piercing damage. + Shortsword|+5|1d6+3 + + + Darkness (Recharges after a Short or Long Rest) + The darkling elder casts darkness without any components. Wisdom is its spellcasting ability. + + Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or, in Common, "darklings." Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins. +The Killing Light. The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions. +Love of Art. Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel. +Elder Transformation. A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails. +Source: Volo's Guide to Monsters p. 134 + underdark, forest, swamp, urban + + + Death Kiss + L + aberration + Neutral Evil + 16 (natural armor) + 161 (17d10+68) + walk 0 ft., fly 30 ft. + 18 + 14 + 18 + 10 + 12 + 10 + Con +8, Wis +5 + Perception +5 + 15 + Deep Speech, Undercommon + 10 + + lightning + + prone + darkvision 120 ft. + + Lightning Blood + A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage. + + + Multiattack + The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature + + + Tentacle + Melee Weapon Attack: +8 to hit, reach 20 ft., one target. 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles. + Tentacle|+8|3d6+4 + + + Blood Drain + One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points. + Blood Drain||4d10 + + A death kiss is a lesser beholder that might come into being when a beholder has a vivid nightmare about losing blood. Instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. In coloration and shape it is similar to the beholder that dreamed it into existence, but its hue is more muted. +Blood Drinker. A death kiss survives solely on ingested blood, which it uses to generate electrical energy inside its body. Paranoid about dying from starvation, it obsessively drains even little creatures such as rats in an effort to stave off this fate for as long as possible. After it drains its prey, it abandons the corpse to scavengers. A death kiss prefers to hunt alone. If it meets another death kiss, it might fight, flee, or team up, depending on its health and pride. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out and extends them to their full length to catch opponents off guard. +False Tyrant. In poor lighting and with its tentacles extended, a death kiss can be mistaken for a true beholder. It might purposely present itself as a beholder to an ignorant creature, but this behavior is rare, since it usually is focused on hunting and lacks the self-importance and paranoia of a true beholder. It can speak through any of its tentacle-throats, and its voice sounds nasal and high-pitched. A true beholder has little to fear from a death kiss, since it can easily kill or subdue the death kiss long before the death kiss gets into melee range. Thus, out of self-preservation, a death kiss usually submits to the rule of a beholder that it encounters, though it might attempt to escape as soon as its master is preoccupied. +Simple Tactics. A death kiss lacks the combat finesse and intelligence of a beholder. It might attempt an unusual maneuver to control its prey (such as flying up while grappling), but in most cases, it attaches one or more of its tentacles to a creature and drains blood until its prey collapses. If it is in a superior position and its opponent poses no threat, it might toy with its food, slowly squeezing and draining the life out of a creature. +Source: Volo's Guide to Monsters p. 124 + underdark + + + Deep Rothé + M + beast + Unaligned + 10 + 13 (2d8+4) + walk 30 ft. + 18 + 10 + 14 + 2 + 10 + 4 + + + 10 + + 1/4 + + + + + darkvision 60 ft. + + Charge + If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Gore|+6|1d6+4 + + + Innate Spellcasting + The deep rothé's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components. + At will: dancing lights + + dancing lights + Deep rothé are stunted Underdark variants of rothé. +Source: Volo's Guide to Monsters p. 208 + underdark + + + Deep Scion + M + humanoid (shapechanger) + Neutral Evil + 11 + 67 (9d8+27) + walk 30 ft. + 18 + 13 + 16 + 10 + 12 + 14 + Wis +3, Cha +4 + Deception +6, Insight +3, Sleight of hand +3, Stealth +3 + 11 + Aquan, Common, Thieves' cant + 3 + + + + + darkvision 120 ft. + + Shapechanger + The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies. + + + Amphibious (Hybrid Form Only) + The deep scion can breathe air and water. + + + Multiattack + In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws. + + + Battleaxe (Humanoid Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Battleaxe (Humanoid Form Only)|+6|1d8+4 + + + Bite (Hybrid Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 6 (1d4 + 4) piercing damage. + Bite (Hybrid Form Only)|+6|1d4+4 + + + Claw (Hybrid Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Claw (Hybrid Form Only)|+6|1d6+4 + + + Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest) + The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water. + + Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that can take a form that is fully at home beneath the waves. +Spies from the Sea. A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master's desires. Sometimes a deep scion returns to its former home and a hero's welcome-unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion's duty to infiltrate the air-breathing world and report back to its master. When set to its task, a deep scion worms its way into the life of an unsuspecting enemy as a new best friend, an irresistible lover, the perfect candidate for a job, or in some other role that enables the minion to carry out its master's commands. +If you meet a human and there's something fishy about them, they might be a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink is just fish stink. +-Volo +Cold-Hearted Killers. The training to which a deep scion is subjected rids it of empathy for those whom it spies on. Though one might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. It believes that its true form is the shape it takes when it returns to the sea that it thinks of as home. Ironically, however, a deep scion that is killed when in its piscine form is stripped of the magic that robbed it of emotion, leaving behind the corpse of the person the deep scion once was. +Source: Volo's Guide to Monsters p. 135, Ghosts of Saltmarsh + underwater, coastal + + + Deinonychus + M + beast + Unaligned + 13 (natural armor) + 26 (4d8+8) + walk 40 ft. + 15 + 15 + 14 + 4 + 12 + 6 + + Perception +3 + 13 + + 1 + + + + + + + Pounce + If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action. + + + Multiattack + The deinonychus makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Bite|+4|1d8+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage. + Claw|+4|1d8+2 + + This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive. +Source: Volo's Guide to Monsters p. 139, Tomb of Annihilation + grassland, forest, hill + + + Devourer + L + fiend + Chaotic Evil + 16 (natural armor) + 178 (17d10+85) + walk 30 ft. + 20 + 12 + 20 + 13 + 10 + 16 + + + 10 + Abyssal, telepathy 120 ft. + 13 + cold, fire, lightning + poison + + poisoned + darkvision 120 ft. + + Multiattack + The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend. + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage. + Claw|+10|2d6+5 + + + Imprison Soul + The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time. + + + Soul Rend (Recharge 6) + The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area. + Soul Rend (Recharge 6)||8d10 + + Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like fiends wander the planes, consuming souls and, by example, spreading Orcus's creed of replacing all life with everlasting death. +Instruments of Orcus. A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. Most devourers remain in the Abyss, or on the Astral or Ethereal Plane, pursuing Orcus's schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of undead. Skeletons, zombies, ghouls and ghasts, and shadows are particularly attracted to the presence of a devourer. +I've heard of "rib-sticking," but this is ridiculous. +-Volo +Tormentors of Souls. Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. +Fiendish Nature. A devourer doesn't require air, food (other than souls), drink, or sleep. +Source: Volo's Guide to Monsters p. 138 + underdark + + + Dimetrodon + M + beast + Unaligned + 12 (natural armor) + 19 (3d8+6) + walk 30 ft., swim 20 ft. + 14 + 10 + 15 + 2 + 10 + 5 + + Perception +2 + 12 + + 1/4 + + + + + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) piercing damage. + Bite|+4|2d6+2 + + This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role as a crocodile. +Source: Volo's Guide to Monsters p. 139, Tomb of Annihilation + swamp, coastal + + + Diviner + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 67 (15d8) + walk 30 ft. + 9 + 14 + 11 + 18 + 12 + 11 + Int +7, Wis +4 + Arcana +7, History +7 + 11 + any four languages + 8 + + + + + + + Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher) + When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Quarterstaff|+2|1d6-1 + + + Spellcasting + The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, message, true strike + • 1st level (4 slots): detect magic*, feather fall, mage armor + • 2nd level (3 slots): detect thoughts*, locate object*, scorching ray + • 3rd level (3 slots): clairvoyance*, fly, fireball + • 4th level (3 slots): arcane eye*, ice storm, stoneskin + • 5th level (2 slots): Rary's telepathic bond*, seeming + • 6th level (1 slots): mass suggestion, true seeing* + • 7th level (1 slots): delayed blast fireball, teleport + • 8th level (1 slots): maze + * Divination spell of 1st level or higher + + 4, 3, 3, 3, 2, 1, 1, 1 + fire bolt, light, mage hand, message, true strike, detect magic, feather fall, mage armor, detect thoughts, locate object, scorching ray, clairvoyance, fly, fireball, arcane eye, ice storm, stoneskin, Rary's telepathic bond, seeming, mass suggestion, true seeing, delayed blast fireball, teleport, maze + Diviners are specialist wizards who know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling secrets and insights to advance their own status or reputation. +Source: Volo's Guide to Monsters p. 213 + urban + + + Dolphin + M + beast + Unaligned + 12 (natural armor) + 11 (2d8+2) + walk 0 ft., swim 60 ft. + 14 + 13 + 13 + 6 + 12 + 7 + + Perception +3 + 13 + + 1/8 + + + + + blindsight 60 ft. + + Charge + If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. + + + Hold Breath + The dolphin can hold its breath for 20 minutes. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Slam|+4|1d6+2 + + Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long. +Source: Volo's Guide to Monsters p. 208, Ghosts of Saltmarsh + underwater, coastal + + + Draegloth + L + fiend (demon) + Chaotic Evil + 15 (natural armor) + 123 (13d10+52) + walk 30 ft. + 20 + 15 + 18 + 13 + 11 + 11 + + Perception +3, Stealth +5 + 13 + Abyssal, Elvish, Undercommon + 7 + cold, fire, lightning + poison + + poisoned + darkvision 120 ft. + + Fey Ancestry + The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Multiattack + The draegloth makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 16 (2d10 + 5) piercing damage. + Bite|+8|2d10+5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 16 (2d10 + 5) slashing damage. + Claws|+8|2d10+5 + + + Innate Spellcasting + The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components: + At will: darkness + 1/day each: confusion, dancing lights, faerie fire + + darkness, confusion, dancing lights, faerie fire + A draegloth is a half-drow, half-glabrezu demon, born of a drow high priestess in an unholy, dangerous ritual. Gifted with innate magic and physical might, it usually remains in the service of its mother's house, lending its thirst for destruction to that house's plans to triumph over its rivals. +A draegloth is an ogre-sized, four-armed humanoid with purple-black skin and yellow-white hair. Two of its arms are huge and muscular, tipped with sharp claws; the other two are the size and shape of drow arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful and quiet like a drow. Its face is clearly demonic, with bestial features, glowing red eyes, an elongated dog-like snout, and a mouth full of sharp teeth. +Blessing on the House. The ritual to create a draegloth succeeds only rarely, but when it does, it is a great event that is seen by the drow of the house as a sign of the demon lord Lolth's favor-and a sign of Lolth's disregard for the family's rivals, which were not thus gifted. The birth prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans always use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn't have a draegloth of its own. +These drow house pets are as graceful and nimble as Waterdhavian stage dancers. Only they're slayers and enforcers, four-armed brutes built like an ogre. Life isn't fair. +-Volo +Subservient Enforcers. Although it plays an important part in the welfare of its house, a draegloth can't rise above the status of a favored slave or a consort to a priestess. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Draegloths instinctively resist this sort of treatment, but most of them take out their frustration on their house's enemies. A draegloth that can't suppress its ambitions might abandon its house and strike out on its own. Whether these rebellious draegloths are part of Lolth's plan for sowing even greater chaos is unclear. +Brute Cunning and Dark Magic. A draegloth loves the feeling of tearing opponents apart with its claws and teeth and of wielding the magic that courses through its veins. Most are too impatient to bother with complicated tactics, but a few go on to learn more destructive magic. +Source: Volo's Guide to Monsters p. 141 + underdark + + + Elder Brain + L + aberration + Lawful Evil + 10 + 210 (20d10+100) + walk 5 ft., swim 10 ft. + 15 + 10 + 20 + 21 + 19 + 24 + Int +10, Wis +9, Cha +12 + Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12 + 14 + understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles + 14 + + + + + blindsight 120 ft. + + Creature Sense + The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. + + + Legendary Resistance (3/Day) + If the elder brain fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The elder brain has advantage on saving throws against spells and other magical effects. + + + Telepathic Hub + The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. + + + Tentacle + Melee Weapon Attack: +7 to hit, reach 30 ft., one target. 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. + Tentacle|+7|4d8+2 + + + Mind Blast (Recharge 5-6) + The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||5d10+5 + + + Psychic Link + The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time. + Psychic Link||3d6 + + + Sense Thoughts + The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target. + + + The aberration can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration regains spent legendary actions at the start of its turn. + + + Tentacle + The elder brain makes a tentacle attack. + + + Break Concentration + The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell. + + + Psychic Pulse + The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage. + + + Sever Psychic Link + The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn. + + + Lair Actions + + + When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can't use the same lair action two rounds in a row: + • The elder brain casts wall of force. + • The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn't or can't use this benefit in that time, the inspiration is lost. + • The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Regional Effects + + + The territory within 5 miles of an elder brain is altered by the creature's psionic presence, which creates one or more of the following effects: + • Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not. + • The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the elder brain can't participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it. + • Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain's stray thoughts commingled with those of other creatures to which it is linked. + If the elder brain dies, these effects immediately end. + + + Innate Spellcasting (Psionics) + The elder brain's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components: + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + detect thoughts, levitate, dominate monster, plane shift + The ultimate expression of illithid domination, an elder brain sprawls within a vat of viscous brine, touching the thoughts of creatures near and far. It scrawls upon the canvas of their minds, rewriting their thoughts and authoring their dreams. +Psychic Infiltrators. When an elder brain infiltrates a mind, it alters the creature's perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder brain's intent. From across great distances, it implants subconscious suggestions or subtly influences dreams to compel creatures toward a course of action that benefits its grand plan. +When its insidious suggestions fail to take hold, an elder brain asserts its dominance more directly. It seizes control of a resistant mind and controls the creature's body as it would a puppet. Against the rare, strong-willed stalwart that defies it or attacks it, an elder brain sends a blast of overwhelming psychic force to crush the upstart's mind, rendering the creature a thoughtless, drooling shell. +When a mind flayer perishes, the elder brain's servants feed the contents of its skull to their master, which absorbs the illithid's brain and all the knowledge and experience contained therein. In this way the elder brain continually increases its knowledge, uniting the thoughts and experiences of the illithid colony into a unified whole. Mind flayers conceive of this "oneness" as a sacred state in the same way that a worshiper of a human deity might view an eternal afterlife in the heavens-for an elder brain can evoke the persona of any illithid it has ever absorbed. +The ambitions of an elder brain are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain will swiftly expire, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible. +Devourer of Thoughts. An elder brain sustains itself by consuming the brains of other creatures. When the mind flayer servants that guard and tend to an elder brain don't bring its meals directly to it, the elder brain reaches out with tendrils of thought, mentally compelling creatures to come to it so that it may feed upon them. +Hive Mind. Non-illithids call this creature an elder brain because it acts as the central communication hub for an entire mind flayer colony just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand. +Ego Unhindered. Each elder brain considers itself and its desires the most important things in the multiverse, the mind flayers in its colony nothing more than extensions of its will. But no two elder brains are alike, and each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as domineering tyrants, while others serve more benignly as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them. +An Elder Brain's Lair. The lair of an elder brain always lies deep in the heart of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain's vital fluids and with psionic energy. +Source: Volo's Guide to Monsters p. 173 + underdark + + + Enchanter + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 5 + + + + + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Quarterstaff|+2|1d6-1 + + + Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher) + The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. + The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target. + + + Spellcasting + The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared: + Cantrips (at will): friends, mage hand, mending, message + • 1st level (4 slots): charm person*, mage armor, magic missile + • 2nd level (3 slots): hold person*, invisibility, suggestion* + • 3rd level (3 slots): fireball, haste, tongues + • 4th level (3 slots): dominate beast*, stoneskin + • 5th level (2 slots): hold monster* + *Enchantment spell of 1st level or higher + + 4, 3, 3, 3, 2 + friends, mage hand, mending, message, charm person, mage armor, magic missile, hold person, invisibility, suggestion, fireball, haste, tongues, dominate beast, stoneskin, hold monster + Enchanters are specialist wizards who understand how to alter and control minds using magic. They might be personable and interesting, using magic to manipulate people only when banter and conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions. +Source: Volo's Guide to Monsters p. 213, Tales from the Yawning Portal + urban + + + Evoker + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 66 (12d8+12) + walk 30 ft. + 9 + 14 + 12 + 17 + 12 + 11 + Int +7, Wis +5 + Arcana +7, History +7 + 11 + any four languages + 9 + + + + + + + Sculpt Spells + When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Quarterstaff|+3|1d6-1 + + + Spellcasting + The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared: + Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost* + • 1st level (4 slots): burning hands*, mage armor, magic missile* + • 2nd level (3 slots): mirror image, misty step, shatter* + • 3rd level (3 slots): counterspell, fireball*, lightning bolt* + • 4th level (3 slots): ice storm*, stoneskin + • 5th level (2 slots): Bigby's hand*, cone of cold* + • 6th level (1 slots): chain lightning*, wall of ice* + *Evocation spell + + 4, 3, 3, 3, 2, 1 + fire bolt, light, prestidigitation, ray of frost, burning hands, mage armor, magic missile, mirror image, misty step, shatter, counterspell, fireball, lightning bolt, ice storm, stoneskin, Bigby's hand, cone of cold, chain lightning, wall of ice + Evokers are specialist wizards who harness magical energy and elemental forces to destroy. Many tend to be hotheaded and aggressive. Others are cold and reserved, unleashing their power at just the right moment to exploit an opponent's weakness. +Source: Volo's Guide to Monsters p. 214, Tales from the Yawning Portal, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Eberron: Rising from the Last War + urban + + + Fire Giant Dreadnought + H + giant (fire giant) + Lawful Evil + 21 (plate armor, shield) + 187 (15d12+90) + walk 30 ft. + 27 + 9 + 23 + 8 + 10 + 11 + Dex +4, Con +11, Cha +5 + Athletics +13, Perception +5 + 15 + Giant + 14 + + fire + + + + + Dual Shields + The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to hurl rocks. + + + Multiattack + The giant makes two fireshield attacks. + + + Fireshield + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage. + Fireshield|+13|4d6+8 + + + Rock + Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+13|4d10+8 + + + Shield Charge + The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone. + Shield Charge||3d6+8 + + The ordning for fire giants emphasizes not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is temple, school, proving ground, and political hub rolled into one. +Those who have brawn but little brain are usually consigned to the lowliest of tasks such as working forge bellows or moving coal. However, there is one role at which the strongest among them can excel and gain rank: the dreadnought. +Weapons of War. Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with its two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor. +When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation, The presence of the dreadnoughts presents a fierce face in either case. +Source: Volo's Guide to Monsters p. 147 + underdark, mountain + + + Firenewt Warlock of Imix + M + humanoid (firenewt) + Neutral Evil + 10 (13 with mage armor) + 33 (6d8+6) + walk 30 ft. + 13 + 11 + 12 + 9 + 11 + 14 + + + 10 + Draconic, Ignan + 1 + + fire + + + darkvision 120 ft. (penetrates magical darkness) + + Amphibious + The firenewt can breathe air and water. + + + Imix's Blessing + When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points. + + + Morningstar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Morningstar|+3|1d8+1 + + + Innate Spellcasting + The firenewt's innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components. + At will: mage armor + + + Spellcasting + The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation + • 2nd level (2 slots): burning hands, flaming sphere, hellish rebuke, scorching ray + + 2 + mage armor, fire bolt, guidance, light, mage hand, prestidigitation, burning hands, flaming sphere, hellish rebuke, scorching ray + In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation. +Heat Seekers. Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing. +Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement. +The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. +Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate. +When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result. +Religious Militants. Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become "touched by the Fire Lord," entering a nearly unstoppable battle rage. +Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers. +Source: Volo's Guide to Monsters p. 143, Tomb of Annihilation + underdark, mountain, hill, desert + + + Firenewt Warrior + M + humanoid (firenewt) + Neutral Evil + 16 (chain shirt, shield) + 22 (4d8+4) + walk 30 ft. + 10 + 13 + 12 + 7 + 11 + 8 + + + 10 + Draconic, Ignan + 1/2 + + fire + + + + + Amphibious + The firenewt can breathe air and water. + + + Multiattack + The firenewt makes two attacks with its scimitar. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage. + Scimitar|+3|1d6+1 + + + Spit Fire (Recharges after a Short or Long Rest) + The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one + Spit Fire (Recharges after a Short or Long Rest)||2d8 + + In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation. +Heat Seekers. Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing. +Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement. +The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. +Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate. +When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result. +Religious Militants. Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become "touched by the Fire Lord," entering a nearly unstoppable battle rage. +Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers. +Source: Volo's Guide to Monsters p. 142, Tomb of Annihilation + underdark, mountain, hill, desert + + + Flail Snail + L + elemental + Unaligned + 16 (natural armor) + 52 (5d10+25) + walk 10 ft. + 17 + 5 + 20 + 3 + 10 + 5 + + + 10 + + 3 + + fire, poison + + poisoned + darkvision 60 ft., tremorsense 60 ft. + + Antimagic Shell + The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6: + 1–2: If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. + 3–4: No additional effect. + 5–6: The snail's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. + + + Flail Tentacles + The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process. + + + Multiattack + The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target. + + + Flail Tentacle + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Flail Tentacle|+5|1d6+3 + + + Scintillating Shell (Recharges after a Short or Long Rest) + The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. + + + Shell Defense + The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn. + + A flail snail is a creature of elemental earth that is prized for its multi-hued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles. +Trail of Treasure. Left undisturbed, a flail snail moves slowly along the ground, consuming everything on the surface, including rocks, sand, and soil, stopping to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin layer of a nearly transparent substance inedible to the snail. This glassy residue can be harvested and cut to form window panes of varying clearness. It can also be heated and spun into glass objects of other sorts. Some humanoids make a living from trailing flail snails to collect this glass. +Using the Shell of a Flail Snail. +------ +A flail snail shell, which weighs about 250 pounds, has numerous uses. One intact shell can sell for 5,000 gp. +Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snail's Antimagic Shell trait. When the shield's magic fades, it leaves behind an exotic shield that is the perfect item from which to make a spellguard shield. +A flail snail shell can also be used to make a robe of scintillating colors. The shell is ground and added to the dye while the garment is being fashioned. The powder is also a material component of the ritual that enchants the robe. +------ +Source: Volo's Guide to Monsters p. 144, Tomb of Annihilation, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath + underdark, forest, swamp + + + Flind + M + humanoid (gnoll) + Chaotic Evil + 16 (chain mail) + 127 (15d8+60) + walk 30 ft. + 20 + 10 + 19 + 11 + 13 + 12 + Con +8, Wis +5 + Intimidation +5, Perception +5 + 15 + Abyssal, Gnoll + 9 + + + + + darkvision 60 ft. + + Aura of Blood Thirst + If the flind isn't incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind. + + + Multiattack + The flind makes three attacks: one with each of its different flail attacks or three with its longbow. + + + Flail of Madness + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn. + Flail of Madness|+9|1d10+5 + + + Flail of Pain + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage. + Flail of Pain|+9|1d10+5 + + + Flail of Paralysis + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. + Flail of Paralysis|+9|1d10+5 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 4 (1d8) piercing damage. + Longbow|+4|1d8 + + A flind is an exceptionally strong and vicious gnoll that commands and directs the war band it is a part of. It wields a flail imbued with powerful magic by Yeenoghu himself. +A war band can have only one flind, and that creature sets a war band's path. Because of its special connection to Yeenoghu, a flind uses god-given omens and demonic insight to guide the gnolls toward weak prey ripe for slaughter. +Unlike other humanoid leaders that might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those struck by it. +Source: Volo's Guide to Monsters p. 153 + grassland, forest, hill, arctic + + + Froghemoth + H + monstrosity + Unaligned + 14 (natural armor) + 184 (16d12+80) + walk 30 ft., swim 30 ft. + 23 + 13 + 20 + 2 + 12 + 5 + Con +9, Wis +5 + Perception +9, Stealth +5 + 19 + + 10 + fire, lightning + + + + darkvision 60 ft. + + Amphibious + The froghemoth can breathe air and water. + + + Shock Susceptibility + If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both. + + + Multiattack + The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite. + + + Tentacle + Melee Weapon Attack: +10 to hit, reach 20 ft., one target. 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles. + Tentacle|+10|3d8+6 + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth's turns. + Bite|+10|3d10+6 + The froghemoth's gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. + + + Tongue + The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action. + + A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions. +Otherworldly Entities. Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum the Mad describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist. +Hungry from Birth. Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg, and might eat the hatchling. A young froghemoth's survival is most often predicated on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once, keeping them at bay while it wraps its tongue around another one and pulls it in to be devoured. +Revered by Bullywugs. If a bullywug tribe comes across a froghemoth, the bullywugs treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. Bullywugs gather food as tribute for it, provide it with a comfortable lair, fanatically protect it from harm, and try to ensure that any young froghemoth reaches maturity. +Source: Volo's Guide to Monsters p. 145, Tomb of Annihilation + underdark, swamp + + + Frost Giant Everlasting One + H + giant (frost giant) + Chaotic Evil + 15 (patchwork armor) + 189 (14d12+98) + walk 40 ft. + 25 + 9 + 24 + 9 + 10 + 12 + Str +11, Con +11, Wis +4 + Athletics +11, Perception +4 + 14 + Giant + 12 + + cold + + + darkvision 60 ft. + + Extra Heads + The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Regeneration + The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Vaprak's Rage (Recharges after a Short or Long Rest) + As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits: + - The giant has advantage on Strength checks and Strength saving throws + - When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll. + - The giant has resistance to bludgeoning, piercing, and slashing damage. + + + Multiattack + The giant makes two attacks with its greataxe. + + + Greataxe + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging. + Greataxe|+11|3d12+7 + + + Rock + Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 29 (4d10 + 7) bludgeoning damage. + Rock|+11|4d10+7 + + To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer. +Troll Eater. Frost giants mainly turn to Vaprak, a rapacious god of strength and hunger worshiped by ogres and trolls, out of desperation. Vaprak likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don't shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet it in secret. The troll offers up its own body to be devoured in Vaprak's name. Only the boldest and most determined frost giants can finish such a gory feast. +Vaprak's Blessing. After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll's regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn't give enough honor to Vaprak or fails to heed Vaprak's visions, injuries the frost giant sustains heal wrong, often resulting in discolored skin, warty scars, and vestigial body parts, such as extra digits, limbs, and even extra heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by its clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the "blessing" and worship of Vaprak from one generation to the next. +Source: Volo's Guide to Monsters p. 148 + coastal, arctic + + + Gauth + M + aberration + Lawful Evil + 15 (natural armor) + 67 (9d8+27) + walk 0 ft., fly 20 ft. + 10 + 14 + 16 + 15 + 15 + 13 + Int +5, Wis +5, Cha +4 + Perception +5 + 15 + Deep Speech, Undercommon + 6 + + + + prone + darkvision 120 ft. + + Stunning Gaze + When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save. + + + Death Throes + When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (2d8) piercing damage. + Bite|+8|2d8 + + + Eye Rays + The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: + 1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. + 2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. + Eye Rays||4d8 + 3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn. + 4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage. + Eye Rays||4d10 + 5. Paralyzing Ray: The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 6. Sleep Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. + + A gauth is a hungry, tyrannical beholder-like creature that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder. +Magical Metabolism. A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to serve it by bringing it items that provide it with sustenance. +Accidental Summoning. When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it is expected to guard. +Inferior Tyrant. A beholder usually drives away or kills any gauths that enter its territory, but it might choose to enslave them and use them as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they're just as likely to ignore each other entirely. +Source: Volo's Guide to Monsters p. 125 + underdark + + + Gazer + T + aberration + Neutral Evil + 13 + 13 (3d4+6) + walk 0 ft., fly 30 ft. + 3 + 17 + 14 + 3 + 10 + 7 + Wis +2 + Perception +4, Stealth +5 + 14 + + 1/2 + + + + prone + darkvision 60 ft. + + Aggressive + As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. + + + Mimicry + The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage. + + + Eye Rays + The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: + 1. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. + 2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. + 3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. + Eye Rays||3d6 + 4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. + If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container. + + + Variant: Gazer Familiar + Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it tends to randomly attack house pets, farm animals, and even children in town unless its master is very strict. A gazer serving as a familiar has the following trait. + Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond. + + A gazer is a tiny manifestation of a beholder's dreams. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide, and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass. +Nuisance Pet. A gazer can't speak any languages but can approximate mimicking words and sentences in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. A gazer can't be tamed by anyone but its creator, except through the use of magic or by bonding with a spellcaster (see sidebar). Some beholders with wizard minions insist they take a gazer as a familiar because they can see through the eyes of these creatures. +Aggressive Vermin-Eater. A wild gazer (one living separately from a beholder) is territorial, eats bugs and small animals, and is known for playing with its food. A lone gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow humanoids in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can't kill. +Variant: Gazer Familiar. Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it tends to randomly attack house pets, farm animals, and even children in town unless its master is very strict. A gazer serving as a familiar has the following trait. +Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond. +Source: Volo's Guide to Monsters p. 126, Waterdeep: Dragon Heist + underdark + + + Giant Strider + L + monstrosity + Neutral Evil + 14 (natural armor) + 22 (3d10+6) + walk 50 ft. + 18 + 13 + 14 + 4 + 12 + 6 + + + 11 + + 1 + + fire + + + + + Fire Absorption + Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Bite|+6|1d8+4 + + + Fire Burst (Recharge 5-6) + The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried. + Fire Burst (Recharge 5-6)||4d6 + + In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation. +Heat Seekers. Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing. +Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement. +The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. +Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate. +When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result. +Religious Militants. Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become "touched by the Fire Lord," entering a nearly unstoppable battle rage. +Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers. +Source: Volo's Guide to Monsters p. 143, Tomb of Annihilation + underdark, mountain, hill + + + Girallon + L + monstrosity + Unaligned + 13 + 59 (7d10+21) + walk 40 ft., climb 40 ft. + 18 + 16 + 16 + 5 + 12 + 7 + + Perception +3, Stealth +5 + 13 + + 4 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see. + + + Multiattack + The girallon makes five attacks: one with its bite and four with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 7 (1d6 + 4) piercing damage. + Bite|+6|1d6+4 + + + Claw + Melee Weapon Attack: +6 to hit. reach 10 ft., one target. 7 (1d6 + 4) slashing damage. + Claw|+6|1d6+4 + + A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator. +Forest Hunters. Girallons are most common in temperate or warm forest environments abundant with life. They share the ape's adeptness at climbing, although these half-ton creatures shy away from scaling trees that can't support their bulk. Instead, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage. +Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others, to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill. If they succeed, everyone in the group shares the spoils, with the best parts going to mothers caring for their young. +In the time since then, numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, yuan-ti enslave girallons, turning them into border sentinels for their serpent kingdoms. Because girallons are known to be peaceful among their own kind, some humanoids have learned how to approach a group's leader, offering food and other gifts in hopes of establishing an alliance with the creatures. +Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers that enter their domain. If one is taken young and properly trained, a girallon could end up in a seemingly unlikely place, such as guarding the entrance to a city's thieves' guild. Those who would keep a girallon as a pet must always be wary, because the creature could revert to its predatory nature at any time. +Wall Climbers. The ruins of humanoid habitations, especially those found in deep forests and jungles, seem to attract girallons. They move effortlessly along stairs and balconies, as well as on the sloped rooftops and buttresses of such formations. To a girallon, a city's buildings are just another sort of forest-and better yet, one whose uppermost "branches" can easily support the creatures. In such a setting, the girallons take full advantage of their skill in climbing. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area. +Magical Origin. The social habits of wild girallons are unusual for apes, as is their instinctive attraction to humanoid structures. These facts, together with the girallon's appearance, lead sages to believe that girallons were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world. +Source: Volo's Guide to Monsters p. 152, Tomb of Annihilation, Infernal Machine Rebuild + forest + + + Gnoll Flesh Gnawer + M + humanoid (gnoll) + Chaotic Evil + 14 (studded leather armor) + 22 (4d8+4) + walk 30 ft. + 12 + 14 + 12 + 8 + 10 + 8 + Dex +4 + + 10 + Gnoll + 1 + + + + + darkvision 60 ft. + + Rampage + When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + The gnoll makes three attacks: one with its bite and two with its shortsword. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Sudden Rush + Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke opportunity attacks. + + If any group of gnolls could be said to be more feral than the others, that distinction would go to the flesh gnawers. These gnolls eschew the use of ranged weapons in favor of short blades that they wield with speed and efficiency. In the thick of a fight, they are capable of dashing across the field, slashing and snarling as they run down stragglers and finish off wounded foes. +Source: Volo's Guide to Monsters p. 154 + grassland, forest, hill, arctic + + + Gnoll Hunter + M + humanoid (gnoll) + Chaotic Evil + 13 (leather armor) + 22 (4d8+4) + walk 30 ft. + 14 + 14 + 12 + 8 + 12 + 8 + + Perception +3, Stealth +4 + 13 + Gnoll + 1/2 + + + + + darkvision 60 ft. + + Rampage + When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage when used with two hands to make a melee attack. + Spear|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn. + Longbow|+4|1d8+2 + + Hunters are the stealthiest gnolls in a war band, and they put their talents to use on the battlefield in a number of ways. In the vanguard of a war band, hunters creep around, picking off isolated opposition while clearing the way for the rest of the force to run roughshod over the enemy's territory. +Hunters are particularly skilled with the longbow, and they fire arrows with viciously barbed heads. Even when a hunter doesn't kill its target with its first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away. When a hunter on the prowl finds prey and isn't concerned about remaining stealthy, it sounds a horn crafted from bone that produces a keening wail similar to a banshee's yell. +Source: Volo's Guide to Monsters p. 154 + grassland, forest, hill, arctic + + + Gnoll Witherling + M + undead + Chaotic Evil + 12 (natural armor) + 11 (2d8+2) + walk 30 ft. + 14 + 8 + 12 + 5 + 5 + 5 + + + 7 + understands Gnoll but can't speak + 1/4 + + poison + + exhaustion, poisoned + darkvision 60 ft. + + Rampage + When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + The witherling makes two attacks: one with its bite and one with its club, or two with its club. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Club + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Club|+4|1d4+2 + + + Vengeful Strike + In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack. + + Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. +The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling. +Witherlings act much as gnolls do in life, traveling with their comrades and trying to kill anything in their path. They don't eat and aren't motivated by hunger, leaving more flesh for the rest of the war band. Gnoll witherlings are incapable of wielding any weapon more sophisticated than a simple club. +Undead Nature. A gnoll witherling doesn't require air, food, drink, or sleep. +I heard a warlock sought to magically turn the last witherlings of a destroyed gnoll war band into his own strike force against foes. That worked well until Yeenoghu sent seven war bands after him. +-Volo +Source: Volo's Guide to Monsters p. 155 + grassland, forest, hill, arctic + + + Green Guard Drake + M + dragon + Unaligned + 14 (natural armor) + 52 (7d8+21) + walk 30 ft., swim 30 ft. + 16 + 11 + 16 + 4 + 10 + 7 + + Perception +2 + 12 + understands Draconic but can't speak it + 2 + poison + + + + darkvision 60 ft. + + Amphibious + The guard drake can breathe air and water. + + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|+5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Tail|+5|1d6+3 + + A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands. +Gifts from Dragons. The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. +The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours. +A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes. +Eager to Learn. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. +Variant: Chromatic Guard Drakes. Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. +Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage. +Blue Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage. +Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage. +Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage. +White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage. +Source: Volo's Guide to Monsters p. 158 + forest, urban + + + Grung + S + humanoid (grung) + Lawful Evil + 12 + 11 (2d6+4) + walk 25 ft., climb 25 ft. + 7 + 14 + 15 + 10 + 11 + 10 + Dex +4 + Athletics +2, Perception +2, Stealth +4, Survival +2 + 12 + Grung + 1/4 + + poison + + poisoned + + + Amphibious + The grung can breathe air and water. + + + Poisonous Skin + Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Standing Leap + The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Dagger|+4|1d4+2 + Dagger||2d4 + + + Variant: Grung Poison + Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. + Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands. + Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. + Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud. + Red. The poisoned creature must use its action to eat if food is within reach. + Orange. The poisoned creature is frightened of its allies. + Gold. The poisoned creature is charmed and can speak Grung. + + Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. +Tree-Dwelling Amphibians. Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity. +Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.) +Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.) +Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.) +A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste. +Sentient, poisonous frogs that live in trees. Truly, the gods hate us. +-Volo +Castes and Colors. Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. +Naturally Toxic. All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. +Slavers. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. +Water Dependency. A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. +Variant: Grung Poison. Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. +A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. +Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands. +Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. +Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud. +Red. The poisoned creature must use its action to eat if food is within reach. +Orange. The poisoned creature is frightened of its allies. +Gold. The poisoned creature is charmed and can speak Grung. +Source: Volo's Guide to Monsters p. 156, Tomb of Annihilation + forest + + + Grung Elite Warrior + S + humanoid (grung) + Lawful Evil + 13 + 49 (9d6+18) + walk 25 ft., climb 25 ft. + 7 + 16 + 15 + 10 + 11 + 12 + Dex +5 + Athletics +2, Perception +2, Stealth +5, Survival +2 + 12 + Grung + 2 + + poison + + poisoned + + + Amphibious + The grung can breathe air and water. + + + Poisonous Skin + Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Standing Leap + The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Dagger|+5|1d4+3 + Dagger||2d4 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Shortbow|+5|1d6+3 + Shortbow||2d4 + + + Mesmerizing Chirr (Recharge 6) + The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn. + + + Variant: Grung Poison + Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. + Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands. + Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. + Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud. + Red. The poisoned creature must use its action to eat if food is within reach. + Orange. The poisoned creature is frightened of its allies. + Gold. The poisoned creature is charmed and can speak Grung. + + Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. +Tree-Dwelling Amphibians. Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity. +Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.) +Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.) +Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.) +A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste. +Sentient, poisonous frogs that live in trees. Truly, the gods hate us. +-Volo +Castes and Colors. Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. +Naturally Toxic. All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. +Slavers. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. +Water Dependency. A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. +Variant: Grung Poison. Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. +A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. +Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands. +Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. +Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud. +Red. The poisoned creature must use its action to eat if food is within reach. +Orange. The poisoned creature is frightened of its allies. +Gold. The poisoned creature is charmed and can speak Grung. +Source: Volo's Guide to Monsters p. 157, Tomb of Annihilation + forest + + + Grung Wildling + S + humanoid (grung) + Lawful Evil + 13 (16 with barkskin) + 27 (5d6+10) + walk 25 ft., climb 25 ft. + 7 + 16 + 15 + 10 + 15 + 11 + Dex +5 + Athletics +2, Perception +4, Stealth +5, Survival +4 + 14 + Grung + 1 + + poison + + poisoned + + + Amphibious + The grung can breathe air and water. + + + Poisonous Skin + Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Standing Leap + The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Dagger|+5|1d4+3 + Dagger||2d4 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. + Shortbow|+5|1d6+3 + Shortbow||2d4 + + + Variant: Grung Poison + Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. + Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands. + Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. + Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud. + Red. The poisoned creature must use its action to eat if food is within reach. + Orange. The poisoned creature is frightened of its allies. + Gold. The poisoned creature is charmed and can speak Grung. + + + Spellcasting + The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: + • 1st level (4 slots): cure wounds, jump + • 2nd level (3 slots): barkskin, spike growth + • 3rd level (2 slots): plant growth + + 4, 3, 2 + cure wounds, jump, barkskin, spike growth, plant growth + Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. +Tree-Dwelling Amphibians. Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity. +Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.) +Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.) +Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.) +A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste. +Sentient, poisonous frogs that live in trees. Truly, the gods hate us. +-Volo +Castes and Colors. Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. +Naturally Toxic. All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. +Slavers. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. +Water Dependency. A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. +Variant: Grung Poison. Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. +A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. +Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands. +Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. +Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud. +Red. The poisoned creature must use its action to eat if food is within reach. +Orange. The poisoned creature is frightened of its allies. +Gold. The poisoned creature is charmed and can speak Grung. +Source: Volo's Guide to Monsters p. 157, Tomb of Annihilation + forest + + + Hadrosaurus + L + beast + Unaligned + 11 (natural armor) + 19 (3d10+3) + walk 40 ft. + 15 + 10 + 13 + 2 + 10 + 5 + + Perception +2 + 12 + + 1/4 + + + + + + + Tail + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) bludgeoning damage. + Tail|+4|1d10+2 + + A hadrosaurus is a semi-quadrupedal herbivore recognizable by its bony head crests. If raised as a hatchling, it can be trained to carry a Small or Medium rider. +Source: Volo's Guide to Monsters p. 140, Tomb of Annihilation + grassland, swamp + + + Hobgoblin Devastator + M + humanoid (goblinoid) + Lawful Evil + 13 (studded leather armor) + 45 (7d8+14) + walk 30 ft. + 13 + 12 + 14 + 16 + 13 + 11 + + Arcana +5 + 11 + Common, Goblin + 4 + + + + + darkvision 60 ft. + + Arcane Advantage + Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. + + + Army Arcana + When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. + + + Quarterstaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. + Quarterstaff|+3|1d6+1 + + + Spellcasting + The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp + • 1st level (4 slots): fog cloud, magic missile, thunderwave + • 2nd level (3 slots): gust of wind, Melf's acid arrow, scorching ray + • 3rd level (3 slots): fireball, fly, lightning bolt + • 4th level (1 slots): ice storm + + 4, 3, 3, 1 + acid splash, fire bolt, ray of frost, shocking grasp, fog cloud, magic missile, thunderwave, gust of wind, Melf's acid arrow, scorching ray, fireball, fly, lightning bolt, ice storm + In hobgoblin society, the Academy of Devastation identifies hobgoblins with a talent for magic and puts them through a grueling training regimen that endows them with the ability to call down fireballs and other destructive magic on the host's behalf. A hobgoblin devastator on the battlefield is simultaneously a boon to all its allies and a threat to every foe around it. +Into the Fray. While other cultures treat their wizards as cloistered academics, hobgoblins expect their spellcasters to fight. Devastators learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. +Devastators have the respect of other members of the host, and they receive obedience and deference from many quarters. Their ability to lay waste to entire formations with a single use of magic allows them to gain far more glory in battle than a single warrior. +Other cultures might view the use of such abilities as a short cut to glory, but to hobgoblins a gift for magic is as valued and useful as a strong sword arm or brilliance in tactics. They are all boons from Maglubiyet that must be cultivated and unleashed upon the enemy. +The Academy of Devastation believes that an academic approach to magic is a sign of weakness and inefficiency. A warrior doesn't need to know about metallurgy to wield a blade, so why should a wizard care about where magic comes from? Devastators love to prove their superiority in battle by seeking out enemy spellcasters and destroying them. +Only Results Matter. Devastators study a simplified form of evocation magic. Their training lacks the theory and context that other folk study, making them skilled in battle but relatively illiterate on the finer points of how and why their magic works. +Source: Volo's Guide to Monsters p. 161 + grassland, forest, hill + + + Hobgoblin Iron Shadow + M + humanoid (goblinoid) + Lawful Evil + 15 + 32 (5d8+10) + walk 40 ft. + 14 + 16 + 15 + 14 + 15 + 11 + + Acrobatics +5, Athletics +4, Stealth +5 + 12 + Common, Goblin + 2 + + + + + darkvision 60 ft. + + Unarmored Defense + While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks. + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage. + Unarmed Strike|+5|1d4+3 + + + Dart + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dart|+5|1d4+3 + + + Shadow Jaunt + The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness. + + + Spellcasting + The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: + Cantrips (at will): minor illusion, prestidigitation, true strike + • 1st level (3 slots): charm person, disguise self, expeditious retreat, silent image + + 3 + minor illusion, prestidigitation, true strike, charm person, disguise self, expeditious retreat, silent image + The Iron Shadows are hobgoblin monks that serve as secret police, scouts, and assassins. Among other hobgoblins, they spy to ferret out treachery, rebellion, and betrayal. +Trained in Secret. Iron Shadows are recruited from across the hobgoblin ranks. Each member keeps her eyes open for potential recruits, those whose agility and stamina are matched only by an ironclad commitment to Maglubiyet's will. +A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the magical and martial arts. This indoctrination is a slow and arduous process; many aspirants don't finish it, and years might go by during which the Iron Shadows welcome no new members into their ranks. While a recruit is in training, it serves the Iron Shadows by looking for and reporting suspicious behavior. +Their masks also signify the supposed origin of their fighting techniques. The priests of Maglubiyet teach that the Great One stole the secrets of shadows from an archdevil, allowing his followers to conceal their identities, walk between shadows, and craft illusions to confuse and confound their enemies. +Masters of Shadow and Fist. When a recruit's training is complete, she is ready to wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat her foes. She continues to spy on other hobgoblins, but is now also empowered to conduct assassinations and spy missions, both against enemies and among goblinoids. These missions are ordained by the clerics of Maglubiyet, who keep a careful eye on the goblinoid community to ensure that it functions according to Maglubiyet's will. +Masked Devils. Iron Shadows on a secret mission wear masks crafted to resemble devils, both to conceal their identities and to strike fear into their foes. +Source: Volo's Guide to Monsters p. 162 + grassland, forest, hill + + + Illithilich + M + undead + Any Evil Alignment + 17 (natural armor) + 135 (18d8+54) + walk 30 ft. + 11 + 16 + 16 + 20 + 14 + 16 + Con +10, Int +12, Wis +9 + Arcana +19, History +12, Insight +9, Perception +9 + 19 + Deep Speech, Undercommon, telepathy 120 ft. + 22 + cold, lightning, necrotic + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If the illithilich fails a saving throw, it can choose to succeed instead. + + + Rejuvenation + If it has a phylactery, a destroyed illithilich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. + + + Turn Resistance + The illithilich has advantage on saving throws against any effect that turns undead. + + + Magic Resistance + The illithilich has advantage on saving throws against spells and other magical effects. + + + Paralyzing Touch + Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Paralyzing Touch|+12|3d6 + + + Tentacles + Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. 21 (3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+12|3d10+5 + + + Extract Brain + Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain. + Extract Brain|+12|10d10 + + + Mind Blast (Recharge 5-6) + The illithilich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||5d8+5 + + + The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Tentacles + The illithilich makes one attack with its tentacles. + + + Extract Brain (Costs 2 Actions) + The illithilich uses Extract Brain. + + + Mind Blast (Costs 3 Actions) + The illithilich recharges its Mind Blast and uses it. + + + Cast Spell (Costs 1–3 Actions) + The illithilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the illithilich can take a lair action to cause one of the following magical effects; the illithilich can't use the same effect two rounds in a row: + • The illithilich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. + • The illithilich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the illithilich to the target. Whenever the illithilich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the illithilich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the illithilich or the target is no longer in the illithilich's lair. + • The illithilich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the illithilich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. + + + Innate Spellcasting (Psionics) + The illithilich's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components. + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + + Spellcasting + The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave + • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + • 4th level (3 slots): blight, dimension door + • 5th level (3 slots): cloudkill, scrying + • 6th level (1 slots): disintegrate, globe of invulnerability + • 7th level (1 slots): finger of death, plane shift + • 8th level (1 slots): dominate monster, power word stun + • 9th level (1 slots): power word kill + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + detect thoughts, levitate, dominate monster, plane shift, mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill + Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut. +Arcane Temptation. Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation. +In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some a spellbook is a gateway to a new way of thinking. +For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Understanding of wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live. +Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. +Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like other liches. +The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who brought a 200-year-old elf to be sacrificed looks forward to a much longer existence than one that sacrifices a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves. +Destruction of a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections about the periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saves, and check against the holder. +In addition, the holder of the periapt can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls. +Existential Fear. Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony, elevating themselves to the position of leadership normally held by an elder brain. Regardless of the arcanist's personal inclinations, it faces the same stark fact: When it dies, it will not join the host of minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion. +Dreadful Deliverance. Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. +A Psionic Secret. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. +Precarious Immortality. Unlike with true lichdom, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed. +Variant: Mind Flayer Lich (Illithilich). The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. A mind flayer lich uses the lich stat block (see the Monster Manual), with the following changes: +• It has a challenge rating of 22 (41,000 XP). +• It speaks Deep Speech and Undercommon, and has telepathy out to a range of 120 feet. +• It has the Magic Resistance and Innate Spellcasting (Psionics) traits, as well as the Tentacles, Extract Brain, and Mind Blast action options (all described below). So long as a mind flayer lich feeds captured souls to its phylactery, it maintains the muscular power of its tentacles and the ability to extract brains. +• Its suite of legendary actions (described below) is different from that of the normal lich. +Magic Resistance. The lich has advantage on saving throws against spells and other magical effects. +At will: detect thoughts, levitate +1/day each: dominate monster, plane shift (self only) +Innate Spellcasting (Psionics). The lich's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components. +Actions. Tentacles. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends. +Extract Brain. Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain. +Mind Blast (Recharge 5–6). The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Illithilich Legendary Actions. The lich gains the following legendary action options, which replace all of the lich's legendary actions. +Tentacles. The lich makes one attack with its tentacles. +Extract Brain (Costs 2 Actions). The lich uses Extract Brain. +Mind Blast (Costs 3 Actions). The lich recharges its Mind Blast and uses it. +Cast Spell (Costs 1–3 Actions). The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell. +Source: Volo's Guide to Monsters p. 172 + underdark + + + Illusionist + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 38 (7d8+7) + walk 30 ft. + 9 + 14 + 13 + 16 + 11 + 12 + Int +5, Wis +2 + Arcana +5, History +5 + 10 + any four languages + 3 + + + + + + + Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher) + As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0. + + + Quarterstaff + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Quarterstaff|+1|1d6-1 + + + Spellcasting + The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: + Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray + • 1st level (4 slots): color spray*, disguise self*, mage armor, magic missile + • 2nd level (3 slots): invisibility*, mirror image*, phantasmal force + • 3rd level (3 slots): major image*, phantom steed* + • 4th level (1 slots): phantasmal killer* + *Illusion spell of 1st level or higher + + 4, 3, 3, 1 + dancing lights, mage hand, minor illusion, poison spray, color spray, disguise self, mage armor, magic missile, invisibility, mirror image, phantasmal force, major image, phantom steed, phantasmal killer + Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and obvious ways, or quiet and subtle, using their magic to conceal the truth. +Source: Volo's Guide to Monsters p. 214, Tales from the Yawning Portal + urban + + + Ki-rin + H + celestial + Lawful Good + 20 (natural armor) + 152 (16d12+48) + walk 60 ft., fly 120 ft. + 21 + 16 + 16 + 19 + 20 + 20 + + Insight +9, Perception +9, Religion +8 + 19 + all, telepathy 120 ft. + 12 + + poison + + poisoned + blindsight 30 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the ki-rin fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The ki-rin has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The ki-rin's weapon attacks are magical. + + + Multiattack + The ki-rin makes three attacks: two with its hooves and one with its horn. + + + Hoof + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 10 (2d4 + 5) bludgeoning damage. + Hoof|+9|2d4+5 + + + Horn + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage. + Horn|+9|2d8+5 + + + The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn. + + + Detect + The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check. + + + Smite + The ki-rin makes a hoof attack or casts sacred flame. + + + Move + The ki-rin moves up to its half its speed without provoking opportunity attacks. + + + Lair Actions + + + Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material - including manufactured objects such as cloth, pillows, rope, blankets, and clothing - to fill a cube 20 feet on a side. The second version enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour. + + + Regional Effects + + + The ki-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity: + • Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes. + • Animals, plants, and good creatures within 3 miles of the ki-rin's lair gain vigor as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much farther from the domain of a ki-rin. + • Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair. + • A ki-rin can cast control weather while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist. + • Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. + When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years. + + + Innate Spellcasting + The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components: + At will: gaseous form, major image (6th-level version), wind walk + 1/day: create food and water + + + Spellcasting + The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: + Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary + • 2nd level (3 slots): calm emotions, lesser restoration, silence + • 3rd level (3 slots): dispel magic, remove curse, sending + • 4th level (3 slots): banishment, freedom of movement, guardian of faith + • 5th level (3 slots): greater restoration, mass cure wounds, scrying + • 6th level (1 slots): heroes' feast, true seeing + • 7th level (1 slots): etherealness, plane shift + • 8th level (1 slots): control weather + • 9th level (1 slots): true resurrection + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + gaseous form, major image, wind walk, create food and water, light, mending, sacred flame, spare the dying, thaumaturgy, command, cure wounds, detect evil and good, protection from evil and good, sanctuary, calm emotions, lesser restoration, silence, dispel magic, remove curse, sending, banishment, freedom of movement, guardian of faith, greater restoration, mass cure wounds, scrying, heroes' feast, true seeing, etherealness, plane shift, control weather, true resurrection + Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a ki-rin is celebrated far and wide as a harbinger of destiny, a guardian of the sacred, and a counterbalance to the forces of evil. +Good Personified. Ki-rins are the embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag the size of an elephant, covered in golden scales lined in some places with golden fur. It has a dark gold mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature's scales and hair can create the impression that the ki-rin is ablaze with a holy, golden fire. +Beyond their coloration, ki-rins vary in appearance, based on the deity each one reveres and the function it typically performs in service to that god. Some are horse-shaped, looking like gigantic unicorns, and are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. One horn is most common, but a ki-rin of fierce demeanor might have two horns or a set of antlers like those of a great stag. +A ki-rin in the world claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations. On other planes, ki-rins that serve good deities go wherever they are commanded, which could include coming to the Material Plane on a mission. A ki-rin disciple in the world usually serves its deity as a scout, a messenger, or a spy. +Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as the advancement of just societies. For instance, in Faerûn, ki-rins rally mostly to Torm, although ki-rins also serve his allies Tyr and Ilmater. +Many who seek a ki-rin's guidance end up pledging service to the creature. They study as monks under its tutelage and serve as its agents in the world. The followers of a ki-rin might travel incognito across the land, seeking news of growing evil and working behind the scenes, or might be champions of their master's cause, out to defeat villainy wherever it is found. +Bringers of Boons. Common folk consider ki-rins to be rare and remote heralds of good fortune. Seeing a ki-rin fly overhead is a blessing, and events that happen on such a day are especially auspicious. If a ki-rin alights during a ceremony, such as a birth announcement or a coronation, everyone present understands that the creature is telling them great good could be in the offing. The ki-rin conveys its gifts and omens, then rises back into the sky. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good, or to rescue heroes from certain death. +Objects of Adoration. Because a ki-rin is renowned for its wisdom, other creatures would naturally seek it out with questions and requests if they could. For that reason among others, the creature makes its lair atop a forbidding mountain peak or in some other equally inaccessible location. Only those that have the tenacity to complete the daunting journey to a ki-rin's lair can prove themselves worthy of speaking with its occupant. +Lair of Luxury. On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. In the world, a ki-rin chooses a similar location, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries. +Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material-including manufactured objects such as cloth, pillows, rope, blankets, and clothing-to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour. +Source: Volo's Guide to Monsters p. 163 + mountain, grassland, desert, coastal + + + Kobold Dragonshield + S + humanoid (kobold) + Lawful Evil + 15 (leather armor, shield) + 44 (8d6+16) + walk 20 ft. + 12 + 15 + 14 + 8 + 9 + 10 + + Perception +1 + 11 + Common, Draconic + 1 + + + + + darkvision 60 ft. + + Dragon's Resistance + The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green). + + + Heart of the Dragon + If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The kobold makes two melee attacks. + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + A kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales. +Uncommon Courage. A dragonshield knows that it has a place of honor in the tribe, but-being kobolds at heart-most of them feel unworthy of their status and thus desperate to prove themselves deserving of it. A dragonshield's natural kobold cowardice is still present in its makeup, and thus it might still run away from a threat. But it also has the ability to rally in the face of certain death, inspiring other kobolds to follow it in a charge against the invaders of their warren. +Source: Volo's Guide to Monsters p. 165, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath + underdark, mountain, forest, hill + + + Kobold Inventor + S + humanoid (kobold) + Lawful Evil + 12 + 13 (3d6+3) + walk 30 ft. + 7 + 15 + 12 + 8 + 7 + 8 + + Perception +0 + 10 + Common, Draconic + 1/4 + + + + + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|+4|1d4+2 + + + Weapon Invention + The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day: + 1. Acid. The kobold hurls a flask of Acid (vial). Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. 7 (2d6) acid damage. + Weapon Invention|+4|2d6 + 2. Alchemist's fire. The kobold throws a flask of Alchemist's Fire (flask). Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. + Weapon Invention|+4|1d4 + 3. Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of centipedes with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 chance that the swarm disperses. + 4. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target. + 5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A Swarm of Rot Grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square. + 6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. + Weapon Invention|+4|1d8 + 7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest. + 8. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of wasps with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 chance that the swarm disperses. + + A kobold inventor, crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but-like kobolds' traps-they work a lot better than their materials would suggest. +Good While They Last. An inventor's new weapons last for only one or two attacks before they break, but might be surprisingly effective in the meantime. Most inventors are skilled enough that their improvised weapons don't backfire on them, but other users might not be so lucky. The weapons don't have to be lethal-in many cases one serves its purpose if it distracts, scares, or confuses a creature long enough for other kobolds to kill the enemy. In any particular encounter, an inventor usually has one or two improvised weapons at its disposal. +Source: Volo's Guide to Monsters p. 166, Tomb of Annihilation + underdark, mountain, forest, hill, urban + + + Kobold Scale Sorcerer + S + humanoid (kobold) + Lawful Evil + 15 (natural armor) + 27 (5d6+10) + walk 30 ft. + 7 + 15 + 14 + 10 + 9 + 14 + + Arcana +2, Medicine +1 + 9 + Common, Draconic + 1 + + + + + darkvision 60 ft. + + Sorcery Points + The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options: + Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. + Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + + + Spellcasting + The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: + Cantrips (at will): fire bolt, mage hand, mending, poison spray + • 1st level (4 slots): charm person, chromatic orb, expeditious retreat + • 2nd level (2 slots): scorching ray + + 4, 2 + fire bolt, mage hand, mending, poison spray, charm person, chromatic orb, expeditious retreat, scorching ray + A kobold scale sorcerer has an innate talent for arcane magic, making it a highly valuable member of the tribe for several reasons. Because the kobolds' deity remains imprisoned, most tribes lack individuals that can use divine magic, and so the scale sorcerers fill the roles of advisor and historian. In times of peace, they use their spells to fortify and enhance the warren and aid the rest of the tribe. When the tribe is threatened, a scale sorcerer lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor. +Duty-Bound to a Dragon. In a kobold tribe associated with a dragon, typically one that resides in or near the dragon's lair, the scale sorcerer also serves as diplomat and mouthpiece-anticipating the dragon's needs, issuing commands to other kobolds on the dragon's behalf, and reporting information back to the dragon. The sorcerer is just as awed by and respectful of dragons as common kobolds are, but it knows that its duty requires it not to fawn over its master at all times. It also understands that its frequent proximity to the dragon means it would probably be the first to die if its master became angry or displeased, and so it frantically maintains a balance between adoration and terror in its behavior toward the dragon. +Never make the mistake of thinking kobolds are stupid or backward just because they're small. Size has nothing to do with it. +-Volo +Source: Volo's Guide to Monsters p. 167, Tomb of Annihilation + underdark, mountain, forest, hill, urban + + + Korred + S + fey + Chaotic Neutral + 17 (natural armor) + 102 (12d6+60) + walk 30 ft., burrow 30 ft. + 23 + 14 + 20 + 10 + 15 + 9 + + Athletics +9, Perception +5, Stealth +5 + 15 + Dwarvish, Gnomish, Sylvan, Terran, Undercommon + 7 + bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 120 ft., tremorsense 120 ft. + + Command Hair + The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. + A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed. + + + Stone Camouflage + The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Stone's Strength + While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks). + + + Multiattack + The korred makes two attacks with its greatclub or hurls two rocks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground. + Greatclub|+9|1d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground. + Rock|+9|2d8+6 + + + Innate Spellcasting + The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components: + At will: commune with nature, meld into stone, stone shape + 1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto's irresistible dance + + commune with nature, meld into stone, stone shape, conjure elemental, Otto's irresistible dance + Korreds are unpredictable, secretive fey with strong ties to earth and stone. Because of their magical hair and their mystical understanding of minerals, they are sought after by treasure-hunters, dwarves, and others that desire wealth beneath the earth. +Earthy Fey. Korreds prefer to keep their own company and occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining. +Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, swim through rock, and summon earth elementals and other creatures. They also gain supernatural strength just from standing on the ground. +There's a legend about a merchant who tried to cut a korred's hair with golden shears. The korred fed him those shears, from his swallow to his sitter. +-Volo +Stone Sympathy. No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of metal or gems. A korred on the surface can feel the rise and fall of bedrock under the earth and where caves lie, and underground it knows the pathways through the stone for miles. Secret doors that lead through stone are as obvious as windows to a korred. +Enchanted Hair. Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of their hair, then weave the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair, and equally great offense at any one who attempts to cut it without permission. +Source: Volo's Guide to Monsters p. 168 + forest + + + Kraken Priest + M + humanoid (any race) + Any Evil Alignment + 10 + 75 (10d8+30) + walk 30 ft., swim 30 ft. + 12 + 10 + 16 + 10 + 15 + 14 + + Perception +5 + 15 + any two languages + 5 + bludgeoning, piercing, slashing from nonmagical attacks + + + + + + Amphibious + The priest can breathe air and water. + + + Thunderous Touch + Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage. + Thunderous Touch|+5|5d10 + + + Voice of the Kraken (Recharges after a Short or Long Rest) + A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Innate Spellcasting + The priest's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: command, create or destroy water + 3/day each: control water, darkness, water breathing, water walk + 1/day each: call lightning, Evard's black tentacles + + command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles + A kraken can seem godlike to folk who have witnessed its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests. +The kraken can make itself dimly aware of a kraken priest's thoughts if the two are on the same plane of existence, and it can then push aside the priest's personality and control it. Kraken priests can thereby act as eyes and ears for their masters, and when the kraken has something to say, the priest becomes its mouthpiece. +Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how its reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter its dire pronouncements. +Source: Volo's Guide to Monsters p. 215, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Locathah Rising + coastal, underwater + + + Leucrotta + L + monstrosity + Chaotic Evil + 14 (natural armor) + 67 (9d10+18) + walk 50 ft. + 18 + 14 + 15 + 9 + 12 + 6 + + Deception +2, Perception +3 + 13 + Abyssal, Gnoll + 3 + + + + + darkvision 60 ft. + + Keen Smell + The leucrotta has advantage on Wisdom (Perception) checks that rely on smell. + + + Kicking Retreat + If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action. + + + Mimicry + The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + Rampage + When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves. + + + Multiattack + The leucrotta makes two attacks: one with its bite and one with its hooves. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. + Bite|+6|1d8+4 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Hooves|+6|2d6+4 + + A leucrotta is what you would get if you took the head of a giant badger, the brain of a person who likes to torture and eat people, the legs of a deer, and the body of a large hyena, put them together, and reanimated them with demon ichor without bothering to cover up the stink of death. +Spawn of Yeenoghu. The first leucrottas came into being alongside the gnolls during Yeenoghu's rampages on the Material Plane. Some of the hyenas that ate Yeenoghu's kills went through different transformations rather than turning into gnolls. Among these bizarre results, leucrottas were the most numerous. +As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Because leucrottas are smarter and tougher than most gnolls, one could occupy an elevated position within a gnoll tribe. Although a leucrotta is unlikely to lead a group of gnolls, it can influence the leader, and it might even agree to carry a leader into battle and offer advice during the fight. +Gnolls see leucrottas as a form of entertainment, partly because a leucrotta can mimic the squeals of a suffering victim-a sound that always gives gnolls pleasure-even when no victims are to be had. Further, a gnoll is bloodthirsty and sadistic, but unable by its nature to prolong the fun of killing. Most leucrottas are consciously cruel, to the point of being meticulous about their savagery to draw out a kill into better and longer sport. Gnolls enjoy watching a leucrotta work almost as much as they like doing their own killing. +A leucrotta's stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta's tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks when they are confused or unaware of the actual threat. +Foulness Embodied. The leucrotta is so loathsome that only gnolls and others of its kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench that pollutes anywhere the creature lairs. This reek is outdone only by the creature's breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight. +Source: Volo's Guide to Monsters p. 169, Tales from the Yawning Portal, Mythic Odysseys of Theros + grassland, desert + + + Martial Arts Adept + M + humanoid (any race) + Any alignment + 16 + 60 (11d8+11) + walk 40 ft. + 11 + 17 + 13 + 11 + 16 + 10 + + Acrobatics +5, Insight +5, Stealth +5 + 13 + any one language (usually Common) + 3 + + + + + + + Unarmored Defense + While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The adept makes three unarmed strikes or three dart attacks. + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: + Unarmed Strike|+5|1d8+3 + • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). + • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. + • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn. + + + Dart + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dart|+5|1d4+3 + + + Deflect Missile + In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free. + + Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. +Source: Volo's Guide to Monsters p. 216, Waterdeep: Dragon Heist, Tales from the Yawning Portal, Tomb of Annihilation + urban + + + Master Thief + M + humanoid (any race) + Any alignment + 16 (studded leather armor) + 83 (13d8+26) + walk 30 ft. + 11 + 18 + 14 + 11 + 11 + 12 + Dex +7, Int +3 + Acrobatics +7, Athletics +3, Perception +3, Sleight of hand +7, Stealth +7 + 13 + any one language (usually Common) plus Thieves' cant + 5 + + + + + + + Cunning Action + On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action. + + + Evasion + If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll. + + + Multiattack + The thief makes three attacks with its shortsword. + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Shortsword|+7|1d6+4 + + + Light Crossbow + Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. 8 (1d8 + 4) piercing damage. + Light Crossbow|+7|1d8+4 + + + Uncanny Dodge + The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker. + + Master thieves are known for perpetrating daring heists. They tend to develop a reputation and a cult of personality. A master thief might "retire" from hands-on work to run a thieves' guild, spearhead some covert enterprise, or enjoy a quiet life of luxury. +Source: Volo's Guide to Monsters p. 216, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Infernal Machine Rebuild p. 216, Mythic Odysseys of Theros + urban + + + Maw Demon + M + fiend (demon) + Chaotic Evil + 13 (natural armor) + 33 (6d8+6) + walk 30 ft. + 14 + 8 + 13 + 5 + 8 + 5 + + + 9 + understands Abyssal but can't speak + 1 + cold, fire, lightning + poison + + charmed, frightened, poisoned + darkvision 60 ft. + + Rampage + When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage. + Bite|+4|2d8+2 + + Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse. +Maw Demon. Maw demons share Yeenoghu's ceaseless hunger for carnage and mortal flesh. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet. +Maw demons appear among gnoll war bands, usually summoned as part of ritual offerings of freshly slain humanoids made to Yeenoghu. The gnolls don't command them, but these demons accompany the war band and attack whatever creatures the gnolls fall upon. +Source: Volo's Guide to Monsters p. 137, Ghosts of Saltmarsh + underdark + + + Meenlock + S + fey + Neutral Evil + 15 (natural armor) + 31 (7d6+7) + walk 30 ft. + 7 + 15 + 12 + 11 + 10 + 8 + + Perception +4, Stealth +6, Survival +2 + 14 + telepathy 120 ft. + 2 + + + + frightened + darkvision 120 ft. + + Fear Aura + Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn. + + + Light Sensitivity + While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shadow Teleport (Recharge 5-6) + As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|+4|2d4+2 + + Meenlocks are deformed fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. They primarily live in forests, although they adapt well to urban and subterranean settings. +Fear Incarnate. Meenlocks are spawned by fear. Whenever fear overwhelms a creature in the Feywild, or in any other location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these newly formed passageways serves as the lair's only entrance and exit. +Meenlocks give other creatures the creeps and project a supernatural aura that instills terror in those nearby. So evil and twisted are they that a palpable sense of foreboding haunts those who intrude upon a meenlock lair. Inside the warren, black moss covers every surface, muffling sound. A large central chamber serves as the meenlocks' den, where they torment captives. +During the day, meenlocks confine themselves to their dark warrens. At night, they crawl out of their tunnels to torment sleeping prey, particularly those who seem to embody all that is good in the world. Meenlocks like to paralyze creatures with their claws, drag them back to their hidden den, beat them unconscious, and telepathically torture them over a period of hours. A humanoid that succumbs to this psychic torment undergoes a transformation into an evil, full-grown meenlock (see the "Telepathic Torment" sidebar). +Dark Dwellers. A meenlock shuns bright light. It can supernaturally sense areas of darkness and shadow in its vicinity and thus is able to teleport from one darkened space to another-enabling it to sneak up on its prey or run away when outmatched. +Telepathic Tormentors. Meenlocks have no form of communication other than telepathy. They can use it to project unsettling hallucinations into the minds of their prey. These hallucinations take the form of terrible whispers or fleeting movements just at the edges of one's peripheral vision. +Telepathic Torment. +------ +Up to four meenlocks can telepathically torment one incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't incapacitated during it. The process can be repeated. A humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a wish spell or divine intervention can restore a transformed creature to its former state. +------ +Source: Volo's Guide to Monsters p. 170 + forest, swamp, urban + + + Mind Flayer Psion + M + aberration + Lawful Evil + 15 (breastplate) + 71 (13d8+13) + walk 30 ft. + 11 + 12 + 12 + 19 + 17 + 17 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 8 + + + + + darkvision 120 ft. + + Magic Resistance + The mind flayer has advantage on saving throws against spells and other magical effects. + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. + Extract Brain|+7|10d10 + + + Mind Blast (Recharge 5-6) + The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||4d8+4 + + + Innate Spellcasting (Psionics) + The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: guidance, mage hand, vicious mockery, true strike + • 1st level (4 slots): charm person, command, comprehend languages, sanctuary + • 2nd level (3 slots): crown of madness, phantasmal force, see invisibility + • 3rd level (3 slots): clairvoyance, fear, meld into stone + • 4th level (3 slots): confusion, stone shape + • 5th level (2 slots): scrying, telekinesis + + 4, 3, 3, 3, 2 + guidance, mage hand, vicious mockery, true strike, charm person, command, comprehend languages, sanctuary, crown of madness, phantasmal force, see invisibility, clairvoyance, fear, meld into stone, confusion, stone shape, scrying, telekinesis + Mind flayers sometimes devote themselves to deeper study of psionic power, and many excel at using their innate psionic energy to duplicate the casting of spells. +Mind Flayer +Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. +In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. +Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls. +When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. +Hive Mind Colonies. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once. +An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. +Qualith +On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions. +Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. +Source: Volo's Guide to Monsters p. 71 + underdark + + + Mindwitness + L + aberration + Lawful Evil + 15 (natural armor) + 75 (10d10+20) + walk 0 ft., fly 20 ft. + 10 + 14 + 14 + 15 + 15 + 10 + Int +5, Wis +5 + Perception +8 + 18 + Deep Speech, Undercommon, telepathy 600 ft. + 5 + + + + prone + darkvision 120 ft. + + Telepathic Hub + When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see. + + + Multiattack + The mindwitness makes two attacks: one with its tentacles and one with its bite. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 16 (4d6 + 2) piercing damage. + Bite|+5|4d6+2 + + + Tentacles + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 20 (4d8 + 2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+5|4d8+2 + + + Eye Rays + The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: + 1. Aversion Ray: The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 2. Fear Ray: The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Psychic Ray: The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage. + Eye Rays||6d8 + 4. Slowing Ray: The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Stunning Ray: The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. + 6. Telekinetic Ray: If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + + If the beholder can be stunned and brought safely to the brine pool of the elder brain, it can be converted through ceremorphosis into a mindwitness. The process of ceremorphosis transforms four of the beholder's eyestalks into tentacles similar to those of a mind flayer, and alters some of the beholder's eye rays. +Less intelligent than beholders and less liable to endanger the colony, mindwitnesses are psionically imprinted with devotion to the elder brain and submission to illithid commands, making them almost as obedient as intellect devourers. +Telepathic Hub. The primary function of a mindwitness is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse telepathically through it to as many as seven other creatures the mindwitness can see, allowing the rapid spread of commands and other information. +Solitary Seekers. If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs and telepathic planar beings such as demons, shifting their worldview and changing their alignment to match that of their new masters. +Source: Volo's Guide to Monsters p. 176 + underdark + + + Morkoth + M + aberration + Chaotic Evil + 17 (natural armor) + 130 (20d8+40) + walk 25 ft., swim 50 ft. + 14 + 14 + 14 + 20 + 15 + 13 + Dex +6, Int +9, Wis +6 + Arcana +9, History +9, Perception +10, Stealth +6 + 20 + telepathy 120 ft. + 11 + bludgeoning, piercing, slashing from nonmagical attacks + + + + blindsight 30 ft., darkvision 120 ft. + + Amphibious + The morkoth can breathe air and water. + + + Multiattack + The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage. + Bite|+6|2d6+2 + + + Tentacles + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the morkoth's turns. and the morkoth can't use its tentacles on another target. + Tentacles|+6|3d8+2 + + + Hypnosis + The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours. + + + Spell Reflection + If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below: + • The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin. + • The morkoth casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot. + + + Regional Effects + + + The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects: + • The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't. + • Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence (Investigation) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. If the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered. + • Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage. + • With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). + If the morkoth dies, these regional effects end immediately. + + + Spellcasting + The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared: + Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp + • 1st level (4 slots): detect magic, identify, shield, witch bolt + • 2nd level (3 slots): darkness, detect thoughts, shatter + • 3rd level (3 slots): dispel magic, lightning bolt, sending + • 4th level (3 slots): dimension door, Evard's black tentacles + • 5th level (3 slots): geas, scrying + • 6th level (1 slots): chain lightning + + 4, 3, 3, 3, 3, 1 + acid splash, mage hand, mending, ray of frost, shocking grasp, detect magic, identify, shield, witch bolt, darkness, detect thoughts, shatter, dispel magic, lightning bolt, sending, dimension door, Evard's black tentacles, geas, scrying, chain lightning + Ancient and devious, morkoths are voracious collectors. Each one travels the planes, amassing the valuables, oddities, and castoffs of the multiverse to make its collection ever more complete. +Spawned by a God. Long ago, a deity of greed and strife perished in the battles among the immortals. Its body drifted through the Astral Plane, eventually becoming a petrified husk. This corpse floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed matter spun away into the silvery void. Within some of them, a vein of pearl-like material held a bit of the deity's rejuvenated supernatural vitality, which spontaneously created a habitable environment. On those same islands, bits of the god's petrified flesh came back to life, in the form of tentacled monstrosities brimming with malice and greed. Ever since that time, each morkoth has had an extraplanar island to call home. +The pearly matter inside an island enables it to glide on planar currents, maintains the island's environment, and keeps the place safe from harmful external effects. A morkoth's island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. One could float in the skies of Avernus in the Nine Hells without being destroyed and without causing harm to its residents. Whatever is on or within a certain distance of a morkoth's isle travels with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth's dominion. +Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Rarely, a morkoth learns to control its island's movement, so the island goes wherever its master wishes. +A morkoth spends its time watching over its collection and plotting to acquire more possessions. The monster hoards vast stores of treasure and knowledge. Its island holds numerous captives, which it considers part of its collection. Some inhabitants, such as descendants of original prisoners, might view the morkoth as a ruler or a god. A morkoth's storehouse of wealth and lore attracts would-be plunderers, of course, as well as those seeking something specific the morkoth has or knows. The creature shows no mercy to those that try to steal from it, but it can be bargained with by a visitor that offers the morkoth something it desires. +No morkoth freely gives away what it owns. Morkoths exist to acquire, and they give up possessions only if doing so helps their hoard grow. +A morkoth knows every object in its collection and can track its possessions through the planes. Someone who dares to steal from a morkoth, or breaks a deal with one, will know no rest until the morkoth is slain or all promises are kept. +Collectors of everything odd, unusual, and valuable-hopefully not including you. +-Volo +No Rhyme or Reason. A morkoth's island has the qualities of a dreamscape in which nature and predictability take a back seat to strangeness and chaos. Upon it is a jumble of objects and a mixture of creatures, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its "guests" comfortable. +Primeval Hoarders. Morkoths are driven by greed and selfishness, mixed with a yearning for conflict. They desire anything they don't possess, have no scruples about taking what they crave, and endeavor to keep everything they collect. +A Morkoth's Lair. A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater. +A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP). +Source: Volo's Guide to Monsters p. 177 + underwater, coastal + + + Mouth of Grolantor + H + giant (hill giant) + Chaotic Evil + 14 (natural armor) + 105 (10d12+40) + walk 50 ft. + 21 + 10 + 18 + 5 + 7 + 5 + + Perception +1 + 11 + Giant + 6 + + + + frightened + + + Mouth of Madness + The giant is immune to confusion spells and similar magic. + On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant's turns to determine its action for that turn: + 1–3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. + 4–5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself. + 6–7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn. + 8–10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt. + Bite|+8|3d6+5 + + + Fist + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage. + Fist|+8|3d8+5 + + Hill giants know the kinds of foods that make them fatter, and they understand that exerting themselves too much tends to make them thinner. What the lazy brutes don't comprehend are the things that make them sick. They consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert. Fortunately for hill giants, they have a vulture's constitution and rarely suffer for such eating habits. This makes it all the more mysterious to them when one of their kind becomes ill and incapable of keeping down food. Vomiting hill giants are seen as vessels of a message from Grolantor. +The clan separates the sickened giant from the others, often trapping the giant in a cage or tying the giant to a post. A priest of Grolantor or chieftain visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retched up. If the sickness soon passes, the hill giant can rejoin society. If not, the hill giant is instead starved to the point of madness so that Grolantor's hunger can be given a mouth in the world. +Starved and Insane. A mouth of Grolantor is so disgraced that it ceases to be an individual and becomes an object. Paradoxically, that object is revered as a holy embodiment of Grolantor's eternal, aching hunger. Unlike a typical thick, sluggish, half-asleep hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitching around the edges. A mouth of Grolantor is kept perpetually imprisoned or shackled; if it breaks free, it's sure to kill a few hill giants before it's brought down or it sprints away on a killing spree. The only time a mouth of Grolantor is set loose is during a war, a raid against an enemy settlement, or in a last-ditch defense of the tribe's home. When the mouth of Grolantor has slaughtered and eaten its fill of the tribe's enemies, it passes out amid the gory remains of its victims, making it easy to recapture. +Source: Volo's Guide to Monsters p. 149 + grassland, hill + + + Necromancer + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 66 (12d8+12) + walk 30 ft. + 9 + 14 + 12 + 17 + 12 + 11 + Int +7, Wis +5 + Arcana +7, History +7 + 11 + any four languages + 9 + necrotic + + + + + + Grim Harvest (1/Turn) + When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. + + + Withering Touch + Melee Spell Attack: +7 to hit, reach 5 ft., one creature. 5 (2d4) necrotic damage. + Withering Touch|+7|2d4 + + + Spellcasting + The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: + Cantrips (at will): chill touch, dancing lights, mage hand, mending + • 1st level (4 slots): false life*, mage armor, ray of sickness* + • 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web + • 3rd level (3 slots): animate dead*, bestow curse*, vampiric touch* + • 4th level (3 slots): blight*, dimension door, stoneskin + • 5th level (2 slots): Bigby's hand, cloudkill + • 6th level (1 slots): circle of death* + *Necromancy spell of 1st level or higher + + 4, 3, 3, 3, 2, 1 + chill touch, dancing lights, mage hand, mending, false life, mage armor, ray of sickness, blindness/deafness, ray of enfeeblement, web, animate dead, bestow curse, vampiric touch, blight, dimension door, stoneskin, Bigby's hand, cloudkill, circle of death + Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves. A few use their powers for good, becoming hunters of the undead and risking their lives to save others. +Source: Volo's Guide to Monsters p. 217, Tales from the Yawning Portal, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak + desert, urban + + + Neogi + S + aberration + Lawful Evil + 15 (natural armor) + 33 (6d6+12) + walk 30 ft., climb 30 ft. + 6 + 16 + 14 + 13 + 12 + 15 + + Intimidation +4, Perception +3 + 13 + Common, Deep Speech, Undercommon + 3 + + + + + darkvision 60 ft. + + Mental Fortitude + The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. + + + Spider Climb + The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The neogi makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|+5|1d6+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage. + Claws|+5|2d4+3 + + + Enslave (Recharges after a Short or Long Rest) + The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. + + Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior. +Alien Tyrants. Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect. +Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar. +Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness. +Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment. +Damn eel-spiders want to enslave us all! And no, they don't taste good. +-Volo +Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges. +Cycle of Death and Life. A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left. +Hierarchy of Ownership. Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk. +Source: Volo's Guide to Monsters p. 180 + underdark, hill + + + Neogi Hatchling + T + aberration + Lawful Evil + 11 + 7 (3d4) + walk 20 ft., climb 20 ft. + 3 + 13 + 10 + 6 + 10 + 9 + + + 10 + + 1/8 + + + + + darkvision 60 ft. + + Mental Fortitude + The hatchling has advantage on saving throws against being charmed or frightened, and magic can't put the hatchling to sleep. + + + Spider Climb + The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|+3|1d4+1 + + Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior. +Alien Tyrants. Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect. +Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar. +Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness. +Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment. +Damn eel-spiders want to enslave us all! And no, they don't taste good. +-Volo +Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges. +Cycle of Death and Life. A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left. +Hierarchy of Ownership. Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk. +Source: Volo's Guide to Monsters p. 179 + underdark, hill + + + Neogi Master + M + aberration + Lawful Evil + 15 (natural armor) + 71 (11d8+22) + walk 30 ft., climb 30 ft. + 6 + 16 + 14 + 16 + 12 + 18 + Wis +3 + Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6 + 13 + Common, Deep Speech, Undercommon, telepathy 30 ft. + 4 + + + + + darkvision 120 ft. (penetrates magical darkness) + + Mental Fortitude + The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. + + + Spider Climb + The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The neogi makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|+5|1d6+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage. + Claws|+5|2d4+3 + + + Enslave (Recharges after a Short or Long Rest) + The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. + + + Spellcasting + The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery + • 4th level (2 slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant + + 2 + eldritch blast, guidance, mage hand, minor illusion, prestidigitation, vicious mockery, arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant + Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior. +Alien Tyrants. Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect. +Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar. +Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness. +Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment. +Damn eel-spiders want to enslave us all! And no, they don't taste good. +-Volo +Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges. +Cycle of Death and Life. A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left. +Hierarchy of Ownership. Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk. +Source: Volo's Guide to Monsters p. 180 + underdark, hill + + + Neothelid + G + aberration + Chaotic Evil + 16 (natural armor) + 325 (21d20+105) + walk 30 ft. + 27 + 7 + 21 + 3 + 16 + 12 + Int +1, Wis +8, Cha +6 + + 13 + + 13 + + + + + blindsight 120 ft. + + Creature Sense + The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. + + + Magic Resistance + The neothelid has advantage on saving throws against spells and other magical effects. + + + Tentacles + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid's turns. + Tentacles|+13|3d8+8 + Tentacles||10d6 + If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + + Acid Breath (Recharge 5-6) + The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath (Recharge 5-6)||10d6 + + + Innate Spellcasting (Psionics) + The neothelid's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components: + At will: levitate + 1/day each: confusion, feeblemind, telekinesis + + levitate, confusion, feeblemind, telekinesis + A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. On rare occasions, an illithid colony collapses, typically after an external assault, and the elder brain is killed. When that happens, the colony's tadpoles are suddenly freed from their fate. They no longer serve as food, and in turn are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a neothelid. +Abhorrent to Illithids. Among the strongest taboos in illithid society is the idea of allowing a mature tadpole to survive without implanting it into a donor brain. Under normal circumstances, any tadpole that grows larger than a few inches in length is killed by the elder brain to be food for it or for less mature tadpoles. Any tadpole that survives beyond that state is perceived as a threat to the colony, and the mind flayers organize hunting parties to exterminate the abomination. Lacking enough intelligence to be detected by an elder brain's power to sense thoughts, neothelids warrant such precautions. +Savage Behemoth. As a feral thing, a neothelid knows nothing beyond the predatory existence it has lived so far and struggles to comprehend its new psionic abilities. Neothelids prowl subterranean passages in search of more brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to a puddle of slime and leaving only the pulsing brain unharmed. They have no knowledge of their link to illithids, so they're just as likely to prey on mind flayers as on anything else. +Source: Volo's Guide to Monsters p. 181, Waterdeep: Dungeon of the Mad Mage + underdark + + + Nilbog + S + humanoid (goblinoid) + Chaotic Evil + 13 (leather armor) + 7 (2d6) + walk 30 ft. + 8 + 14 + 10 + 10 + 8 + 15 + + Stealth +6 + 9 + Common, Goblin + 1 + + + + + darkvision 60 ft. + + Nilbogism + Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction. + + + Nimble Escape + The nilbog can take the Disengage or Hide action as a bonus action on each of its turns. + + + Fool's Scepter + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage. + Fool's Scepter|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + + Reversal of Fortune + In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points. + + + Innate Spellcasting + The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: mage hand, Tasha's hideous laughter, vicious mockery + 1/day: confusion + + mage hand, Tasha's hideous laughter, vicious mockery, confusion + When Maglubiyet conquered the goblin gods, he intended to leave only Khurgorbaeyag alive as a harsh overseer who would keep the goblins under heel. But the goblins' pantheon included a trickster deity who was determined to get the last laugh. Although its essence was shattered by Maglubiyet, this trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder in the ranks unless it is appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, and the goblin possessed by it, a nilbog ("goblin" spelled backward), and they revel in the fear that a nilbog sows among the ranks of the bugbears and hobgoblins in the host. +Goblins' Revenge. When goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblin has been mistreated by its betters. This possession turns the goblin into a wisecracking, impish creature fearless of reprisal. It gives the goblin strange powers that drive others to do the opposite of what they desire. Attacking a goblin possessed by a nilbog is foolhardy, and killing the creature just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise. +No Joking Matter. The possible presence of a nilbog in a host has given rise to a practice among goblinoids that each host include at least one goblin jester. This jester is allowed to go anywhere and do whatever it pleases. The position of jester is a much sought-after one among the goblins, because even if the jester is obviously not a nilbog, hobgoblins and bugbears indulge its manic behavior. +Nilbogism. A nilbog is an invisible spirit that possesses only goblins. Bereft of a host, the spirit has a flying speed of 30 feet and can't speak or be attacked. The only action it can take is to attempt to possess a goblin within 5 feet of it. +A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed by the spirit, the goblin's alignment becomes chaotic evil, its Charisma becomes 15 (unless it was already higher), and it gains the nilbog's Innate Spellcasting and Nilbogism traits, as well as its Reversal of Fortune reaction. If the save succeeds, the spirit can't possess that goblin for 24 hours. If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. A goblin stripped of its nilbog spirit reverts to its normal statistics and loses the traits it gained while possessed. +Source: Volo's Guide to Monsters p. 182 + underdark, forest, hill + + + Orc Blade of Ilneval + M + humanoid (orc) + Chaotic Evil + 18 (chain mail, shield) + 60 (8d8+24) + walk 30 ft. + 17 + 11 + 17 + 10 + 12 + 14 + Wis +3 + Insight +3, Intimidation +4, Perception +3 + 13 + Common, Orc + 4 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Foe Smiter of Ilneval + The orc deals an extra die of damage when it hits with a longsword attack (included in the attack). + + + Multiattack + The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval's Command is available to use, the orc can use it after these attacks. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage when used with two hands. + Longsword|+5|2d8+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Javelin|+5|1d6+3 + + + Ilneval's Command (Recharges 4–6) + Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack. + + To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. +Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. +In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below. +Orc Blade of Ilneval. Ilneval is Gruumsh's battle captain, a devious strategist who directs Gruumsh's soldiers with boldness. Among orcs, warriors that venerate Ilneval emulate their deity. Such orcs learn to command their fellows in ways that are unpredictable but help to ensure victory. +The wisest among these leaders gain Ilneval's favor and rise to become known as blades, tactical experts who advise their chief in matters of war. Blades lead from the front, wading into combat fearlessly while barking orders at lesser soldiers. A blade knows how to use orcish ferocity to best advantage, and helps the ordinary warriors to work together against their adversaries. +Source: Volo's Guide to Monsters p. 183 + underdark, mountain, grassland, forest, hill + + + Orc Claw of Luthic + M + humanoid (orc) + Chaotic Evil + 14 (hide armor) + 45 (6d8+18) + walk 30 ft. + 14 + 15 + 16 + 10 + 15 + 11 + + Intimidation +2, Medicine +4, Survival +4 + 12 + Common, Orc + 2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Multiattack + The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage. + Claw|+4|1d8+2 + + + Spellcasting + The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: + Cantrips (at will): guidance, mending, resistance, thaumaturgy + • 1st level (4 slots): bane, cure wounds, guiding bolt + • 2nd level (3 slots): augury, warding bond + • 3rd level (2 slots): bestow curse, create food and water + + 4, 3, 2 + guidance, mending, resistance, thaumaturgy, bane, cure wounds, guiding bolt, augury, warding bond, bestow curse, create food and water + To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. +Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. +In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below. +Orc Claw of Luthic. Luthic is Gruumsh's wife and the paragon of maternity to all orcs. She is the Cave Mother, a fierce dweller in the darkness who raises new broods of orcs to be vicious and strong. Her symbol is the cave bear, and orc females raise such bears alongside orc whelps. Females particularly attracted to Luthic grow long nails and lacquer them, learning to use these claws as weapons much as Luthic uses her own. +Orc females devoted to Luthic are in charge of fortifying and maintaining an orc stronghold. They help to guarantee the survival of the tribe, and most are skilled in the healing arts. The most powerful among Luthic's disciples are the claws of Luthic, which can use the Cave Mother's magic to heal, protect, and curse. +Source: Volo's Guide to Monsters p. 183 + underdark, mountain + + + Orc Hand of Yurtrus + M + humanoid (orc) + Chaotic Evil + 12 (hide armor) + 30 (4d8+12) + walk 30 ft. + 12 + 11 + 16 + 11 + 14 + 9 + + Arcana +2, Intimidation +1, Medicine +4, Religion +2 + 12 + understands Common and Orc but can't speak + 2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Touch of the White Hand + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 9 (2d8) necrotic damage. + Touch of the White Hand|+3|2d8 + + + Spellcasting + The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared: + Cantrips (at will): guidance, mending, resistance, thaumaturgy + • 1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good + • 2nd level (3 slots): blindness/deafness, silence + + 4, 3 + guidance, mending, resistance, thaumaturgy, bane, detect magic, inflict wounds, protection from evil and good, blindness/deafness, silence + To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. +Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. +In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below. +Orc Hand of Yurtrus. Yurtrus is the orc god of death and disease. He is a horrifying abomination covered in rot and infection, except for his perfect, smooth white hands. +Orc priests that oversee the line between life and death are known by the others in the tribe as hands of Yurtrus. They dwell on the fringes of an orc lair, usually communing with other orcs through the auspices of those who follow Luthic. The hands of Yurtrus wear pale gloves made of the bleached skin of other humanoids (preferably elves), symbolizing their connection with Yurtrus, and are sometimes called "white hands" as a result. +Every orc knows that the hands of Yurtrus are the tribe's gateway to the ancestors. Orcs who die having served the tribe well go on to rituals meant to send them to Gruumsh's realm. +As befits followers of a god who doesn't speak, hands of Yurtrus remove their tongues to emulate their deity, for a reason similar to why an eye of Gruumsh puts out one of its eyes. +Source: Volo's Guide to Monsters p. 184 + underdark, mountain, grassland, forest, hill + + + Orc Nurtured One of Yurtrus + M + humanoid (orc) + Chaotic Evil + 9 + 30 (4d8+12) + walk 30 ft. + 15 + 8 + 16 + 7 + 11 + 7 + + + 10 + Common, Orc + 1/2 + + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Corrupted Carrier + When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points. + + + Nurtured One of Yurtrus + The orc has advantage on saving throws against poison and disease. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage. + Claws|+4|1d4+2 + + + Corrupted Vengeance + The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait. + + To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. +Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. +In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below. +Orc Nurtured One of Yurtrus. When plague strikes a tribe, the hands of Yurtrus isolate the sick. The priests then minister to those who can be saved but not healed. The hands cultivate the sickness of these nurtured ones, turning them into instruments of defense and weapons of war. When orcs go to battle, a band of nurtured ones might charge in first-to give themselves up while softening up the enemy by spreading Yurtrus's vile blessing in its ranks. +Source: Volo's Guide to Monsters p. 184 + underdark, mountain, grassland, forest, hill + + + Orc Red Fang of Shargaas + M + humanoid (orc) + Chaotic Evil + 15 (studded leather armor) + 52 (8d8+16) + walk 30 ft. + 11 + 16 + 15 + 9 + 11 + 9 + + Intimidation +1, Perception +2, Stealth +5 + 12 + Common, Orc + 3 + + + + + darkvision 60 ft. + + Cunning Action + On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action. + + + Hand of Shargaas + The orc deals 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks). + + + Shargaas's Sight + Magical darkness doesn't impede the orc's darkvision. + + + Slayer + In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit. + + + Multiattack + The orc makes two scimitar or dart attacks. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 13 (3d6 + 3) slashing damage. + Scimitar|+5|3d6+3 + + + Dart + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 10 (3d4 + 3) piercing damage. + Dart|+5|3d4+3 + + + Veil of Shargaas (Recharges after a Short or Long Rest) + The orc casts darkness without any components. Wisdom is its spellcasting ability. + + To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. +Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. +In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below. +Orc Red Fang of Shargaas. Shargaas is the orc deity of deep darkness and sneakiness, a murderous god who hates anything that lives that isn't an orc. Orcs consider Shargaas to be a divinity suited to pariahs and weaklings, all of them unfit for true roles in tribal life. These outsiders live in the most remote, deepest parts of the tribe's domain. +The elite among Shargaas's followers are the assassins and thieves that follow the cult of the Red Fang. They perform assassinations, stealthy raids, and other covert operations on the tribe's behalf. They rely on a mix of intense training and magic granted to them by Shargaas. +Most Red Fang enclaves keep and nurture giant bats, creatures that are sacred to Shargaas. Red Fangs ride these bats into battle or on secret raids and assassination missions into enemy territory. +Source: Volo's Guide to Monsters p. 185 + underdark, mountain, forest, hill, urban + + + Ox + L + beast + Unaligned + 10 + 15 (2d10+4) + walk 30 ft. + 18 + 10 + 14 + 2 + 10 + 4 + + + 10 + + 1/4 + + + + + + + Charge + If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + + + Beast of Burden + The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Gore|+6|1d6+4 + + An ox is mainly used for draft work rather than meat or milk. +Source: Volo's Guide to Monsters p. 208, Princes of the Apocalypse + grassland + + + Quetzalcoatlus + H + beast + Unaligned + 13 (natural armor) + 30 (4d12+4) + walk 10 ft., fly 80 ft. + 15 + 13 + 13 + 2 + 10 + 5 + + Perception +2 + 12 + + 2 + + + + + + + Dive Attack + If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target. + + + Flyby + The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Bite + Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. 12 (3d6 + 2) piercing damage. + Bite|+4|3d6+2 + + This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can move on the ground like a quadruped, it is more comfortable in the air. +Source: Volo's Guide to Monsters p. 140, Tomb of Annihilation + mountain, hill, coastal + + + Quickling + T + fey + Chaotic Evil + 16 + 10 (3d4+3) + walk 120 ft. + 4 + 23 + 13 + 10 + 12 + 7 + + Acrobatics +8, Perception +5, Sleight of hand +8, Stealth +8 + 15 + Common, Sylvan + 1 + + + + + darkvision 60 ft. + + Blurred Movement + Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained. + + + Evasion + If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Multiattack + The quickling makes three dagger attacks. + + + Dagger + Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 8 (1d4 + 6) piercing damage. + Dagger|+8|1d4+6 + + Quicklings rocket through haunting, twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. Racing faster than the eye can track, each appears as little more than a blurry wavering in the air. +A quickling is a small, slender fey, similar to a miniature elf with sharp, feral features. Its cold, cruel eyes gleam like jewels. +Live Fast, Die Young. Quicklings owe their existence-and their plight-to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a race of lazy and egotistical fey, the creatures that would become the quicklings were late in answering the queen's summons one time too many. To hasten their pace and teach them to mind her will, the queen shrank their stature and sped up their internal clocks. The queen's curse gave quicklings their amazing speed but also accelerated their passage through life-no quickling lives longer than fifteen years. +To other creatures, a quickling seems blindingly fast, vanishing into an indistinct blur as it moves. Its cruel laughter is a burst of rapid staccato sounds, its speech a shrill squeal. Only when a quickling deliberately slows down, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a "stationary" quickling constantly paces and shifts in place, as though it can't wait to be off again. +Tricks of that sort are hardly the limit of their artful malice, however. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone's bag. Quicklings enjoy causing suffering that transcends mere mis chief, especially when the blame for their actions falls on other creatures and creates discord. +Too Fast for Words. The mortal realm is a ponderous place to a quickling's eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning. +Mischief, Not Murder. Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. A quickling spends most of its time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person's bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one's looking. +Source: Volo's Guide to Monsters p. 187 + forest + + + Red Guard Drake + M + dragon + Unaligned + 14 (natural armor) + 52 (7d8+21) + walk 30 ft., climb 30 ft. + 16 + 11 + 16 + 4 + 10 + 7 + + Perception +2 + 12 + understands Draconic but can't speak it + 2 + fire + + + + darkvision 60 ft. + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|+5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Tail|+5|1d6+3 + + A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands. +Gifts from Dragons. The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. +The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours. +A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes. +Eager to Learn. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. +Variant: Chromatic Guard Drakes. Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. +Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage. +Blue Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage. +Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage. +Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage. +White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage. +Source: Volo's Guide to Monsters p. 158 + mountain, underdark, urban + + + Redcap + S + fey + Chaotic Evil + 13 (natural armor) + 45 (6d6+24) + walk 25 ft. + 18 + 13 + 18 + 10 + 12 + 9 + + Athletics +6, Perception +3 + 13 + Common, Sylvan + 3 + + + + + darkvision 60 ft. + + Iron Boots + While moving, the redcap has disadvantage on Dexterity (Stealth) checks. + + + Outsize Strength + While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls. + + + Multiattack + The redcap makes three attacks with its wicked sickle. + + + Wicked Sickle + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage. + Wicked Sickle|+6|2d4+4 + + + Ironbound Pursuit + The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone. + Ironbound Pursuit||3d10+4 + + + Variant: Madcap + A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the creature even more psychotic, causing it to brood over irrational hatreds. A group of madcaps will sometimes band together over a shared hatred of something, such as music, creatures with curly hair, the word "cool," or the color blue. + When a madcap drops to 0 hit points, its hateful existence comes to an end in spectacular fashion as it bursts into flames, reducing itself, its ichor-soaked hat, and its pants to ashes instantly while leaving behind its weapon and smoldering iron boots. + + A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. +Blood Lust Personified. In the Feywild, or where that plane touches the world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new red caps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings. +Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in a vicious swing of its weapon before the target can react. +Also, some redcaps can sense the being whose murderous acts led to their birth. A redcap might use this innate connection to find its creator and make that creature its first victim. Others seek out their maker to enjoy proximity to a kindred spirit. An individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that creature's murderous handiwork. +In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap's natural and necessary urge for blood risks becoming the redcap's next target. +As subtle as a flung battleaxe. +-Volo +Steeped in Slaughter. To sustain its unnatural existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is born, its hat is coated with wet blood, and it knows that if the blood isn't replenished at least once every three days, the redcap vanishes as if it had never been. A redcap's desire to slay is rooted in its will to survive. +Bloodthirsty Mercenaries. Redcaps don't usually operate in groups, but in some circumstances they might be fond in the employ of hags and dark mages that know methods to call redcaps out of the Feywild and put them to work as grisly servants. +Source: Volo's Guide to Monsters p. 188, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild + forest, swamp, hill + + + Rothé + L + beast + Unaligned + 10 + 15 (2d10+4) + walk 30 ft. + 18 + 10 + 14 + 2 + 10 + 4 + + + 10 + + 1/4 + + + + + darkvision 30 ft. + + Charge + If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Gore|+6|1d6+4 + + Ordinary rothé resemble musk oxen and have darkvision out to a range of 30 feet. +Source: Volo's Guide to Monsters p. 208 + grassland + + + Sea Spawn + M + humanoid + Neutral Evil + 11 (natural armor) + 32 (5d8+10) + walk 20 ft., swim 30 ft. + 15 + 8 + 15 + 6 + 10 + 8 + + + 10 + understands Aquan and Common but can't speak + 1 + + + + + darkvision 120 ft. + + Limited Amphibiousness + The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. + + + Multiattack + The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy. + + + Unarmed Strike + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Unarmed Strike|+4|1d4+2 + + + Piscine Anatomy + The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy: + • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Piscine Anatomy|+5|1d4+2 + • Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Piscine Anatomy|+5|1d6 + • Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target. + Piscine Anatomy|+5|1d6+2 + + Many of the stories sung as sea shanties and passed on as tales in dockside taverns tell of people lost to the sea-but not merely drowned and gone. These unfortunates are taken by the ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well. +Tales provide myriad reasons for these strange transformations. "Be wary of falling in love with a sea elf or a merfolk," some say. "Return to port before a storm, no matter how tempting the catch." "Honor the sea gods as they demand, but never promise them your heart." Such cautionary tales disguise the deeper truth: things lurk beneath the waves that strive to claim the hearts and minds of land dwellers. +Deep Thralls. Krakens, morkoths, sea hags, marids, storm giants, dragon turtles-all of these sea creatures and more can mark mortals as their own and claim them as minions. Such people might become beholden to their master through a bleak bargain, or they might find themselves cursed by such creatures. Once warped into a fishlike form, the person can't leave the sea for long without courting death. +Anatomical Diversity. Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin's spines, a whale's fin, octopus eyes, seaweed hair, or any combination of such qualities. Some sea spawn have piscine body parts that provide them with special abilities beyond those of an ordinary humanoid. +The Sea Spawn of Purple Rocks. Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands' human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are cast into the sea and claimed by a kraken named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the dark depths. Some children return having suffered partial transformations, leaving them semi-bestial until their full transformation when they reach old age. These wretches are hidden until their final change, to keep the secret of the Purple Rocks. +Kraken priests (described in appendix B) are the tenders of the kraken's flock. Most of the priests are island natives, but some are merfolk, merrow, or sea elves that live in the water around the Purple Rocks. +Source: Volo's Guide to Monsters p. 189 + underwater, coastal + + + Shadow Mastiff + M + monstrosity + Neutral Evil + 12 + 33 (6d8+6) + walk 40 ft. + 16 + 14 + 13 + 5 + 12 + 5 + + Perception +3, Stealth +6 + 13 + + 2 + bludgeoning, piercing, slashing from nonmagical attacks while in dim light or darkness + + + + darkvision 60 ft. + + Ethereal Awareness + The shadow mastiff can see ethereal creatures and objects. + + + Keen Hearing and Smell + The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Shadow Blend + While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated. + + + Sunlight Weakness + While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + Bite|+5|2d6+3 + + + Variant: Shadow Mastiff Alpha + A shadow mastiff alpha has the statistics of a normal shadow mastiff, with the following modifications: + • The alpha has above average (42–54) hit points. + • It has an Intelligence of 6 (-2). + • It has the Terrifying Howl action option described below. + Terrifying Howl. The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours. + + These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world. +Ravenous Lurkers. Shadow mastiffs hunt in packs on the Shadowfell, so when one of them enters a rift between the planes, several more are sure to follow. Each pack is led by an alpha (male or female) that is the smartest and toughest one of the group. The alpha must remain sharp to keep the rest of the pack in line, lest it be killed and replaced. +When a shadow mastiff pack is hungry and senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby beasts and humanoids. Its howl is also a signal to the rest of the pack to move in for the kill. Gloom provides a shadow mastiff with supernatural protection, granting it resistance to nonmagical weapons while in dim light or darkness. Shadow mastiffs can tolerate bright light, but they shun sunlight. +Summoned for Service. Some faiths devoted to deities of gloom and night, such as Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also known by other strong-willed and evil-minded individuals, who find use for the hounds as guards in their strongholds. +Ethereal Sight. In addition to its other capabilities, a shadow mastiff can see creatures and objects on the Ethereal Plane. This extraplanar perception makes a mastiff an especially skilled guardian, especially in situations when magical or spiritual incursion is likely. +Source: Volo's Guide to Monsters p. 190 + forest, swamp, hill + + + Shoosuva + L + fiend (demon) + Chaotic Evil + 14 (natural armor) + 110 (13d10+39) + walk 40 ft. + 18 + 13 + 17 + 7 + 14 + 9 + Dex +4, Con +6, Wis +5 + + 12 + Abyssal, Gnoll, telepathy 120 ft. + 8 + cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks + poison + + charmed, frightened, poisoned + darkvision 60 ft. + + Rampage + When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + The shoosuva makes two attacks: one with its bite and one with its tail stinger. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 26 (4d10 + 4) piercing damage. + Bite|+7|4d10+4 + + + Tail Stinger + Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Tail Stinger|+7|2d8+4 + + Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse. +Shoosuva. A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful gnoll (typically as a fang of Yeenoghu). A shoosuva manifests shortly after a war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another one. A creature immobilized by the poison becomes easy pickings for any gnolls nearby. +Each shoosuva is bonded to a particular gnoll and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band. +Source: Volo's Guide to Monsters p. 137 + grassland, forest, hill, arctic + + + Slithering Tracker + M + ooze + Chaotic Evil + 14 + 32 (5d8+10) + walk 30 ft., climb 30 ft., swim 30 ft. + 16 + 19 + 15 + 10 + 14 + 11 + + Stealth +8 + 12 + understands languages it knew in its previous form but can't speak + 3 + bludgeoning, piercing, slashing from nonmagical attacks + + cold, fire + blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious + blindsight 120 ft. + + Ambusher + In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised. + + + Damage Transfer + While grappling a creature, the slithering tracker takes only haIf the damage dealt to it, and the creature it is grappling takes the other half. + + + False Appearance + While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check. + + + Keen Tracker + The slithering tracker has advantage on Wisdom checks to track prey. + + + Liquid Form + The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing. + + + Spider Climb + The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Watery Stealth + While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) bludgeoning damage. + Slam|+5|1d10+3 + + + Life Leech + One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time. + Life Leech||3d10 + + The quest for revenge sometimes leads one to undergo a ritual whereby they transform into a body of semiliquid sentience known as a slithering tracker. Innocuous and insidious at the same time, a tracker flows into places where a normal creature can't go and brings its own brand of watery death down upon its quarry. +Vengeance at Any Cost. The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can only be performed on a willing creature that hungers for revenge. The ritual sucks all the moisture from the person's body, killing it. Yet the mind lives on in the puddle of liquid that issues forth from the remains, and so too does the subject's insatiable need for retribution. +Stealthy Assassins. A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the prey while also draining it of blood. A slithering tracker that has killed in this fashion becomes much easier to locate for a time, since its liquid form becomes tinged with blood and its body leaves a visible trail of the stuff behind it. +Descent into Madness. Achieving revenge against its target doesn't end a slithering tracker's existence, nor its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker's mind can't cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood: after a tracker fulfills its duty, insanity takes over the creature, and it attacks indiscriminately until it is destroyed. +Source: Volo's Guide to Monsters p. 191, Tomb of Annihilation, Infernal Machine Rebuild, Mythic Odysseys of Theros + underdark, urban + + + Spawn of Kyuss + M + undead + Chaotic Evil + 10 + 76 (9d8+36) + walk 30 ft. + 16 + 11 + 18 + 5 + 7 + 3 + Wis +1 + + 8 + understands the languages it knew in life but can't speak + 5 + + poison + + exhaustion, poisoned + darkvision 60 ft. + + Regeneration + The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. + + + Worms + If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action. + + + Multiattack + The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm. + + + Burrowing Worm + A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. + Burrowing Worm||-4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage. + Claw|+6|1d6+3 + + Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his mad disciples continue performing the horrific rites he perfected. +Plague of Worms. From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane. +Corruption Without End. Spawn of Kyuss are expressions of Orcus's intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether they are dispersed or clustered, spawn reproduce exponentially if nothing stops them. +Undead Nature. Spawn of Kyuss require no air, food, drink, or sleep. +Source: Volo's Guide to Monsters p. 192 + underdark, desert + + + Stegosaurus + H + beast + Unaligned + 13 (natural armor) + 76 (8d12+24) + walk 40 ft. + 20 + 9 + 17 + 2 + 11 + 5 + + + 10 + + 4 + + + + + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 26 (6d6 + 5) piercing damage. + Tail|+7|6d6+5 + + This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages. +Source: Volo's Guide to Monsters p. 140, Tomb of Annihilation + grassland, forest + + + Stench Kow + L + beast + Unaligned + 10 + 15 (2d10+4) + walk 30 ft. + 18 + 10 + 14 + 2 + 10 + 4 + + + 10 + + 1/4 + cold, fire, poison + + + + darkvision 60 ft. + + Charge + If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + + + Stench + Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Gore|+6|1d6+4 + + These orange and green misshapen bison are native to the Lower Planes. +Source: Volo's Guide to Monsters p. 208 + + + + Stone Giant Dreamwalker + H + giant (stone giant) + Chaotic Neutral + 18 (natural armor) + 161 (14d12+70) + walk 40 ft. + 23 + 14 + 21 + 10 + 8 + 12 + Dex +6, Con +9, Wis +3 + Athletics +14, Perception +3 + 13 + Common, Giant + 10 + + + + charmed, frightened + darkvision 60 ft. + + Dreamwalker's Charm + An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn't incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours. + + + Multiattack + The giant makes two attacks with its greatclub. + + + Greatclub + Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Greatclub|+10|3d8+6 + + + Petrifying Touch + The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it. + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + Rock|+10|4d10+6 + + The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that's how they regard it-as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn't matter. Promises and bargains made there needn't be honored. Life and even art hold less value there. +Dream Dwellers. Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, to break a decades-long ennui, or out of simple curiosity. Some who go on these quests let themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason, if they don't take shelter under stone, such individuals can become dreamwalkers. +Dreamwalkers occupy an odd place of respect outside of stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream. +Mad Wanderers. Dreamwalkers are driven mad by isolation, shame, and their unendingly alien surroundings, and this madness leeches out into the world around them, affecting other creatures that get too close. Believing that they're living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant in their mad minds. Over time, the collected things accrete to their bodies, becoming encased in stone. +Source: Volo's Guide to Monsters p. 150 + mountain, hill, coastal + + + Storm Giant Quintessent + H + giant (storm giant) + Chaotic Good + 12 + 230 (20d12+100) + walk 50 ft., fly 50 ft., swim 50 ft. + 29 + 14 + 20 + 17 + 20 + 19 + Str +14, Con +10, Wis +10, Cha +9 + Arcana +8, History +8 + 20 + Common, Giant + 16 + cold; bludgeoning, piercing, slashing from nonmagical attacks + lightning, thunder + + + truesight 60 ft. + + Amphibious + The giant can breathe air and water. + + + Multiattack + The giant makes two Lightning Sword attacks or uses Wind Javelin twice. + + + Lightning Sword + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 40 (9d6 + 9) lightning damage. + Lightning Sword|+14|9d6+9 + + + Windjavelin + The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits. + + + The giant (storm giant) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The giant (storm giant) regains spent legendary actions at the start of its turn. + + + Gust + The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses. + + + Thunderbolt (2 Actions) + The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. + + + One with the Storm (3 Actions) + The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm. + + + Lair Actions + + + A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant can't use the same effect two rounds in a row: + • The giant creates a thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. + • The giant creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't be dispersed by wind. + • The giant creates a 60-foot-long, 10-foot-wide line of strong wind ( or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished. + + + Regional Effects + + + The region containing a storm giant quintessent's lair is warped by the giant's presence, which creates one or more of the following effects: + • High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind. + • Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes. + • Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair. + If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within 1d8 days. + + To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, literally transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence. +Elemental Weapons. A storm giant quintessent sheds its armor and weapons, but gains the power to form makeshift weapons out of thin air. When the giant has no further use of them, or when the giant dies, its elemental weapons disappear. +Forsaken Form. A storm giant quintessent can revert to its true giant form on a whim. The change is temporary but can be maintained long enough for the giant to communicate with a mortal, carry out a short task, or defend its home against aggressors. +A Quintessent's Lair. A storm giant quintessent has no need for castles or dungeon lairs. Its lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm. +Source: Volo's Guide to Monsters p. 151, Ghosts of Saltmarsh + underwater, mountain, desert, coastal, arctic + + + Swarm of Cranium Rats + M + swarm of Medium beasts + Lawful Evil + 12 + 36 (8d8) + walk 30 ft. + 9 + 14 + 10 + 15 + 11 + 14 + + + 10 + telepathy 30 ft. + 5 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 30 ft. + + Illumination + As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5 to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. + + + Telepathic Shroud + The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells. + + + Bites + Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. + Bites|+5|4d6 + + + Innate Spellcasting (Psionics) + The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components: + At will: command, comprehend languages, detect thoughts + 1/day each: confusion, dominate monster + + command, comprehend languages, detect thoughts, confusion, dominate monster + Mind flayers create cranium rats by bombarding normal rats with psionic energy. +Evil Collectives. Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells. +A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can't drop below 4 and becomes 15 again if it rejoins the swarm or another one. +Telepathic Vermin. A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically "speaks" as one creature, often referring to itself using the collective pronouns "we" and "us." +Spies for an Elder Brain. Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy. +Cranium rats occasionally spread beyond the elder brain's range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire. +Source: Volo's Guide to Monsters p. 133 + underdark, urban + + + Swarm of Rot Grubs + M + swarm of Medium beasts + Unaligned + 8 + 22 (5d8) + walk 5 ft., climb 5 ft. + 2 + 7 + 10 + 1 + 2 + 1 + + + 6 + + 1/2 + piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained + blindsight 10 ft. + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm's space. The target is infested by 1d4 rot grubs. At the start of each of the target's turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. + + Rot grubs are finger-sized maggots that eat living or dead flesh, although they can survive on plant matter. They infest corpses and piles of decaying matter and attack living creatures that disturb them. After burrowing into the flesh of a living creature, a rot grub instinctively chews its way toward the heart in order to kill its host. +Rot grubs pose a threat both singly and as a swarm. See the accompanying stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block. Any creature that comes into contact with it must make a DC 10 Dexterity saving throw. On a failed save, the rot grub burrows into the creature's flesh and deals 3 (1d6) piercing damage at the start of each of the host creature's turns. Applying fire to the wound before the end of the host creature's next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time, the rot grub is too far under the host creature's skin to be burned. If a creature infested by one or more rot grubs ends its turn with 0 hit points, it dies as the grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. Burning a body kills any rot grubs infesting it +Source: Volo's Guide to Monsters p. 208, Ghosts of Saltmarsh + underdark, swamp + + + Swashbuckler + M + humanoid (any race) + Any Non-Lawful Alignment + 17 (leather armor) + 66 (12d8+12) + walk 30 ft. + 12 + 18 + 12 + 14 + 11 + 15 + + Acrobatics +8, Athletics +5, Persuasion +6 + 10 + any one language (usually Common) + 3 + + + + + + + Lightfooted + The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. + + + Suave Defense + While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. + + + Multiattack + The swashbuckler makes three attacks: one with a dagger and two with its rapier. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d4 + 4) piercing damage. + Dagger|+6|1d4+4 + + + Rapier + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Rapier|+6|1d8+4 + + Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long. +Source: Volo's Guide to Monsters p. 217, Waterdeep: Dragon Heist, Tomb of Annihilation, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake + coastal, urban + + + Tanarukk + M + fiend (demon, orc) + Chaotic Evil + 14 (natural armor) + 95 (10d8+50) + walk 30 ft. + 18 + 13 + 20 + 9 + 9 + 9 + + Intimidation +2, Perception +2 + 12 + Abyssal, Common, Orc + 5 + fire, poison + + + + darkvision 60 ft. + + Aggressive + As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see. + + + Magic Resistance + The tanarukk has advantage on saving throws against spells and other magical effects. + + + Multiattack + The tanarukk makes two attacks: one with its bite and one with its greatsword. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Bite|+7|1d8+4 + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Greatsword|+7|2d6+4 + + + Unbridled Fury + In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker. + + To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. +Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. +In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below. +Tanarukk. When demonic corruption taints a tribe's leadership, orcs might turn to abyssal magic to make tanarukks. Evil humans who control orcs also use such power to bolster their followers' strength. +The demon lord Baphomet gladly shares the secret of creating tanarukks with those who entreat him for power. The process corrupts an unborn orc of the tribe, transforming it at birth into a creature much more savage than an orc. +Although tanarukks are fearsome fighters, they are a threat to their allies off the battlefield. Within the tribe's lair, a tanarukk is destructive and volatile, and best kept imprisoned. Sooner or later, a free tanarukk rampages through the tribe, attempting to take over by force. Most such coups fail, but at great cost to the tribe. If a tanarukk does seize the leadership of a tribe, reckless war is the course it inevitably chooses. +If a tanarukk manages to breed, its blood taints numerous subsequent generations, so its female descendants randomly produce tanarukks. Rather than risk raising a natural-born tanarukk, most tribes slay such abominations. +Source: Volo's Guide to Monsters p. 186 + underdark, mountain, hill + + + Thorny + M + plant + Neutral + 14 (natural armor) + 27 (5d8+5) + walk 30 ft. + 13 + 12 + 13 + 2 + 10 + 6 + + Perception +4, Stealth +3 + 14 + + 1 + lightning, piercing + + + + darkvision 60 ft. + + Plant Camouflage + The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. + + + Regeneration + The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (2d6 + 1) piercing damage. + Bite|+3|2d6+1 + + Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce. +Primitive Plants. Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi. +Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. +As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does. +No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby. +Mold Begets Mold. Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body. +Russet Mold. The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case. +Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse. +Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area. +Source: Volo's Guide to Monsters p. 197, Tomb of Annihilation + forest, swamp + + + Tlincalli + L + monstrosity + Neutral Evil + 15 (natural armor) + 85 (10d10+30) + walk 40 ft. + 16 + 13 + 16 + 8 + 12 + 8 + + Perception +4, Stealth +4, Survival +4 + 14 + Tlincalli + 5 + + + + + darkvision 60 ft. + + Multiattack + The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+6|1d8+3 + + + Spiked Chain + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can't use the spiked chain against another target. + Spiked Chain|+6|1d6+3 + + + Sting + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Sting|+6|1d6+3 + + Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. +Desert Nomads. Tlincallis live austerely. They range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves. A tribe of tlincallis stays in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. The tribe also settles down temporarily whenever it's time to lay eggs and hatch a new brood of young. +Poisonous Eggs. Tlincallis deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. There the eggs lie protected by hard shells coated in paralytic poison similar to that produced by their stingers. A would-be predator that dares to break an egg is defenseless against the tlincallis that come to investigate. +Horrid Kidnappers. Tlincallis eat what they kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these prisoners back to their encampment and tie them to cactus or rock formations. There, victims wait until the sun sets and the newly hatched young emerge from the lair to eat them alive. +Prideful Hunters. Tlincallis see themselves as great hunters. If a tlincalli tribe encounters a more powerful hunter, such as a blue dragon, the tribe's leader must decide whether the group becomes obedient to the superior hunter, moves on, or fights to the death to defeat it. +Makeshift Weapons and Objects. Tlincallis are uncivilized and don't build cities, make clothing, or mine metals. Instead, they scavenge what they need or want. They do, however, know how to melt down scavenged metal to forge crude weapons and tools. +Source: Volo's Guide to Monsters p. 193 + desert + + + Transmuter + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 5 + + + + + + + Transmuter's Stone + The transmuter carries a magic stone it crafted that grants its bearer one of the following effects: + Darkvision out to a range of 60 feet + An extra 10 feet of speed while the bearer is unencumbered + Proficiency with Constitution saving throws + Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit) + If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone. + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Quarterstaff|+2|1d6-1 + + + Spellcasting + The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared: + Cantrips (at will): light, mending, prestidigitation, ray of frost + • 1st level (4 slots): chromatic orb, expeditious retreat*, mage armor + • 2nd level (3 slots): alter self*, hold person, knock* + • 3rd level (3 slots): blink*, fireball, slow* + • 4th level (3 slots): polymorph*, stoneskin + • 5th level (1 slots): telekinesis* + *Transmutation spell of 1st level or higher + + 4, 3, 3, 3, 1 + light, mending, prestidigitation, ray of frost, chromatic orb, expeditious retreat, mage armor, alter self, hold person, knock, blink, fireball, slow, polymorph, stoneskin, telekinesis + Transmuters are specialist wizards who embrace change, rail against the status quo, and view magical transmutation as a path to riches, enlightenment, or apotheosis. +Source: Volo's Guide to Monsters p. 218, Tales from the Yawning Portal + urban + + + Trapper + L + monstrosity + Unaligned + 13 (natural armor) + 85 (10d10+30) + walk 10 ft., climb 10 ft. + 17 + 10 + 17 + 2 + 13 + 4 + + Stealth +2 + 11 + + 3 + + + + + blindsight 30 ft., darkvision 60 ft. + + False Appearance + While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence. + + + Spider Climb + The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Smother + One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time. + Smother||4d6+3 + + A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. +Versatile Camouflage. A trapper can alter the color and texture of its outer side to match its surroundings. It can blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can't change its texture to that of a grassy or snow-covered surface, but it can change its color to match and then conceal itself under a thin layer of vegetation or actual snow. +Trappers know when prey draws near, so explore ruins and dungeons with equal wariness. For dumb beasts, they know very well what treasure is, what treasure chests are, and how these lure the likes of us. +-Volo +Stationary Hunters. A trapper needs to eat about a halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and begin creeping along, abandoning its old territory in search of better hunting. +Beware of Leftovers. When its prey is dead, a trapper dissolves and absorbs the fleshy parts, leaving a scattering of bones, metal, treasure, and other indigestible bits in the place where the creature had been. A trapper that lurks on the floor of its hunting grounds can cover these remains with own body, making them look like irregularities in the surface. The creature might also attach itself to a wall or a ceiling close to a recent kill, effectively using the remnants as bait: a creature that stops to investigate the bones for valuables stands a good chance of becoming the trapper's next meal. +Source: Volo's Guide to Monsters p. 194, Infernal Machine Rebuild + underdark + + + Ulitharid + L + aberration + Lawful Evil + 15 (breastplate) + 127 (17d10+14) + walk 30 ft. + 15 + 12 + 15 + 21 + 19 + 21 + Int +9, Wis +8, Cha +9 + Arcana +9, Insight +8, Perception +8, Stealth +5 + 18 + Deep Speech, Undercommon, telepathy 2 miles + 9 + + + + + darkvision 120 ft. + + Creature Sense + The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. + + + Magic Resistance + The ulitharid has advantage on saving throws against spells and other magical effects. + + + Psionic Hub + If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. lithe ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required). + + + Tentacles + Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+9|4d10+5 + + + Extract Brain + Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain. + Extract Brain|+9|10d10 + + + Mind Blast (Recharge 5-6) + The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||4d12+5 + + + Innate Spellcasting (Psionics) + The ulitharid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: + At will: detect thoughts, levitate + 1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis + + detect thoughts, levitate, confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift, project image, scrying, telekinesis + Very rarely, a tadpole from an elder brain's brine pool transforms an individual into an ulitharid, a larger and more potent mind flayer that boasts six tentacles. +Master Minds. Illithids innately recognize that an ulitharid's survival is more important than their own. An elder brain's reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain's most favored servant, invested with power and authority. In others, the elder brain perceives an ulitharid as a potential rival for power, and it manipulates or quashes the ulitharid's ambitions accordingly. +Birth of a Colony. When an ulitharid finds sharing leadership with an elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid's body, mind flayers take its brain and place it in a brine pool, where it grows into an elder brain over a few days. This process doesn't work on the brain of an ulitharid that dies a natural death, as a brain that succumbs to old age is too decrepit to be used in the creation of an elder brain. +Extractor Staff. Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull and peels it apart, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid's corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool that surrounds an embryonic elder brain. +Source: Volo's Guide to Monsters p. 175, Waterdeep: Dungeon of the Mad Mage + underdark + + + Vargouille + T + fiend + Chaotic Evil + 12 + 13 (3d4+6) + walk 5 ft., fly 40 ft. + 6 + 14 + 14 + 4 + 7 + 2 + + + 8 + understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak + 1 + cold, fire, lightning + poison + + poisoned + darkvision 60 ft. + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage. + Bite|+4|1d6+2 + + + Kiss + The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a daylight spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. + + + Stunning Shriek + The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille's next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour. + + Shrieking, flapping, and hideous to behold-with a body like a severed head and bat-like wings in place of ears—vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil waiting to happen. +Abyssal Nuisances. Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one fiend kills another. +The kiss of a vargouille infects a humanoid with a fiendish curse. If allowed to run its course, the curse brings about a gruesome transformation as an abyssal spirit invades the person's body. Over a period of hours, the victim's head takes on fiendish aspects such as fangs, tentacles, and horns. At the same time, the person's ears grow larger, expanding and transforming into wing-like appendages. In the final moments, the victim's head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up its own life fluids. Sunlight or the brilliant illumination of a daylight spell can delay this transformation, and vargouilles instinctively shun bright light as a result. +The World Awaits. Because of their instinctive hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, the summoning of a demon to another plane can bring a vargouille along for the ride, attaching itself like a tick. The precautions a mortal takes to contain and control a summoned demon rarely account for a stowaway, and thus a vargouille enters the world unbidden. +Ghastly Reproduction. Vargouilles that roam free on the Material Plane are a dire threat to all creatures, especially humanoids. Their awful shrieking can paralyze other creatures with fear, and such victims are helpless to resist a vargouille's accursed kiss. +Source: Volo's Guide to Monsters p. 195 + underdark, swamp, desert + + + Vegepygmy + S + plant + Neutral + 13 (natural armor) + 9 (2d6+2) + walk 30 ft. + 7 + 14 + 13 + 6 + 11 + 7 + + Perception +2, Stealth +4 + 12 + Vegepygmy + 1/4 + lightning, piercing + + + + darkvision 60 ft. + + Plant Camouflage + The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. + + + Regeneration + The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claws|+4|1d6+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|+4|1d4+2 + + Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce. +Primitive Plants. Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi. +Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. +As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does. +No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby. +Mold Begets Mold. Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body. +Russet Mold. The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case. +Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse. +Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area. +Source: Volo's Guide to Monsters p. 196, Tomb of Annihilation + forest, swamp + + + Vegepygmy Chief + S + plant + Neutral + 14 (natural armor) + 33 (6d6+12) + walk 30 ft. + 14 + 14 + 14 + 7 + 12 + 9 + + Perception +3, Stealth +4 + 13 + Vegepygmy + 2 + lightning, piercing + + + + darkvision 60 ft. + + Plant Camouflage + The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. + + + Regeneration + The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The vegepygmy makes two attacks with its claws or two melee attacks with its spear. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claws|+4|1d6+2 + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. + Spear|+4|1d6+2 + + + Spores (1/Day) + A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Spores (1/Day)||2d8 + + Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce. +Primitive Plants. Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi. +Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. +As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does. +No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby. +Mold Begets Mold. Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body. +Russet Mold. The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case. +Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse. +Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area. +Source: Volo's Guide to Monsters p. 197, Tomb of Annihilation + forest, swamp + + + Velociraptor + T + beast + Unaligned + 13 (natural armor) + 10 (3d4+3) + walk 30 ft. + 6 + 14 + 13 + 4 + 12 + 6 + + Perception +3 + 13 + + 1/4 + + + + + + + Pack Tactics + The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The velociraptor makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claws|+4|1d4+2 + + This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey. +Source: Volo's Guide to Monsters p. 140, Tomb of Annihilation + grassland, forest + + + War Priest + M + humanoid (any race) + Any alignment + 18 (plate armor) + 117 (18d8+36) + walk 30 ft. + 16 + 10 + 14 + 11 + 17 + 13 + Con +6, Wis +7 + Intimidation +5, Religion +4 + 13 + any two languages + 9 + + + + + + + Multiattack + The priest makes two melee attacks. + + + Maul + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Maul|+7|2d6+3 + + + Guided Strike (Recharges after a Short or Long Rest) + The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses. + + + Spellcasting + The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: + Cantrips (at will): light, mending, sacred flame, spare the dying + • 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith + • 2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon + • 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk + • 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin + • 5th level (1 slots): flame strike, mass cure wounds, hold monster + + 4, 3, 3, 3, 1 + light, mending, sacred flame, spare the dying, divine favor, guiding bolt, healing word, shield of faith, lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk, banishment, freedom of movement, guardian of faith, stoneskin, flame strike, mass cure wounds, hold monster + War priests worship deities of war and combat. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as a warlord's right hand on the battlefield. +Source: Volo's Guide to Monsters p. 218, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Mythic Odysseys of Theros + desert, urban + + + Warlock of the Archfey + M + humanoid (any race) + Any alignment + 11 (14 with mage armor) + 49 (11d8) + walk 30 ft. + 9 + 13 + 11 + 11 + 12 + 18 + Wis +3, Cha +6 + Arcana +2, Deception +6, Nature +2, Persuasion +6 + 11 + any two languages (usually Sylvan) + 4 + + + + charmed + + + Dagger + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+3|1d4+2 + + + Misty Escape (Recharges after a Short or Long Rest) + In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell. + + + Innate Spellcasting + The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: + At will: disguise self, mage armor (self only), silent image, speak with animals + 1/day: conjure fey + + + Spellcasting + The warlock is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery + • 5th level (3 slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep + + 3 + disguise self, mage armor, silent image, speak with animals, conjure fey, dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery, blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep + Warlocks of the archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser fey creatures such as boggles, quicklings, redcaps, satyrs, and sprites. +Source: Volo's Guide to Monsters p. 219 + arctic, forest, mountain, swamp, urban + + + Warlock of the Fiend + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 78 (12d8+24) + walk 30 ft. + 10 + 14 + 15 + 12 + 12 + 18 + Wis +4, Cha +7 + Arcana +4, Deception +7, Persuasion +7, Religion +4 + 11 + any two languages (usually Abyssal or Infernal) + 7 + slashing from nonmagical attacks not made with silvered weapons + + + + darkvision 60 ft. + + Dark One's Own Luck (Recharges after a Short or Long Rest) + When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. + + + Mace + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage. + Mace|+3|1d6 + + + Innate Spellcasting + The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: + At will: alter self, false life, levitate (self only), mage armor (self only), silent image + 1/day each: feeblemind, finger of death, plane shift + + + Spellcasting + The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp + • 5th level (4 slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire + + 4 + alter self, false life, levitate, mage armor, silent image, feeblemind, finger of death, plane shift, eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp, banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire + Warlocks of the fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep imps or quasits as companions, and they tend toward extremes of behavior: consorting with fiend-worshiping cultists or dedicating their lives to destroying fiendish cults. +Source: Volo's Guide to Monsters p. 219, Infernal Machine Rebuild + arctic, desert, underdark, urban + + + Warlock of the Great Old One + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 91 (14d8+28) + walk 30 ft. + 9 + 14 + 15 + 12 + 12 + 18 + Wis +4, Cha +7 + Arcana +4, History +4 + 11 + any two languages, telepathy 30 ft. + 6 + psychic + + + + darkvision 60 ft. + + Whispering Aura + At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Innate Spellcasting + The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: + At will: detect magic, jump, levitate, mage armor (self only), speak with dead + 1/day each: arcane gate, true seeing + + + Spellcasting + The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp + • 5th level (3 slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch + + 3 + detect magic, jump, levitate, mage armor, speak with dead, arcane gate, true seeing, chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp, armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch + Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the insanity and wickedness inspired by bizarre beings from beyond the stars. +Source: Volo's Guide to Monsters p. 220, Infernal Machine Rebuild + desert, hill, mountain, underdark, urban + + + Warlord + M + humanoid (any race) + Any alignment + 18 (plate armor) + 229 (27d8+108) + walk 30 ft. + 20 + 16 + 18 + 12 + 12 + 18 + Str +9, Dex +7, Con +8 + Athletics +9, Intimidation +8, Perception +5, Persuasion +8 + 15 + any two languages + 12 + + + + + + + Indomitable (3/Day) + The warlord can reroll a saving throw it fails. It must use the new roll. + + + Survivor + The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum. + + + Multiattack + The warlord makes two weapon attacks. + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. + Greatsword|+9|2d6+5 + + + Shortbow + Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|+7|1d6+3 + + + The humanoid (any race) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (any race) regains spent legendary actions at the start of its turn. + + + Weapon Attack + The warlord makes a weapon attack. + + + Command Ally + The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll. + + + Frighten Foe (Costs 2 Actions) + The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord's next turn. + + Warlords are legendary battlefield commanders whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for his or her banner. +Source: Volo's Guide to Monsters p. 220, Infernal Machine Rebuild + urban + + + White Guard Drake + M + dragon + Unaligned + 14 (natural armor) + 52 (7d8+21) + walk 30 ft., burrow 20 ft., climb 30 ft. + 16 + 11 + 16 + 4 + 10 + 7 + + Perception +2 + 12 + understands Draconic but can't speak it + 2 + cold + + + + darkvision 60 ft. + + Multiattack + The drake attacks twice, once with its bite and once with its tail. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. + Bite|+5|1d8+3 + + + Tail + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Tail|+5|1d6+3 + + A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands. +Gifts from Dragons. The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. +The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours. +A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes. +Eager to Learn. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. +Variant: Chromatic Guard Drakes. Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. +Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage. +Blue Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage. +Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage. +Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage. +White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage. +Source: Volo's Guide to Monsters p. 158 + arctic, urban + + + Wood Woad + M + plant + Lawful Neutral + 18 (natural armor, shield) + 75 (10d8+30) + walk 30 ft., climb 30 ft. + 18 + 12 + 16 + 10 + 13 + 8 + + Athletics +7, Perception +4, Stealth +4 + 14 + Sylvan + 5 + bludgeoning, piercing + + fire + charmed, frightened + darkvision 60 ft. + + Magic Club + In the wood woad's hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks). + + + Plant Camouflage + The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. + + + Regeneration + The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Tree Stride + Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. + + + Multiattack + The wood woad makes two attacks with its club. + + + Club + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (4d4 + 4) bludgeoning damage. + Club|+7|4d4+4 + + A wood woad is a powerful plant in humanoid form invested with the soul of someone who gave up life to become an eternal guardian. +Born of Sacrifice. The ritual to create a wood woad is a primeval secret passed down through generations of savage societies and dark druid circles. Performing the ritual isn't necessarily an act of evil, if the victim-to-be has entered into a bargain that requires it to be a willing sacrifice. +In the ritual a living person's chest is pierced and the heart removed. A seed is then pushed into the heart, and it is placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is then bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree's roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a humanoid form. +This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly. +Wood woads are drawn to creatures that have close ties to nature, and that protect and respect the land, such as druids and treants. Some treants have wood woad servants by virtue of age-old pacts with druids or fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in the domain of a kindred guardian. +Pitiless Protectors. A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad's face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not being called upon to take action, they root themselves in the earth and silently take sustenance from it. +Uprooted by Immortality. Like a tree, a wood woad needs only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might themselves die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over. +Source: Volo's Guide to Monsters p. 198, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake + forest + + + Xvart + S + humanoid (xvart) + Chaotic Evil + 13 (leather armor) + 7 (2d6) + walk 30 ft. + 8 + 14 + 10 + 8 + 7 + 7 + + Stealth +4 + 8 + Abyssal + 1/8 + + + + + darkvision 30 ft. + + Low Cunning + The xvart can take the Disengage action as a bonus action on each of its turns. + + + Overbearing Pack + The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated. + + + Raxivort's Tongue + The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|+4|1d4+2 + + Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall. +Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves. +Raxivort's Betrayal. All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod. +After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own. +In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart. +Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety. +When things go badly for them, they kidnap whoever's handy and sacrifice them to their craven god. Hmm. I guess they're not so different from a lot of humans, after all. +-Volo +Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation. +Xvart Speakers +A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin). +Greedy Thugs. Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies . They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish. +Vermin Masters. Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort's divine nature. Even though the xvarts inherited Raxivort's greed and cowardice, they also gained his ability to form bonds with such creatures. +Xvart Warlocks. A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort's custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of +Pandemonium. Raxivort's warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow. +Source: Volo's Guide to Monsters p. 200 + underdark, hill + + + Xvart Speaker + S + humanoid (xvart) + Chaotic Evil + 13 (leather armor) + 7 (2d6) + walk 30 ft. + 8 + 14 + 10 + 13 + 7 + 7 + + Stealth +4 + 8 + Abyssal and one additional language (usually Common or Goblin) + 1/8 + + + + + darkvision 30 ft. + + Low Cunning + The xvart can take the Disengage action as a bonus action on each of its turns. + + + Overbearing Pack + The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated. + + + Raxivort's Tongue + The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Sling|+4|1d4+2 + + Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall. +Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves. +Raxivort's Betrayal. All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod. +After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own. +In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart. +Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety. +When things go badly for them, they kidnap whoever's handy and sacrifice them to their craven god. Hmm. I guess they're not so different from a lot of humans, after all. +-Volo +Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation. +Xvart Speakers +A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin). +Greedy Thugs. Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies . They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish. +Vermin Masters. Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort's divine nature. Even though the xvarts inherited Raxivort's greed and cowardice, they also gained his ability to form bonds with such creatures. +Xvart Warlocks. A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort's custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of +Pandemonium. Raxivort's warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow. +Source: Volo's Guide to Monsters p. 200 + underdark, hill + + + Xvart Warlock of Raxivort + S + humanoid (xvart) + Chaotic Evil + 12 (15 with mage armor) + 22 (5d6+5) + walk 30 ft. + 8 + 14 + 12 + 8 + 11 + 12 + + Stealth +4 + 10 + Abyssal + 1 + + + + + darkvision 30 ft. + + Low Cunning + The xvart can take the Disengage action as a bonus action on each of its turns. + + + Overbearing Pack + The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated. + + + Raxivort's Tongue + The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+4|1d6+2 + + + Innate Spellcasting + The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components: + At will: detect magic, mage armor (self only) + + + Spellcasting + The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation + • 2nd level (2 slots): burning hands, expeditious retreat, invisibility, scorching ray + + 2 + detect magic, mage armor, eldritch blast, mage hand, minor illusion, poison spray, prestidigitation, burning hands, expeditious retreat, invisibility, scorching ray + Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall. +Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves. +Raxivort's Betrayal. All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod. +After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own. +In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart. +Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety. +When things go badly for them, they kidnap whoever's handy and sacrifice them to their craven god. Hmm. I guess they're not so different from a lot of humans, after all. +-Volo +Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation. +Xvart Speakers +A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin). +Greedy Thugs. Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies . They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish. +Vermin Masters. Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort's divine nature. Even though the xvarts inherited Raxivort's greed and cowardice, they also gained his ability to form bonds with such creatures. +Xvart Warlocks. A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort's custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of +Pandemonium. Raxivort's warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow. +Source: Volo's Guide to Monsters p. 200 + underdark, hill + + + Yeth Hound + L + fey + Neutral Evil + 14 (natural armor) + 51 (6d10+18) + walk 40 ft., fly 40 ft. + 18 + 17 + 16 + 5 + 12 + 7 + + + 11 + understands Common, Elvish, and Sylvan but can't speak + 4 + + bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons + + charmed, exhaustion, frightened + darkvision 60 ft. + + Keen Hearing and Smell + The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Sunlight Banishment + If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action. + + + Telepathic Bond + While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened. + Bite|+6|2d6+4 + + + Baleful Baying + The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound's next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours. + + Granted by powerful fey to individuals who please them, yeth hounds serve evil masters like hunting dogs. Yeth hounds fly in pursuit of their prey, often waiting until it is too exhausted to fight back. Only the threat of dawn drives the pack back into hiding. +Minions of a Dark Master. A pack of yeth hounds can be created by powerful fey such as the Queen of Air and Darkness. Once it is brought into existence, a pack must have a master, who is often someone the creator wishes to reward. The master can telepathically communicate with its yeth hounds to give them commands from afar. If the master of a pack is killed, the hounds seek and choose a new master, typically an individual of great evil such as a vampire, a necromancer, or a hag. +A yeth hound stands about 5 feet tall at the shoulder and weighs around 400 pounds. Often all that can be seen of one in the darkness is the red glow of its eyes against its night-black fur. The head of a yeth hound has a human-like face, held up by a neck more flexible than a dog's. The creature gives off an odor like smoke. +Those that stand their ground and fight back discover that mundane weapons partially pass through the hound as if it was made of fog, but magic weapons and silvered weapons can strike true. +Sound of Looming Death. Yeth hounds make a ghastly baying sound that can be heard all around. Creatures that can see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt to a close. +Foiled by Sunlight. Yeth hounds can't stand sunlight. A pack never willingly prolongs a hunt beyond the night hours and always seeks to return to its dark den before the first rays of dawn. No amount of coercion by a pack's master can deter this behavior. If a yeth hound is exposed to natural sunlight, it fades away, vanishing into the Ethereal Plane, from where its master can retrieve it only after the sun has set. +Source: Volo's Guide to Monsters p. 201 + grassland, forest, hill + + + Yuan-ti Anathema + H + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 16 (natural armor) + 189 (18d12+72) + walk 40 ft., climb 30 ft., swim 30 ft. + 23 + 13 + 19 + 19 + 17 + 20 + + Perception +7, Stealth +5 + 17 + Abyssal, Common, Draconic + 12 + acid, fire, lightning + poison + + poisoned + darkvision 60 ft. + + Magic Resistance + The anathema has advantage on saving throws against spells and other magical effects. + + + Ophidiophobia Aura + Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours. + + + Shapechanger + The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. + + + Six Heads + The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded. charmed, deafened, frightened, stunned, or knocked unconscious. + + + Multiattack (Anathema Form Only) + The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack. + + + Claw (Anathema Form Only) + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 13 (2d6 + 6) slashing damage. + Claw (Anathema Form Only)|+10|2d6+6 + + + Constrict + Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can't constrict another target. + Constrict|+10|3d6+6 + + + Flurry of Bites + Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage. + Flurry of Bites|+10|6d6+6 + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Innate Spellcasting (Anathema Form Only) + The anathema's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 1/day: divine word + 3/day each: darkness, entangle, fear, haste, suggestion, polymorph + + animal friendship, divine word, darkness, entangle, fear, haste, suggestion, polymorph + Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods. +Yuan-ti Anathema. A yuan-ti abomination's quest for godhood might lead it to perform a ritual that, if successful, transforms it into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of its enemies. The transformation is quick yet painful. +Not all yuan-ti are eager to see one of their own become an anathema, since anathemas brutally subjugate their lessers for their own evil ends. +Not Quite Divine. An anathema considers itself a demigod on the path to greater divinity. It demands obeisance from weaker yuan-ti and uses every resource at its disposal to launch small-scale wars against its neighbors. Each conquest brings new slaves and sacrifices, as well as glory and riches, that the anathema thinks it needs to achieve true divinity. +An anathema's most loyal yuan-ti followers see it as the pinnacle of the serpentine form, an unbelievable improvement on the nearly perfect abomination. Its devoted human followers think of it as "divine flesh in a mortal body," and cultists serving an anathema tend to be more bloodthirsty and self-sacrificing in its presence. +Immortal. Anathemas don't age, allowing them to pursue their goals until the end of days. Truly powerful ones can grow to rule multiple yuan-ti cities and bring entire regions, including humanoid realms, under yuan-ti control. +Source: Volo's Guide to Monsters p. 202 + underdark, forest, desert + + + Yuan-ti Broodguard + M + humanoid (yuan-ti) + Neutral Evil + 14 (natural armor) + 45 (7d8+14) + walk 30 ft. + 15 + 14 + 14 + 6 + 11 + 4 + Str +4, Dex +4, Wis +2 + Perception +2 + 12 + Abyssal, Common, Draconic + 2 + + poison + + poisoned + darkvision 60 ft. + + Mental Resistance + The broodguard has advantage on saving throws against being charmed, and magic can't paralyze it. + + + Reckless + At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Multiattack + The broodguard makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. + Bite|+4|1d8+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claws|+4|1d6+2 + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods. +Yuan-ti Broodguard. Broodguards are humanoids transformed by yuan-ti into simple-minded, scaly creatures that do their masters' bidding. The transformation process warps not only a subject's body but also its mind, making it instinctively obey any yuan-ti and filling it with a seething rage that rises at the sight of non-reptilian creatures. +Although broodguards have low intelligence, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. The yuan-ti refer to broodguards as "histachii," which means "egg-watchers." +Human No More. Most broodguards are made from human prisoners forced to consume a magical brew that renders them helpless and unable to fight off the inevitable. A human transformed into a broodguard loses all semblance of who it once was, and even its human origin is barely discernible. A broodguard is hairless and emaciated, with yellow-green, scaly skin. It has beady, bloodshot eyes and a forked tongue, and smells faintly of rotting meat. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises. +Making a Broodguard. Yuan-ti create broodguards from captured humanoids. Each subject is fed a special potion that immediately renders it incapacitated and transforms it into a broodguard over the next 1d6 + 6 days. A subject forced to imbibe the brew can make a DC 15 Constitution saving throw; on a success, it takes 14 (4d6) poison damage and isn't otherwise affected. +A spell such as lesser restoration or remove curse can end the transformation process at any time before it runs its course. After the process is complete, only a wish spell can reverse the effect. +Source: Volo's Guide to Monsters p. 203, Tomb of Annihilation + underdark, forest, desert + + + Yuan-ti Malison (Type 4) + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 12 + 66 (12d8+12) + walk 30 ft. + 16 + 14 + 13 + 14 + 12 + 16 + + Deception +5, Stealth +4 + 11 + Abyssal, Common, Draconic + 3 + + poison + + poisoned + darkvision 60 ft. + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has one of the following types: + • Type 4: Human form with one or more serpentine tails + • Type 5: Human form covered in scales + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks. + + + Bite (Snake Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. + Bite (Snake Form Only)|+5|1d4+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Yuan-ti Form Only)|+5|1d6+3 + + + Longbow (Yuan-ti Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow (Yuan-ti Form Only)|+4|1d8+2 + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + animal friendship, suggestion + +Source: Volo's Guide to Monsters p. 96, Tomb of Annihilation + forest, swamp, desert + + + Yuan-ti Malison (Type 5) + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 12 + 66 (12d8+12) + walk 30 ft. + 16 + 14 + 13 + 14 + 12 + 16 + + Deception +5, Stealth +4 + 11 + Abyssal, Common, Draconic + 3 + + poison + + poisoned + darkvision 60 ft. + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has one of the following types: + • Type 4: Human form with one or more serpentine tails + • Type 5: Human form covered in scales + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks. + + + Bite (Snake Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. + Bite (Snake Form Only)|+5|1d4+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Yuan-ti Form Only)|+5|1d6+3 + + + Longbow (Yuan-ti Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow (Yuan-ti Form Only)|+4|1d8+2 + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + animal friendship, suggestion + +Source: Volo's Guide to Monsters p. 96, Tomb of Annihilation + forest, swamp, desert + + + Yuan-ti Mind Whisperer + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 14 (natural armor) + 71 (13d8+13) + walk 30 ft. + 16 + 14 + 13 + 14 + 14 + 16 + Wis +4, Cha +5 + Deception +5, Stealth +4 + 12 + Abyssal, Common, Draconic + 4 + + poison + + poisoned + darkvision 120 ft. (penetrates magical darkness) + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form. + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Mind Fangs (2/Day) + The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target. + + + Sseth's Blessing + When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes one bite attack and one scimitar attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. + Bite|+5|1d4+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Yuan-ti Form Only)|+5|1d6+3 + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + + Spellcasting (Yuan-ti Form Only) + The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, message, minor illusion, poison spray, prestidigitation + • 3rd level (2 slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script + + 2 + animal friendship, suggestion, eldritch blast, friends, message, minor illusion, poison spray, prestidigitation, charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script + Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods. +Yuan-ti Mind Whisperer. Mind whisperers are malison spellcasters that enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies. +A mind whisperer is elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits it. The worshipers of Sseth have their hands in many schemes, often plying the middle ground between two factions, and thus spend a lot of energy making sure neither of their allies learn of their conflicting connections. Even among yuan-ti, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble. +This malison is the type that has a human body and a snake head. +Source: Volo's Guide to Monsters p. 204 + underdark, forest, desert + + + Yuan-ti Nightmare Speaker + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 14 (natural armor) + 71 (13d8+13) + walk 30 ft. + 16 + 14 + 13 + 14 + 12 + 16 + Wis +3, Cha +5 + Deception +5, Stealth +4 + 11 + Abyssal, Common, Draconic + 4 + + poison + + poisoned + darkvision 120 ft. (penetrates magical darkness) + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form. + + + Death Fangs (2/Day) + The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target. + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes one constrict attack and one scimitar attack. + + + Constrict + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. + Constrict|+5|2d6+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Yuan-ti Form Only)|+5|1d6+3 + + + Invoke Nightmare (Recharges after a Short or Long Rest) + The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure. + Invoke Nightmare (Recharges after a Short or Long Rest)||2d10 + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + + Spellcasting (Yuan-ti Form Only) + The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation + • 3rd level (2 slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt + + 2 + animal friendship, suggestion, chill touch, eldritch blast, mage hand, message, poison spray, prestidigitation, arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt + Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods. +Yuan-ti Nightmare Speaker. Nightmare speakers are female yuan-ti malison priests that make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. The priestesses receive nightmarish visions from Dendar, which they interpret as prophecies, and then use their magic and influence to make these visions come true. +The cruelest of all yuan-ti, nightmare speakers revel in torturing prisoners and slaves, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate humanoid communities for the purpose of acquiring more victims, and enjoy the company of undead. +This malison is the type that has a human head and upper body with a serpentine lower body instead of legs. +Source: Volo's Guide to Monsters p. 205, Tomb of Annihilation + underdark, forest, desert + + + Yuan-ti Pit Master + M + monstrosity (shapechanger, yuan-ti) + Neutral Evil + 14 (natural armor) + 88 (16d8+16) + walk 30 ft. + 16 + 14 + 13 + 14 + 12 + 16 + Wis +4, Cha +6 + Deception +6, Stealth +5 + 11 + Abyssal, Common, Draconic + 5 + + poison + + poisoned + darkvision 120 ft. (penetrates magical darkness) + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Poison's Disciple (2/Day) + The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two bite attacks using its snake arms. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. + Bite|+5|1d4+3 + + + Merrshaulk's Slumber (1/Day) + The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + + + Spellcasting (Yuan-ti Form Only) + The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: + Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray + • 3rd level (2 slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch + + 2 + animal friendship, suggestion, eldritch blast, friends, guidance, mage hand, message, poison spray, command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch + Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods. +Yuan-ti Pit Master. Pit masters are yuan-ti malison priests that have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing humanoids to him. They are the most traditionalist in attitude among yuan-ti and believe that they are best equipped to achieve the goals of their people. +Pit masters are deeply involved in the race's long-term plan to take over humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters. +This malison is the type that has a human head and body and snakes for arms. +Source: Volo's Guide to Monsters p. 206 + underdark, forest, desert + + diff --git a/FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml b/FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml new file mode 100755 index 0000000..9e96311 --- /dev/null +++ b/FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml @@ -0,0 +1,4964 @@ + + + + Ahmaergo + M + humanoid (dwarf) + Lawful Evil + 18 (plate armor) + 143 (22d8+44) + walk 25 ft. + 20 + 15 + 14 + 15 + 14 + 12 + Str +9, Con +6 + Athletics +9, Intimidation +5, Perception +6 + 16 + Common, Dwarvish, Undercommon + 9 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + Ahmaergo has advantage on saving throws against being poisoned. + + + Indomitable (2/Day) + Ahmaergo can reroll a saving throw that he fails. He must use the new roll. + + + Second Wind (Recharges after a Short or Long Rest) + As a bonus action, Ahmaergo can regain 20 hit points. + + + Extra Damage + If Ahmaergo has more than half his hit points remaining he deals an extra 7 (2d6) slashing damage on every hit. + + + Multiattack + Ahmaergo makes three attacks with his greataxe. + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 11 (1d12 + 5) slashing damage + Greataxe|+9|1d12+5 + + + Heavy Crossbow + Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. 7 (1d10 + 2) piercing damage. + Heavy Crossbow|+6|1d10+2 + + Ahmaergo, Xanathar's majordomo, has a fascination with minotaurs. Although outwardly civil, the shield dwarf is as devious and corrupt as the worst devil, yet also unflinchingly loyal to his beholder master. +After the beholder, Ahmaergo is the most influential member of the Xanathar Guild. +Source: Waterdeep: Dragon Heist p. 193 + + + + Ammalia Cassalanter + M + humanoid (human) + Lawful Evil + 12 (15 with mage armor) + 45 (10d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 15 + Int +6, Wis +4 + Arcana +6, History +6, Insight +4, Persuasion +5 + 11 + Common, Draconic, Elvish, Infernal + 5 + + poison + + poisoned + + + Quarterstaff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. + Quarterstaff|+2|1d6-1 + + + Spellcasting + Ammalia is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared: + Cantrips (at will): friends, mage hand, mending, message + • 1st level (4 slots): charm person, mage armor, magic missile + • 2nd level (3 slots): hold person, invisibility, suggestion + • 3rd level (3 slots): fireball, haste, tongues + • 4th level (3 slots): confusion, stoneskin + • 5th level (1 slots): hold monster + + 4, 3, 3, 3, 1 + friends, mage hand, mending, message, charm person, mage armor, magic missile, hold person, invisibility, suggestion, fireball, haste, tongues, confusion, stoneskin, hold monster + The vainglorious lady of House Cassalanter is schooled in the arcane arts. Like her husband Victoro, she worships Asmodeus. When they were young, Ammalia and Victoro signed a contract with the archdevil, trading the souls of their children for power, good health, and long life. The soul of Osvaldo, their eldest son, was taken immediately, and he was transformed into a chain devil. The souls of the younger twins, Terenzio and Elzerina, will be taken when they turn nine years old. +A provision in the contract allows the Cassalanters to buy their way out of it, but doing so requires a tremendous amount of coin and a mass sacrifice of unfortunate people. While Victoro hunts for Dagult Neverember's lost cache of gold, Ammalia makes plans to host a poisoned feast in celebration of Founders' Day. +Ammalia is well mannered, well read, well traveled, and exceptionally shrewd. She is known for driving a hard bargain. Her hobby is lepidopterology, and her estate has the most beautiful butterfly garden. She allows her youngest children to play in the garden under her supervision. +Source: Waterdeep: Dragon Heist p. 193 + + + + Aurinax + H + dragon + Lawful Good + 19 (natural armor) + 256 (19d12+133) + walk 40 ft., fly 80 ft., swim 40 ft. + 27 + 14 + 25 + 16 + 15 + 24 + Dex +8, Con +13, Wis +8, Cha +13 + Insight +8, Perception +14, Persuasion +13, Stealth +8 + 24 + Common, Draconic + 17 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + Aurinax can breathe air and water. + + + Legendary Resistance (3/Day) + If Aurinax fails a saving throw, it can choose to succeed instead. + + + Multiattack + Aurinax can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage. + Bite|+14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+14|2d8+8 + + + Frightful Presence + Each creature of Aurinax's choice that is within 120 feet of Aurinax and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aurinax's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + Aurinax uses one of the following breath weapons. + • Fire Breath. Aurinax exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||12d10 + • Weakening Breath. Aurinax exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Change Shape + Aurinax magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Aurinax's choice). + In a new form, Aurinax retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + Aurinax makes a Wisdom (Perception) check. + + + Tail Attack + Aurinax makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Aurinax beats its wings. Each creature within 10 feet of Aurinax must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Aurinax can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. + • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. + + + Regional Effects + + + The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. + • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger. + • Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius. + If the dragon dies, these effects end immediately. + + +Source: Waterdeep: Dragon Heist p. 194 + grassland, forest + + + Avi + M + humanoid (any race) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 30 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages + 2 + + + + + + + Control Water + At will, Avi can control the flow and shape of water in a 5-foot cube, or cause the water to freeze for up to 1 hour. + + + Divine Eminence + As a bonus action, Avi can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Avi expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + Avi is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Avi has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + +Source: Waterdeep: Dragon Heist p. 32 + + + + Awakened Rat + T + beast + Unaligned + 10 + 1 (1d4-1) + walk 20 ft. + 2 + 11 + 9 + 10 + 10 + 4 + + + 10 + Common + 0 + + + + + darkvision 30 ft. + + Keen Smell + The rat has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 piercing damage. + + +Source: Waterdeep: Dragon Heist p. 102 + + + + Barnibus Blastwind + M + humanoid (human) + Lawful Good + 10 (13 with mage armor) + 24 (7d8-7) + walk 30 ft. + 9 + 10 + 9 + 17 + 15 + 11 + Int +5, Wis +4 + Arcana +5, Insight +6, Investigation +7, Perception +4 + 14 + Common, Draconic, Dwarvish, Halfling + 2 + + + + + + + Special Equipment + Barnibus carries a wand of magic detection. (spell included in spell list below but does not use a slot when cast from the wand) + + + Dagger + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage. + Dagger|+2|1d4 + + + Spellcasting + Barnibus is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks) He has the following wizard spells prepared: + Cantrips (at will): blade ward, light, mage hand, message + • 1st level (4 slots): comprehend languages, identify, detect magic, mage armor, shield + • 2nd level (3 slots): detect thoughts, suggestion + • 3rd level (3 slots): clairvoyance, sending + • 4th level (1 slots): locate creature, Otiluke's resilient sphere + + 4, 3, 3, 1 + blade ward, light, mage hand, message, comprehend languages, identify, detect magic, mage armor, shield, detect thoughts, suggestion, clairvoyance, sending, locate creature, Otiluke's resilient sphere + Barnibus works for the Watchful Order of Magists and Protectors, investigating crimes that involve the use of magic. He comes across as prickly and secretive, confiding only in Saeth Cromley, a retired sergeant of the City Watch who assists in many of his investigations. +A lifelong bachelor, Barnibus has a small, tidy estate in the Sea Ward that he inherited from his grandmother. When not serving the Watchful Order, he spends his days reading and writing books in his library. +Barnibus uses spells that help him investigate crimes, pry secrets from the minds of suspects, and locate missing persons. He finds violence appalling and would never use his magic to inflict harm on others-even those who harm him. +Source: Waterdeep: Dragon Heist p. 195 + + + + Bepis Honeymaker + S + humanoid (Stronghearthalfling) + Lawful Good + 10 + 4 (1d8) + walk 25 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + Common, Halfling + 0 + + + + + + + Halfling Nimbleness + Bepis can move through a space occupied by a creature of a size larger than him + + + Brave + Bepis has advantage on saving throws against being frightened. + + Bepis Honeymaker is a honey merchant who was kidnapped from his Trades Ward home a month ago. The Xanathar Guild tried to ransom him back, but seemingly his relatives either couldn't pay or decided not to. (In truth, his rotten in-laws destroyed the ransom notes and told Bepis's wife and children that he ran away with another family.) Ahmaergo has put him to work as a cook but threatens to give him over to the mind flayer Nihiloor every so often. +Source: Waterdeep: Dragon Heist p. 112 + + + + Black Viper + M + humanoid (human) + Chaotic Neutral + 16 (studded leather armor) + 84 (13d8+26) + walk 30 ft. + 11 + 18 + 14 + 11 + 11 + 12 + Dex +7, Int +3 + Acrobatics +7, Athletics +3, Perception +3, Sleight of hand +7, Stealth +7 + 13 + Common, Thieves' cant + 5 + + + + + + + Cunning Action + On each of her turns, the Black Viper can use a bonus action to take the Dash, Disengage, or Hide action. + + + Evasion + If the Black Viper is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can't use this trait if she's incapacitated. + + + Sneak Attack (1/Turn) + The Black Viper deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Black Viper that isn't incapacitated and the Black Viper doesn't have disadvantage on the attack roll. + + + Multiattack + The Black Viper makes three attacks with her rapier. + + + Rapier + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d8 + 4) piercing damage. + Rapier|+7|1d8+4 + + + Hand Crossbow + Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage. + Hand Crossbow|+7|1d6+4 + + + Uncanny Dodge + The Black Viper halves the damage that she takes from an attack that hits her. She must be able to see the attacker. + + The Black Viper was a notorious burglar, pickpocket, mugger, and assassin who died a century ago, after a long and nefarious career. Esvele Rosznar, a brash young noble, has recently adopted the Black Viper's persona to lead a secret life of crime. Like many other nobles, Esvele gossips about the Black Viper's exploits to lend credence to the villain's mystique. +The Rosznar family was convicted of slave trading-highly illegal in Waterdeep-and banished over a hundred years ago, but has since returned. The Rosznars' inability to regain the respect they feel they deserve rankles them. The slave trade has continued in Amn and elsewhere, and it's not like other noble houses don't have skeletons in their closets. But just because of a little family squabble that went public, the Rosznar name has been said with a sneer for a century. As part of the family's constant effort to prove this conception wrong and win others' respect, Esvele has been brought up to be the most proper noble possible, partaking in lessons of etiquette, dance, and poise as befits someone of her station. +In her younger days, Esvele openly rebelled, but that behavior led to locked doors at night and house guards watching her every move during the day. So she taught herself how to pick locks, pluck keys from belts and pouches, clamber up walls, and sneak past guards-playing the perfect daughter by day while cutting loose at night. To hide her identity from those she met, she wore a hood and mask, exchanging her fine clothes for the kind of practical clothing her parents would never let her wear. +One of the things Esvele has learned is to embrace the legend of the Black Viper. When she throws back her cloak to reveal the costume she has put together, most folk toss their purses and flee. If that doesn't work, she usually needs only to draw her dagger. Of course, some of the nobles she targets are made of sterner stuff, so Esvele has learned how to fight as well. She knows she's playing a dangerous game, but is satisfied that at least one member of the Rosznar family is earning the respect of Waterdeep's nobility. +Source: Waterdeep: Dragon Heist p. 196 + + + + Blinded Troll + L + giant + Chaotic Evil + 15 (natural armor) + 84 (8d10+40) + walk 30 ft. + 18 + 13 + 20 + 7 + 9 + 7 + + Perception +2 + 12 + Giant + 5 + + + + + darkvision 60 ft. + + Blinded + The troll is wearing an eyeless helm, and is blinded. + + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Bite|+7|1d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Variant: Loathsome Limbs + Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: + • 1–10: Nothing else happens. + • 11–14: One leg is severed from the troll if it has any legs left. + • 15–18: One arm is severed from the troll if it has any arms left. + • 19–20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. + If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. + A severed leg is unable to attack and has a speed of 5 feet. + A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. + If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. + The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. + + +Source: Waterdeep: Dragon Heist p. 114 + underdark, mountain, forest, swamp, hill, arctic + + + Bonnie + M + monstrosity (shapechanger) + Neutral + 14 + 52 (8d8+16) + walk 30 ft. + 11 + 18 + 14 + 11 + 12 + 14 + + Deception +6, Insight +3 + 11 + Common + 3 + + + + charmed + darkvision 60 ft. + + Shapechanger + Bonnie can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Ambusher + In the first round of a combat, Bonnie has advantage on attack rolls against any creature it surprised. + + + Surprise Attack + If Bonnie surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. + + + Multiattack + Bonnie makes two melee attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage. + Slam|+6|1d6+4 + + + Read Thoughts + Bonnie magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, Bonnie can continue reading its thoughts, as long as Bonnie's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, Bonnie has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. + + +Source: Waterdeep: Dragon Heist p. 20 + underdark, urban + + + Davil Starsong + M + humanoid (elf) + Neutral + 15 (chain shirt) + 82 (15d8+15) + walk 30 ft. + 10 + 14 + 12 + 16 + 12 + 17 + Dex +5, Cha +6 + Arcana +6, History +6, Insight +4, Perception +4, Performance +6 + 14 + Common, Draconic, Dwarvish, Elvish + 6 + + + + + darkvision 60 ft. + + Fey Ancestry + Davil has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + Dagger|+5|1d4+2 + + + Spellcasting + Davil is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks) He has the following bard spells prepared: + Cantrips (at will): mage hand, mending, minor illusion, vicious mockery + • 1st level (4 slots): cure wounds, disguise self, sleep + • 2nd level (3 slots): crown of madness, invisibility, suggestion + • 3rd level (3 slots): nondetection, sending, tongues + • 4th level (3 slots): compulsion, freedom of movement, polymorph + • 5th level (2 slots): dominate person, greater restoration + • 6th level (1 slots): Otto's irresistible dance + + 4, 3, 3, 3, 2, 1 + mage hand, mending, minor illusion, vicious mockery, cure wounds, disguise self, sleep, crown of madness, invisibility, suggestion, nondetection, sending, tongues, compulsion, freedom of movement, polymorph, dominate person, greater restoration, Otto's irresistible dance + Within the Waterdeep division of the Black Network, Davil is accorded the title of Master of Opportunities and Negotiations because he's good at sniffing out lucrative business deals, and he makes friends easily. +Like many sun elves, Davil has an affinity for magic and is gifted with the kind of patience that comes with a long life span. Unlike most, he's not the least bit pretentious or aloof. He keeps a room at the Yawning Portal and does all his business in the establishment's taproom. He negotiates deals with grace and aplomb, even while drunk, and uses an elven lute as a spellcasting focus. +Davil can put the characters in contact with other leaders of the Black Network's Waterdeep division, namely Istrid Horn (if they need a loan), Skeemo Weirdbottle (if they need magic), Tashlyn Yafeera (if they need weapons or mercenaries), and Ziraj the Hunter (if they need a highly skilled assassin). +The Doom Raiders. The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called "dooms" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies. +Source: Waterdeep: Dragon Heist p. 199 + + + + Diatryma + L + beast + Unaligned + 11 + 19 (3d10+3) + walk 50 ft. + 14 + 12 + 12 + 2 + 10 + 5 + + + 10 + + 1/4 + + + + + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage. + Beak|+4|1d8+2 + + +Source: Waterdeep: Dragon Heist p. 191 + grassland, hill + + + Dining Table Mimic + L + monstrosity (shapechanger) + Neutral + 12 (natural armor) + 75 (10d10+20) + walk 15 ft. + 17 + 12 + 15 + 5 + 13 + 8 + + Stealth +5 + 11 + + 3 + + acid + + prone + darkvision 60 ft. + + Shapechanger + The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Adhesive (Object Form Only) + The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. + + + False Appearance (Object Form Only) + While the mimic remains motionless, it is indistinguishable from an ordinary object. + + + Grappler + The mimic has advantage on attack rolls against any creature grappled by it. + + + Multiattack + The mimic can make three attacks; two with its pseudopods and one with its bite + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. + Pseudopod|+5|1d8+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. + Bite|+5|1d8+3 + + +Source: Waterdeep: Dragon Heist p. 122 + + + + Drow Gunslinger + M + humanoid (elf) + Any alignment + 18 (studded leather armor, shield) + 84 (13d8+26) + walk 30 ft. + 13 + 18 + 14 + 11 + 13 + 14 + Dex +6, Con +4, Wis +3 + Perception +3, Stealth +8 + 13 + Elvish, Undercommon + 4 + + + + + darkvision 120 ft. + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Gunslinger + Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on the drow's ranged attack rolls with a pistol. In addition, the drow ignores half cover and three-quarters cover when making ranged attacks with a pistol. + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Shortsword|+6|1d6+4 + + + Poisonous Pistol + Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage. + Poisonous Pistol|+6|1d10+4 + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 12) It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + dancing lights, darkness, faerie fire, levitate + Firearms aren't widely available in the North, but some members of Bregan D'aerthe are equipped with Lantanese pistols, bullets, and packets of smokepowder. These drow gunslingers are expert pistoleers, as skilled with their guns as the best archers are with their bows. +Source: Waterdeep: Dragon Heist p. 201 + + + + Durnan + M + humanoid (human) + Neutral + 16 (elven chain) + 144 (17d8+68) + walk 30 ft. + 18 + 15 + 18 + 13 + 12 + 10 + Str +8, Con +8 + Athletics +8, Perception +5 + 15 + Common, Dwarvish + 9 + + + + + + + Special Equipment + Durnan wields a Greatsword of Sharpness called Grimvault. He wears boots of striding and springing, elven chain, and a ring of spell turning. + + + Indomitable (Recharges after a Long Rest) + Durnan can reroll a saving throw that he fails. He must use the new roll. + + + Spell Turning + While wearing his ring of spell turning, Durnan has advantage on saving throws against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. + + + Multiattack + Durnan makes four melee weapon attacks. + + + Grimvault + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. If the target is an object, the hit instead deals 16 slashing damage. If the target is a creature and Durnan rolls a 20 on the d20 for the attack roll, the target takes an extra 14 slashing damage, and Durnan rolls another d20. On a roll of 20, he lops off one of the target's limbs, or some other part of its body if it is limbless. + Grimvault|+8|2d6+4 + + + Double Crossbow + Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. 13 (2d10 + 2) piercing damage. + Double Crossbow|+6|2d10+2 + + Durnan is the owner and proprietor of the Yawning Portal. Although he looks like a middle-aged man whose best days are behind him, Durnan has a sharp mind and can still swing a sword when he must. He doesn't like talking about his past, and he won't reveal anything about his time as an adventurer. +If Durnan has any living family members, he doesn't speak of them. He rarely says two words when one will do. He has a dark sense of humor and spares no pity on those who take the risk of entering Undermountain. +He keeps Grimvault, his magic greatsword, within reach under the bar, and can chop tables in half with it if he so desires. He also can pull out a double crossbow (a heavy crossbow with reduced range that fires two bolts at the same target). Still, if he gets involved in a brawl, he prefers fighting with fists or a well-flung tankard. +Durnan doesn't often venture far from the Yawning Portal, using his employees to run errands for him as needed. If he's feeling charitable, he might gently discourage likable "nobodies" from venturing into Undermountain, if he thinks they wouldn't survive. He can also direct adventurers toward tavern regulars who might be able to help them or offer useful information. +Source: Waterdeep: Dragon Heist p. 203 + + + + Elzerina Cassalanter + S + humanoid (human) + Neutral + 10 + 1 + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + Common + + + + + + + + Hit Points + 1 + + +Source: Waterdeep: Dragon Heist p. 115 + + + + Embric + M + humanoid (any race) + Any Non-Lawful Alignment + 15 (studded leather armor) + 65 (10d8+20) + walk 30 ft. + 15 + 16 + 14 + 14 + 11 + 14 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + 10 + any two languages + 2 + + + + + + + Multiattack + Embric makes three melee attacks: two with its scimitar and one with its dagger. Or Embric makes two ranged attacks with its daggers. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|+5|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|+5|1d4+3 + + + Parry + Embric adds 2 to its AC against one melee attack that would hit it. To do so, Embric must see the attacker and be wielding a melee weapon. + + +Source: Waterdeep: Dragon Heist p. 32 + + + + Emmek Frewn + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Waterdeep: Dragon Heist p. 42 + arctic, desert, coastal, grassland, hill, urban, forest + + + Engineer + S + humanoid (Rockgnome) + Neutral Good + 10 + 7 (2d6) + walk 25 ft. + 10 + 10 + 10 + 14 + 10 + 11 + + Arcana +4, History +4 + 10 + Common, Gnomish + 1/4 + + + + + darkvision 60 ft. + + Gnome Cunning + The gnome has advantage on all Intelligence, Wisdom and Charisma saving throws against magic. + + + Dagger + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage. Or Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. 2 (1d4) piercing damage. + Dagger|+2|1d4 + Dagger|+2|1d4 + + + Spellcasting + The gnome is a 1st-level spellcaster. Its spellcasting ability is Intelligence. It has the following wizard spells prepared: + Cantrips (at will): fire bolt, mending, prestidigitation + • 1st level (2 slots): burning hands, disguise self, shield + + 2 + fire bolt, mending, prestidigitation, burning hands, disguise self, shield + An engineer who maintains and operates the Scarlet Marpenoth, a submarine, currently attached below Jarlaxle's flagship the Eyecatcher +Source: Waterdeep: Dragon Heist p. 141 + + + + Fala Lefaliir + M + humanoid (Woodelf) + Chaotic Good + 11 (16 with barkskin) + 27 (5d8+5) + walk 35 ft. + 10 + 12 + 13 + 12 + 15 + 11 + + Medicine +4, Nature +3, Perception +4 + 14 + Druidic, Common, Elvish + 2 + + + + + darkvision 60 ft. + + Fey Ancestry + Fala has advantage on saving throws against being charmed, and magic can't put them to sleep. + + + Quarterstaff + Melee Weapon Attack: +2 to hit or Melee Weapon Attack +4 to hit with shillelagh, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands. + Quarterstaff|+2|1d6 + + + Spellcasting + Fala is a 4th-level spellcaster. Their spellcasting ability is Wisdom. They have the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, shillelagh + • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + • 2nd level (3 slots): animal messenger, barkskin + + 4, 3 + druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin + Fala Lefaliir is an outgoing wood elf with long, braided hair. Like the elven god Corellon Larethian, Fala is neither male nor female. If referred to as "he" or "she," Fala gently requests to be addressed by name or as "they." Fala is friends with a member of the Zhentarim named Ziraj, who saved Fala's life. He visits Fala from time to time, and Fala has set aside a room for him on the second floor. Fala runs Correllon's Crown, a herbalist shop in Trollskull Alley +Source: Waterdeep: Dragon Heist p. 32 + + + + Falcon + T + beast + Unaligned + 13 + 1 (1d4-1) + walk 10 ft., fly 60 ft. + 5 + 16 + 8 + 2 + 14 + 6 + + Perception +4 + 14 + + 0 + + + + + + + Keen Sight + The falcon has advantage on Wisdom (Perception) checks that rely on sight. + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 slashing damage. + + +Source: Waterdeep: Dragon Heist p. 53 + + + + Fel'rekt Lafeen + M + humanoid (elf) + Any alignment + 18 (studded leather armor, shield) + 84 (13d8+26) + walk 30 ft. + 13 + 18 + 14 + 11 + 13 + 14 + Dex +6, Con +4, Wis +3 + Perception +3, Stealth +8 + 13 + Elvish, Undercommon + 4 + + + + + darkvision 120 ft. + + Fey Ancestry + Fel'rekt has advantage on saving throws against being charmed, and magic can't put Fel'rekt to sleep. + + + Gunslinger + Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Fel'rekt's ranged attack rolls with a pistol. In addition, Fel'rekt ignores half cover and three-quarters cover when making ranged attacks with a pistol. + + + Sunlight Sensitivity + While in sunlight, Fel'rekt has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Fel'rekt makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Shortsword|+6|1d6+4 + + + Poisonous Pistol + Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage. + Poisonous Pistol|+6|1d10+4 + + + Innate Spellcasting + Fel'rekt's spellcasting ability is Charisma (spell save DC 12) It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + dancing lights, darkness, faerie fire, levitate + +Source: Waterdeep: Dragon Heist p. 67 + + + + Floon Blagmaar + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Waterdeep: Dragon Heist p. 202 + arctic, desert, coastal, grassland, hill, urban, forest + + + Flying Staff + S + construct + Unaligned + 17 (natural armor) + 17 (5d6) + walk 0 ft., fly 50 ft. + 12 + 15 + 11 + 1 + 5 + 1 + Dex +4 + + 7 + + 1/4 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The staff is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the staff must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the staff remains motionless and isn't flying, it is indistinguishable from a normal staff. + + + Knife + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Knife|+3|1d6+1 + + +Source: Waterdeep: Dragon Heist p. 152 + + + + Griffon Cavalry Rider + M + humanoid (any race) + Any alignment + 17 (half plate armor) + 58 (9d8+18) + walk 30 ft. + 14 + 15 + 14 + 10 + 12 + 10 + + Animal handling +3, Athletics +4, Perception +3 + 13 + any one language (usually Common) + 2 + + + + + + + Lance + Melee Weapon Attack: +4 to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. 8 (1d12 + 2) piercing damage, or 11 (1d12 + 5) piercing damage while mounted. + Lance|+4|1d12+2 + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + Dagger|+4|1d4+2 + + + Feather Fall + The rider wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the ring becomes nonmagical. + + The City Guard is Waterdeep's army, charged with protecting the city's walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail, Goldenfields, and Daggerford. +Ranks in the City Guard. Members of the City Guard have ranks. From lowest to highest, they are: +PrivateSergeant (armar)Lieutenant (civilar)Captain (senior civilar)Multiple command positions, some perennial (Seneschal of Castle Waterdeep, Defender of the Harbor, Master of the North Towers, Master of the South Towers, Master Armorer), others bestowed as needed in wartime (the Lords' Hand and the Lords' Champion)Warden of Waterdeep +The current Warden of Waterdeep is Elminster, who answers to the Open Lord, Laeral Silverhand. +The Griffon Cavalry is a special branch of the City Guard whose members are veteran soldiers trained to fly griffon mounts. +Source: Waterdeep: Dragon Heist p. 197 + + + + Grinda Garloth + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Grinda is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Grinda has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Waterdeep: Dragon Heist p. 65 + + + + Grum'shar + M + humanoid (half-orc) + Chaotic Evil + 10 + 9 (2d8) + walk 30 ft. + 10 + 10 + 10 + 14 + 10 + 11 + + Arcana +4, History +4 + 10 + Common, Orc + 1/4 + + + + + darkvision 60 ft. + + Relentless Endurance + When reduced to 0 hit points, Grum'shar drops to 1 hit point instead. He can only do this once per long rest. + + + Dagger + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage. Or Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. 2 (1d4) piercing damage. + Dagger|+2|1d4 + Dagger|+2|1d4 + + + Spellcasting + Grum'shar is a 1st-level spellcaster. His spellcasting ability is Intelligence. He has the following wizard spells prepared: + Cantrips (at will): fire bolt, mending, prestidigitation + • 1st level (2 slots): burning hands, disguise self, shield + + 2 + fire bolt, mending, prestidigitation, burning hands, disguise self, shield + Apprentice wizards are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work, such as cooking and cleaning, in exchange for education in the ways of magic. +Source: Waterdeep: Dragon Heist p. 29 + + + + Hester Barch + M + humanoid (any race) + Any alignment + 10 + 9 (2d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 14 + 11 + + Medicine +4, Religion +2 + 12 + any one language (usually Common) + 1/4 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + + Spellcasting + Hester is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Hester has following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (3 slots): bless, cure wounds, sanctuary + + 3 + light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary + +Source: Waterdeep: Dragon Heist p. 83 + + + + Hlam + M + humanoid (human) + Lawful Good + 22 (Unarmored Defense) + 137 (25d8+25) + walk 60 ft. + 11 + 24 + 13 + 14 + 21 + 14 + Str +5, Dex +12 + Athletics +5, Religion +7 + 15 + all spoken languages + 16 + + poison + + charmed, frightened, poisoned + + + Evasion + If Hlam is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. + + + Magic Attacks + Hlam's unarmed strikes are magical. + + + Unarmored Defense + While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier. + + + Multiattack + Hlam attacks three times using his unarmed strike, darts, or both. + + + Unarmed Strike + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 12 (1d10 + 7) bludgeoning, magic damage. If the target is a creature, Hlam can choose one of the following additional effects: + Unarmed Strike|+12|1d10+7 + The target must succeed on a DC 18 Strength saving throw or drop one item it is holding (Hlam's choice). + The target must succeed on a DC 18 Dexterity saving throw or be knocked prone. + The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Hlam's next turn. + + + Dart + Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. 9 (1d4 + 7) piercing damage. + Dart|+12|1d4+7 + + + Quivering Palm (Recharge 6) + Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. The target must make a DC 18 Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 (10d10) necrotic damage. + Quivering Palm (Recharge 6)|+12|10d10 + + + Wholeness of Body (Recharges after a Long Rest) + Hlam regains 60 hit points. + + + Deflect Missile + In response to being hit by a ranged weapon attack, Hlam deflects the missile. The damage he takes from the attack is reduced by 1d10 + 27. If the damage is reduced to 0, Hlam catches the missile if it's small enough to hold in one hand and he has a hand free. + + + Slow Fall + Hlam reduces the bludgeoning damage he takes from a fall by 100. + + + Hlam can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Hlam regains spent legendary actions at the start of its turn. + + + Quick Step + Hlam moves up to his speed without provoking opportunity attacks. + + + Unarmed Strike (Costs 2 Actions) + Hlam makes one unarmed strike. + + + Invisibility (Costs 3 Actions) + Hlam becomes invisible until the end of his next turn. The effect ends if Hlam attacks or casts a spell. + + + Spellcasting + Hlam is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks) He has the following cleric spells prepared: + Cantrips (at will): guidance, light, sacred flame, spare the dying + • 1st level (4 slots): detect evil and good, healing word, sanctuary, shield of faith + • 2nd level (3 slots): calm emotions, prayer of healing, silence + • 3rd level (2 slots): protection from energy, remove curse, sending + + 4, 3, 2 + guidance, light, sacred flame, spare the dying, detect evil and good, healing word, sanctuary, shield of faith, calm emotions, prayer of healing, silence, protection from energy, remove curse, sending + This venerable human monk lives in a cave halfway up the side of Mount Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a small monastic group devoted to Tyr. Would-be students periodically visit him to learn the Way of the Sacred Fists, which combines cleric magic and monk training. They usually return to the city confused, bruised, and not inclined to visit again. +In times of great peril, Hlam can be called on to help. Sometimes he offers pearls of wisdom, and sometimes he descends from his cave to set things right with fisticuffs. He can show up at any point in the story as a helpful figure, and the characters can visit him in his cave if they need guidance or training. The Order of the Gauntlet considers him a staunch ally. +Hlam is immune to disease and doesn't require food or water. Although he ages, he suffers none of the frailty of old age. +Source: Waterdeep: Dragon Heist p. 204 + + + + Hrabbaz + M + humanoid (half-orc) + Lawful Evil + 12 + 112 (15d8+45) + walk 30 ft. + 20 + 15 + 17 + 10 + 14 + 12 + Str +8, Con +6 + Athletics +8, Intimidation +4, Perception +5 + 15 + Common, Orc + 5 + + + + + darkvision 60 ft. + + Indomitable (2/Day) + Hrabbaz can reroll a saving throw that he fails. He must use the new roll. + + + Relentless Endurance (Recharges after a Long Rest) + When Hrabbaz is reduced to 0 hit points but not killed outright, he drops to 1 hit point instead. + + + Extra Damage + As long as Hrabbaz has more than half his hit points left he deals an extra 3 (1d6) damage on all hits. + + + Multiattack + Hrabbaz makes three attacks with his morningstar. + + + Morningstar + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage. + Morningstar|+8|1d8+5 + + Hrabbaz is a muscle-bound half-orc with a cleft palate who serves the lord and lady of House Gralhund as a bodyguard. He is well mannered and dresses impeccably-a disarming appearance that belies a murderous heart. Though he has great respect for Lady Yalah Gralhund, he is less fond of her moody husband, and wouldn't be sad to see Orond knocked down a peg or two. +Source: Waterdeep: Dragon Heist p. 205 + + + + Istrid Horn + M + humanoid (dwarf) + Lawful Evil + 18 (plate armor) + 117 (18d8+36) + walk 25 ft. + 12 + 10 + 14 + 11 + 17 + 13 + Con +5, Wis +6 + Intimidation +4, Religion +3 + 13 + Common, Dwarvish + 8 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + Istrid has advantage on saving throws against being poisoned. + + + Multiattack + Istrid makes two melee attacks. + + + Maul + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 8 (2d6 + 1) bludgeoning damage. + Maul|+4|2d6+1 + + + Treasure Sense (3/Day) + Istrid magically pinpoints precious metals and stones, such as coins and gems, within 60 feet of her. + + + Spellcasting + Istrid is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks) She has the following cleric spells prepared: + Cantrips (at will): light, mending, sacred flame, spare the dying + • 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith + • 2nd level (3 slots): lesser restoration, magic weapon, hold person, silence, spiritual weapon + • 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk + • 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin + • 5th level (1 slots): flame strike, mass cure wounds, hold monster + + 4, 3, 3, 3, 1 + light, mending, sacred flame, spare the dying, divine favor, guiding bolt, healing word, shield of faith, lesser restoration, magic weapon, hold person, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk, banishment, freedom of movement, guardian of faith, stoneskin, flame strike, mass cure wounds, hold monster + Istrid is regarded as the Black Network's Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending operation out of a heavily guarded warehouse in the Dock Ward, offering loans to those in need of coin. Her interest rates are comparable to those of her competitors (including noble families of bankers such as the Cassalanters and the Irlingstars), but the penalties for not paying back Istrid's loans are severe. +Istrid worships Vergadain, the dwarven god of wealth and luck. She likes having others indebted to her, and she employs thugs and enforcers to collect on her loans. If those resources prove inadequate, Istrid can call on her old adventuring companions for assistance. +The Doom Raiders. The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called "dooms" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies. +Source: Waterdeep: Dragon Heist p. 199 + + + + Jalester Silvermane + M + humanoid (human) + Lawful Good + 18 (chain mail, Badge of the Watch) + 71 (13d8+13) + walk 30 ft. + 14 + 14 + 13 + 12 + 14 + 13 + Str +4, Con +3 + Athletics +4, Survival +4 + 12 + Common, Elvish + 4 + + + + + + + Special Equipment + Jalester carries a badge of the Watch. + + + Second Wind (Recharges after a Short or Long Rest) + As a bonus action, Jalester can regain 16 (1d10 + 11) hit points. + + + Multiattack + Jalester makes two weapon attacks. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage when used with two hands. + Longsword|+4|1d8+2 + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + Dagger|+4|1d4+2 + + + Riposte + When a creature that Jalester can see misses him with a melee attack, he can use his reaction to make a melee weapon attack against that creature. On a hit, the target takes an extra 4 damage from the weapon. + + An earnest man in his mid-twenties, Jalester hails from the distant land of Cormyr, where he earned his spurs working for a mercenary company called the Steel Shadows. A few years ago, Jalester left the Dales and traveled to Waterdeep with several other members of the company, one of whom-Faerrel Dunblade-would become his best friend and lover. +The wizard Elminster befriended the two young men and brought them to the attention of Laeral Silverhand, who put them to work as deputies and spies. Jalester and Faerrel helped the Open Lord expose a plot to overthrow the government, but Faerrel was killed while helping bring the perpetrators to justice. Jalester remained in Waterdeep afterward, becoming one of Laeral's field operatives in the service of Waterdeep and the Lords' Alliance. He has been romantically unattached ever since Faerrel's death but longs again for love. +Treasure. Jalester carries a badge of the Watch (+2 bonus to AC if not using a shield). If the badge is lost or taken from him, it returns to Laeral Silverhand. +Source: Waterdeep: Dragon Heist p. 205 + + + + Jandar Chergoba + M + humanoid (tiefling) + Lawful Evil + 13 (leather armor) + 33 (6d8+6) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + Deception +4, Persuasion +4, Religion +2 + 11 + Common, Infernal + 2 + fire + + + + darkvision 60 ft. + + Dark Devotion + Jandar has advantage on saving throws against being charmed or frightened. + + + Multiattack + Jandar makes two melee attacks. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + Dagger|+4|1d4+2 + + + Innate Spellcasting + Jandar's spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components: + At will: thaumaturgy + + + Spellcasting + Jandar is a 4th-level spellcaster. His spellcasting ability is Wisdom. Jandar has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): command, inflict wounds, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + thaumaturgy, light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + As the head chef of Cassalanter Villa, Jandar determines each day's menu and oversees all activity in the kitchen. +Source: Waterdeep: Dragon Heist p. 116 + + + + Jarlaxle Baenre + M + humanoid (elf) + Chaotic Neutral + 24 (+3 leather armor, Suave Defense) + 123 (19d8+38) + walk 30 ft. + 12 + 22 + 14 + 20 + 16 + 19 + Dex +11, Wis +8 + Acrobatics +11, Athletics +6, Deception +14, Perception +8, Sleight of hand +11, Stealth +16 + 18 + Abyssal, Common, Draconic, Dwarvish, Elvish, Undercommon + 15 + + + + + darkvision 120 ft. + + Special Equipment + Jarlaxle wears +3 leather armor, a hat of disguise, a bracer of flying daggers, a cloak of invisibility, a knave's eye patch, and a ring of truth telling. He wields a +3 rapier and carries a portable hole and a wand of web. His hat is adorned with a feather of diatryma summoning. + + + Evasion + If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Jarlaxle instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. + + + Fey Ancestry + Jarlaxle has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Legendary Resistance (1/Day) + If Jarlaxle fails a saving throw, he can choose to succeed instead. + + + Master Attuner + Jarlaxle can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard. + + + Sneak Attack (1/Turn) + Jarlaxle deals an extra 24 (7d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jarlaxle's that isn't incapacitated and Jarlaxle doesn't have disadvantage on the attack roll. + + + Suave Defense + While Jarlaxle is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier. + + + Sunlight Sensitivity + When not wearing his knave's eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Jarlaxle makes three attacks with his +3 rapier or two attacks with daggers created by his bracer of flying daggers. + + + +3 Rapier + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 13 (1d8 + 9) piercing damage. + +3 Rapier|+14|1d8+9 + + + Flying Dagger + Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. 8 (1d4 + 6) piercing damage. + Flying Dagger|+11|1d4+6 + + + Jarlaxle can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Jarlaxle regains spent legendary actions at the start of its turn. + + + Quick Step + Jarlaxle moves up to his speed without provoking opportunity attacks. + + + Attack (Costs 2 Actions) + Jarlaxle makes one attack with his +3 rapier or two attacks with daggers created by his bracer of flying daggers. + + + Innate Spellcasting + Jarlaxle's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks) He can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + dancing lights, darkness, faerie fire, levitate + Jarlaxle is a flamboyant, swashbuckling drow iconoclast. He leads a renegade drow faction called Bregan D'aerthe, made up of disenfranchised male drow, most of them culled from destroyed or disgraced houses. Gifted with a sharp mind, a sense of humor, puissant skill with a blade, and a wealth of useful magic items, Jarlaxle infiltrated the city of Luskan, brought a kind of order to its lawlessness, and declared himself its secret lord. +Jarlaxle likes to weave a tangled web of schemes that leave his enemies baffled-the latest of which is a plan to legitimize Luskan by making it a member of the Lords' Alliance. The city's unsavory reputation has thwarted all previous efforts, and the current leaders of the Lords' Alliance have voiced their opposition to Luskan's admittance. A few have flatly declared that the city will never be welcome in the alliance. Nonetheless, Jarlaxle aims to persuade Laeral Silverhand, the Open Lord of Waterdeep, to champion Luskan's cause-even if that means losing other alliance members in the process. Tying Luskan's fortunes to those of Waterdeep would increase Jarlaxle's political and economic power on the Sword Coast. +Jarlaxle has come to Waterdeep in the guise of an Illuskan human named Zardoz Zord. "Captain Zord" is the master of the Sea Maidens Faire, a carnival that travels up and down the Sword Coast in three ships: the Eyecatcher, the Heartbreaker, and the Hellraiser (all words that describe Jarlaxle). He spends most of his time aboard the Eyecatcher, his personal ship. The other two vessels carry members of the carnival and their parade wagons. +Jarlaxle has forged an alliance with Lantan (an island to the south), and has armed his Bregan D'aerthe lieutenants with Lantanese firearms that rely on magical smokepowder to function. He has also acquired a Lantanese submarine called the Scarlet Marpenoth. This underwater vessel is mounted below the Eyecatcher and kept out of sight. Jarlaxle plans on using the submarine to flee Waterdeep if his scheme unravels. +Jarlaxle's loyalties are to himself first and foremost, and to Bregan D'aerthe secondarily. +Source: Waterdeep: Dragon Heist p. 206 + + + + Jenks + S + humanoid (human) + Neutral + 10 + 1 + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + + + + + + + + + Hit Points + 1 + + +Source: Waterdeep: Dragon Heist p. 63 + + + + Kaevja Cynavern + M + humanoid (Mulanhuman) + Lawful Evil + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + Common, Draconic, Dwarvish, Elvish + 6 + + + + + + + Special Equipment + Kaevja carries a yellow elemental gem. As an action she can break the gem releasing an earth elemental under her command. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + Dagger|+5|1d4+2 + + + Spellcasting + Kaevja is a 9th-level spellcaster. Her spellcasting ability is Intelligence. Kaevja has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, sending + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, sending, greater invisibility, ice storm, cone of cold + Previously a Red Wizard of Thay, this mage now studies magic under Manshoon. +Source: Waterdeep: Dragon Heist p. 158 + + + + Kalain + M + humanoid (half-elf) + Chaotic Evil + 15 (chain shirt) + 44 (8d8+8) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + Dex +4, Wis +3 + Acrobatics +4, Perception +5, Performance +6 + 15 + Common, Elvish + 2 + + + + + darkvision 60 ft. + + Fey Ancestry + Kalain has advantage on saving throws against being charmed and magic can't put her to sleep. + + + Art Imitates Life (3/Day) + Kalain touches one of her paintings and causes its subject to spring forth, becoming a creature of that kind provided its CR is 3 or lower. The creature appears in an unoccupied space within 5 feet of the painting, which becomes blank. The creature is friendly toward Kalain and hostile toward all others. It rolls initiative to determine when it acts. It disappears after 1 minute, when it is reduced to 0 hit points, or when Kalain dies or falls unconscious. + + + Taunt (2/Day) + Kalain can use a bonus action on her turn to target one creature within 30 feet of it. If the target can hear Kalain, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Kalain's next turn. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + + Spellcasting + Kalain is a 4th-level spellcaster. Her spellcasting ability is Charisma. She has the following bard spells prepared: + Cantrips (at will): friends, mage hand, vicious mockery + • 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave + • 2nd level (3 slots): invisibility, shatter + + 4, 3 + friends, mage hand, vicious mockery, charm person, healing word, heroism, sleep, thunderwave, invisibility, shatter + Kalain, was once a famous Waterdavian painter, but now Kalain's spirit is broken, leading to the onset of madness. She locks herself away, content to let time erode the last of her conscience. +Source: Waterdeep: Dragon Heist p. 89 + + + + Krebbyg Masq'il'yr + M + humanoid (elf) + Any alignment + 18 (studded leather armor, shield) + 84 (13d8+26) + walk 30 ft. + 13 + 18 + 14 + 11 + 13 + 14 + Dex +6, Con +4, Wis +3 + Perception +3, Stealth +8 + 13 + Elvish, Undercommon + 4 + + + + + darkvision 120 ft. + + Fey Ancestry + Krebbyg has advantage on saving throws against being charmed, and magic can't put Krebbyg to sleep. + + + Gunslinger + Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Krebbyg's ranged attack rolls with a pistol. In addition, Krebbyg ignores half cover and three-quarters cover when making ranged attacks with a pistol. + + + Sunlight Sensitivity + While in sunlight, Krebbyg has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Krebbyg makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Shortsword|+6|1d6+4 + + + Poisonous Pistol + Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage. + Poisonous Pistol|+6|1d10+4 + + + Innate Spellcasting + Krebbyg's spellcasting ability is Charisma (spell save DC 12) It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + dancing lights, darkness, faerie fire, levitate + +Source: Waterdeep: Dragon Heist p. 67 + + + + Lady Gondafrey + M + elemental + Lawful Good + 15 (natural armor) + 52 (7d8+21) + walk 30 ft., fly 60 ft. + 15 + 11 + 16 + 10 + 11 + 7 + + + 10 + Common + 2 + bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + poison + + exhaustion, petrified, poisoned + darkvision 60 ft. + + False Appearance + While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. + + + Multiattack + The gargoyle makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Bite|+4|1d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claws|+4|1d6+2 + + Lafy Gondafrey is the result of a magical experiment, a gargoyle that has been imbued with the personality of a human knight of Tyr (god of justice). Manshoon is amused by the creature so keeps it alive and locked in a cell. +Source: Waterdeep: Dragon Heist p. 152 + + + + Laeral Silverhand + M + humanoid (human) + Chaotic Good + 18 (robe of the archmagi) + 228 (24d8+120) + walk 30 ft. + 13 + 17 + 20 + 20 + 20 + 19 + Int +11, Wis +11 + Arcana +17, History +17, Insight +11, Perception +11, Persuasion +10 + 21 + Common, Draconic, Dwarvish, Elvish, Giant, Infernal + 17 + fire + poison + + poisoned + truesight 60 ft. + + Special Equipment + Laeral wears a white robe of the archmagi (accounted for in her statistics). She wields a flame tongue longsword. + + + Magic Resistance + While wearing her robe of the archmagi, Laeral has advantage on saving throws against spells and other magical effects. + + + Multiattack + Laeral makes three attacks with her silver hair and flame tongue, in any combination. She can cast one of her cantrips or 1st-level spells before or after making these attacks. + + + Silver Hair + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 7 (2d6) force damage, and the target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Silver Hair|+11|2d6 + + + Flame Tongue + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage plus 7 (2d6) fire damage, or 6 (1d10 + 1) slashing damage plus 7 (2d6) fire damage when used with two hands. + Flame Tongue|+7|1d8+1 + + + Spellfire (Recharges after a Long Rest) + Magical, heatless, silver fire harmlessly erupts from Laeral and surrounds her until she is incapacitated or until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends: + • She can breathe underwater. + • She can survive without food and water. + • She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type. + • She gains resistance to cold damage, and she is unharmed by temperatures as low as -50 degrees Fahrenheit. + While the silver fire is present, she has the following additional action options: + • Cast the cure wounds spell. The target regains 1d8 + 5 hit points. After Laeral takes this action, roll a d6. On a roll of 1, the silver fire disappears. + • Cast the revivify spell without material components. After Laeral takes this action, roll a d6. On a roll of 1-2, the silver fire disappears. + • Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren't being worn or carried take 26 (4d12) fire damage. Each creature in the area must succeed on a DC 21 Dexterity saving throw, taking 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. After Laeral takes this action, roll a d6. On a roll of 1-3, the silver fire disappears. + Spellfire (Recharges after a Long Rest)||4d12 + + + Spellcasting + Laeral is a 19th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Laeral has the following wizard spells prepared: + Cantrips (at will): light, mage hand, minor illusion, prestidigitation, ray of frost + • 1st level (0 slots): detect magic, disguise self, magic missile, shield + • 2nd level (0 slots): detect thoughts, invisibility, misty step + • 3rd level (3 slots): counterspell, fly, sending, tongues + • 4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere + • 5th level (3 slots): cone of cold, geas, Rary's telepathic bond + • 6th level (2 slots): globe of invulnerability, mass suggestion + • 7th level (1 slots): prismatic spray, teleport + • 8th level (1 slots): feeblemind, power word stun + • 9th level (1 slots): time stop + + 0, 0, 3, 3, 3, 2, 1, 1, 1 + light, mage hand, minor illusion, prestidigitation, ray of frost, detect magic, disguise self, magic missile, shield, detect thoughts, invisibility, misty step, counterspell, fly, sending, tongues, banishment, greater invisibility, Otiluke's resilient sphere, cone of cold, geas, Rary's telepathic bond, globe of invulnerability, mass suggestion, prismatic spray, teleport, feeblemind, power word stun, time stop + Anamanué Laeral Silverhand was born in the Year of the Cowl (765 DR), the fifth of seven daughters of the goddess Mystra. Each of the Seven Sisters is a powerful and ageless beauty with a penchant for arcane magic. +Long ago, Laeral ruled a kingdom called Stornanter and held the title of Witch-Queen of the North. After that, she led a band of adventurers called the Nine. She met and married Khelben Arunsun, who would later become the Blackstaff, the Lord Mage of Waterdeep. After Khelben died, Laeral retired from public life. She resurfaced after the Spellplague and the Sundering, weakened by Mystra's death, rebirth, and withdrawal from the world. +Laeral's magic isn't as great as it once was, though she does her utmost to hide this fact. Only Elminster, her trusted friend and advisor, knows the extent of her decline. Despite her diminished abilities, Laeral remains a formidable, clear-headed wizard with plenty of magic at her disposal. +A few years ago, Dagult Neverember was ousted as Open Lord of Waterdeep. Laeral reluctantly stepped into the vacancy at the request of the Masked Lords, and has served as Waterdeep's Open Lord ever since. Initially overwhelmed by the demands of the nobles and guildmasters, she has settled nicely into her new role. She uses her magic sparingly and relies on trusted advisors and deputies. As time allows, she likes to venture outside the Palace of Waterdeep in disguise, just to clear her head or check up on old friends (and enemies). +Laeral's relationship with Vajra Safahr, the current Blackstaff, has its challenges. For one thing, Laeral is much older, much wiser, and much more powerful than Vajra, whom she views as an insecure child. In addition, Vajra wields the Blackstaff, which has Khelben Arunsun's soul and the souls of all the other Blackstaffs bound inside it. Laeral covets the staff, because it contains all that's left of her husband. Not surprisingly, the two mages avoid each other as much as possible. +In times of great need, Laeral can command Vajra to unleash Force Grey. Until that order is given, Force Grey isn't allowed to conduct operations in Waterdeep, though Laeral's spies tell her that Vajra has secretly activated members of the elite order and sent them on a number of unauthorized missions. Laeral is reluctant to confront Vajra on the matter, and rationalizes her inaction by framing it as a test of Vajra's competence. +Source: Waterdeep: Dragon Heist p. 207 + + + + Laiba "Nana" Rosse + M + humanoid (tiefling) + Lawful Evil + 13 (leather armor) + 33 (6d8+6) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + Deception +4, Persuasion +4, Religion +2 + 11 + Common, Infernal + 2 + fire + + + + darkvision 60 ft. + + Dark Devotion + Laiba has advantage on saving throws against being charmed or frightened. + + + Multiattack + Laiba makes two melee attacks. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + Dagger|+4|1d4+2 + + + Innate Spellcasting + Laiba's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components: + At will: thaumaturgy + + + Spellcasting + Laiba is a 4th-level spellcaster. Her spellcasting ability is Wisdom. Laiba has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): command, inflict wounds, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + thaumaturgy, light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + Laiba Rosse, better known as "Nana," is the caretaker and private tutor for Terenzio and Elzerina, and she does her best to keep track of their every move. Even so, the two often sneak away from her watchful eye. Nana dresses in flowing red robes. She relaxes in the twins' playroom (area C17) when she's not with the children. +Source: Waterdeep: Dragon Heist p. 116 + + + + Losser Mirklav + S + humanoid (Lightfoothalfling) + Chaotic Evil + 12 (15 with mage armor) + 31 (9d6) + walk 25 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + Common, Halfling + 6 + + + + + + + Halfling Nimbleness + Losser can move through the space of a creature that is a size bigger than him. + + + Brave + Losser has advantage on saving throws against being frightened. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + Dagger|+5|1d4+2 + + + Spellcasting + The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence. The mage has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): animate dead, fireball, fly + • 4th level (3 slots): blight, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, animate dead, fireball, fly, blight, ice storm, cone of cold + A halfling necromancer who is in possession of the Stone of Golorr. He lives in a cellar complex under a powdered wig shop in the Trades Ward. +Source: Waterdeep: Dragon Heist p. 85 + + + + Magister Umbero Zastro + M + humanoid (half-elf) + Lawful Neutral + 11 + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + Common, Elvish + 0 + + + + + darkvision 60 ft. + + Fey Ancestry + Umbero has advantage on saving throws against being charmed and magic can't put him to sleep. + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. + + A handsome, eloquent, and fair-minded half-elf in his thirties. He's known for his finely honed sense of poetic justice and for meting out unconventional punishments. +Source: Waterdeep: Dragon Heist p. 82 + + + + Manafret Cherryport + S + humanoid (Lightfoothalfling) + Lawful Evil + 12 (15 with mage armor) + 31 (9d6) + walk 25 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + Common, Halfling + 6 + + + + + + + Halfling Nimbleness + Manafret can move through a space of a Medium or larger creature. + + + Brave + Manafret has advantage on saving throws against being frightened. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + Dagger|+5|1d4+2 + + + Spellcasting + The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence. The mage has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + One of Manshoon's lieutenants +Source: Waterdeep: Dragon Heist p. 149 + + + + Manshoon + M + humanoid (human) + Lawful Evil + 19 (robe of the archmagi, staff of power) + 126 (23d8+23) + walk 30 ft. + 10 + 14 + 12 + 23 + 15 + 16 + Str +2, Dex +4, Con +3, Int +13, Wis +9, Cha +5 + Arcana +11, History +11 + 12 + Common, Draconic, Goblin, Infernal, Orc, Undercommon + 13 + + + + + darkvision 60 ft. + + Special Equipment + Manshoon wears a black robe of the archmagi and wields a staff of power (both accounted for in his statistics). Roll 2d10 to determine how many charges the staff has remaining. + + + Magic Resistance + While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and other magical effects. + + + Metal Fist + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Metal Fist|+6|1d4+2 + + + Staff of Power + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. Manshoon can expend 1 of the staff's charges to deal an extra 3 (1d6) force damage on a hit. + Staff of Power|+7|1d6+2 + + + Spellcasting + Manshoon is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +15 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, lightning bolt, sending + • 4th level (3 slots): fire shield, greater invisibility, polymorph + • 5th level (3 slots): Bigby's hand, scrying, wall of force + • 6th level (1 slots): flesh to stone, globe of invulnerability + • 7th level (1 slots): finger of death, simulacrum + • 8th level (1 slots): feeblemind, mind blank + • 9th level (1 slots): imprisonment, power word kill + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, mage armor, magic missile, shield, detect thoughts, mirror image, misty step, counterspell, lightning bolt, sending, fire shield, greater invisibility, polymorph, Bigby's hand, scrying, wall of force, flesh to stone, globe of invulnerability, finger of death, simulacrum, feeblemind, mind blank, imprisonment, power word kill + Referred to in this adventure simply as "Manshoon," this clone of the ancient archwizard infiltrated Waterdeep years ago and has been hiding out in Kolat Towers ever since, in the city's Southern Ward. +The original Manshoon was one of the founders of the Zhentarim. Evil to the core, he made enemies all across Faerûn, including other powerful spellcasters such as Khelben Arunsun and Elminster. Fearing that he might be destroyed by his foes, Manshoon magically crafted several clones-but a mishap caused all of them to be awakened at once, whereupon they tried to destroy one another in a series of conflicts that came to be known as the Manshoon Wars. +Now the original Manshoon is dead, and it's widely believed that all his clones were destroyed as well. In fact, at least three are still alive. The one presently in Waterdeep escaped death by hiding out in Undermountain, where he eventually ran afoul of Halaster Blackcloak. After a brief spell duel, Halaster captured Manshoon and amputated his left arm at the elbow for reasons unknown. Manshoon escaped imprisonment and fled Undermountain, taking refuge in the city above. Attempts to magically regenerate his severed limb failed, forcing him to craft an artificial arm and hand for himself. +Manshoon took control of Kolat Towers, a crumbling residence in the Southern Ward that was abandoned years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle when he must do so, and thus is never seen entering or leaving. +Manshoon aims to rule Waterdeep and replace the City Watch with Black Network mercenaries that are loyal to him alone. By bribing and blackmailing the Masked Lords, he hopes to oust Laeral Silverhand as Open Lord and take her place, kill the Blackstaff, reduce the Masked Lords to mere vassals, and declare himself the Wizard-King of Waterdeep. Once the city is firmly in his clutches, Manshoon will then turn his attention toward Undermountain, destroy Halaster once and for all, and claim the dungeon's riches. +Manshoon Simulacrum. Manshoon uses the simulacrum spell to create a magical duplicate of himself as needed. He has customized the spell to increase his simulacrum's hit points at the expense of its spellcasting ability. +Manshoon can have only one simulacrum at any given time, and he uses it as a subordinate to command his Zhentarim minions in the field. If his simulacrum is destroyed, Manshoon creates another. Each simulacrum has the statistics of Manshoon, with these changes: +• The simulacrum has no special equipment. Consequently, it has AC 12 and lacks the Magic Resistance trait and the Staff of Power action option. +• It loses all spell slots of 6th level and higher. +• It has a challenge rating of 8 (3,900 XP). +Source: Waterdeep: Dragon Heist p. 209 + + + + Manshoon Simulacrum + M + humanoid (human) + Lawful Evil + 12 + 126 (23d8+23) + walk 30 ft. + 10 + 14 + 12 + 23 + 15 + 16 + Str +3, Dex +5, Con +4, Int +12, Wis +8, Cha +6 + Arcana +12, History +12 + 12 + Common, Draconic, Goblin, Infernal, Orc, Undercommon + 8 + + + + + darkvision 60 ft. + + Metal Fist + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Metal Fist|+6|1d4+2 + + + Spellcasting + Manshoon is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +15 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, lightning bolt, sending + • 4th level (3 slots): fire shield, greater invisibility, polymorph + • 5th level (3 slots): Bigby's hand, scrying, wall of force + + 4, 3, 3, 3, 3 + fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, mage armor, magic missile, shield, detect thoughts, mirror image, misty step, counterspell, lightning bolt, sending, fire shield, greater invisibility, polymorph, Bigby's hand, scrying, wall of force + Manshoon uses the simulacrum spell to create a magical duplicate of himself as needed. He has customized the spell to increase his simulacrum's hit points at the expense of its spellcasting ability. +Manshoon can have only one simulacrum at any given time, and he uses it as a subordinate to command his Zhentarim minions in the field. If his simulacrum is destroyed, Manshoon creates another. Each simulacrum has the statistics of Manshoon, with these changes: +• The simulacrum has no special equipment. Consequently, it has AC 12 and lacks the Magic Resistance trait and the Staff of Power action option. +• It loses all spell slots of 6th level and higher. +• It has a challenge rating of 8 (3,900 XP). +Source: Waterdeep: Dragon Heist p. 208 + + + + Mattrim "Threestrings" Mereg + M + humanoid (any race) + Any alignment + 15 (chain shirt) + 44 (8d8+8) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + Dex +4, Wis +3 + Acrobatics +4, Perception +5, Performance +6 + 15 + any two languages + 2 + + + + + + + Song of Rest + Mattrim can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. Mattrim can confer this benefit on itself as well. + + + Taunt (2/Day) + Mattrim can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear Mattrim, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Mattrim's next turn. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+4|1d6+2 + + + Spellcasting + Mattrim is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: + Cantrips (at will): friends, mage hand, vicious mockery + • 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave + • 2nd level (3 slots): invisibility, shatter + + 4, 3 + friends, mage hand, vicious mockery, charm person, healing word, heroism, sleep, thunderwave, invisibility, shatter + +Source: Waterdeep: Dragon Heist p. 20 + urban + + + Maxeene + L + beast + Unaligned + 10 + 19 (3d10+3) + walk 40 ft. + 18 + 10 + 12 + 10 + 11 + 7 + + + 10 + Common + 1/4 + + + + + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage. + Hooves|+6|2d4+4 + + Maxeene is a talking horse. +Source: Waterdeep: Dragon Heist p. 37 + + + + Mechanical Bird + T + construct + Neutral + 15 + 1 + fly 60 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + + + + poison + + poisoned + + + Hit Points + 1 + + + Slam + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 2 (1d3) piercing damage, and the bird is destroyed by the impact. + Slam|+0|1d3 + + +Source: Waterdeep: Dragon Heist p. 46 + + + + Melannor Fellbranch + M + humanoid (half-elf) + Chaotic Good + 11 (16 with barkskin) + 27 (5d8+5) + walk 30 ft. + 10 + 12 + 13 + 12 + 15 + 11 + + Medicine +4, Nature +3, Perception +4 + 14 + Common, Elvish + 2 + + + + + darkvision 60 ft. + + Fey Ancestry + Melannor has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Quarterstaff + Melee Weapon Attack: +2 to hit or Melee Weapon Attack +4 to hit with shillelagh, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands. + Quarterstaff|+2|1d6 + + + Spellcasting + Melannor is a 4th-level spellcaster. His spellcasting ability is Wisdom. He has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, shillelagh + • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + • 2nd level (3 slots): animal messenger, barkskin + + 4, 3 + druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin + Melannor Fellbranch, the friendly but humorless groundskeeper of Phaulkonmere, a compound located one block south of Kolat Towers, is the characters' main contact in the Emerald Enclave +Source: Waterdeep: Dragon Heist p. 36 + + + + Meloon Wardragon + M + humanoid (human) + Lawful Evil + 18 (plate armor) + 143 (22d8+44) + walk 30 ft. + 20 + 15 + 14 + 10 + 14 + 15 + Str +9, Con +6 + Athletics +9, Survival +6 + 12 + Common, Deep Speech, telepathy 60 ft. + 9 + + + + + darkvision 60 ft. + + Special Equipment + Meloon wields Azuredge but can't attune to it, and thus gains none of its benefits. + + + Indomitable (2/Day) + Meloon can reroll a saving throw that he fails. He must use the new roll. + + + Second Wind (Recharges after a Short or Long Rest) + As a bonus action, Meloon can regain 20 hit points. + + + Multiattack + Meloon makes four attacks with Azuredge. + + + Azuredge + Melee Attack: +9 to hit, reach 5 ft., one target. 11 (1d12 + 5) slashing damage. + Azuredge|+9|1d12+5 + + Meloon is a handsome, formidable warrior in his prime, who serves the goddess Tymora and loves a good fight. His friends-among them Renaer Neverember and Vajra Safahr-describe him as honest, optimistic, and extraordinarily lucky. Until recently, he was a member of Force Grey and reported directly to the Blackstaff. In recent months, Meloon has spent much of his time at the Yawning Portal. +Three months ago, out of boredom, Meloon accompanied a fledgling band of adventurers on an expedition to Undermountain. There, his luck ran out. While resting in the dungeon, the adventuring party was attacked by monsters unleashed by Xanathar-including a number of intellect devourers. One of the creatures succeeded in magically devouring and replacing Meloon's brain, turning the champion of Tymora into a puppet. After finishing off his unsuspecting companions, Meloon returned to Waterdeep as a Xanathar Guild spy. +The intellect devourer that inhabits Meloon's skull was bred by Nihiloor, a mind flayer in Xanathar's employ. It knows everything Meloon knew, and Meloon behaves much as he did before his descent into Undermountain. He hangs out at the Yawning Portal, tries to bond with adventurers, and offers a helping hand whenever doing so feels appropriate. The intellect devourer's primary goals are to steer adventurers away from Undermountain and get them to undertake quests that further the aims of Xanathar. Such quests usually involve the eradication of Xanathar's enemies, and Meloon is all too eager to fight alongside those who fall for his ruse. +Adjusted Game Statistics. If Meloon is killed and raised from the dead, his true self is restored and his statistics change as follows: +• Meloon is neutral good. +• He loses his telepathy, and his ability to speak and understand Deep Speech. +• He can attune to Azuredge (see appendix A). +Source: Waterdeep: Dragon Heist p. 210 + + + + Mirt + M + humanoid (human) + Chaotic Good + 16 (bracers of defense) + 153 (18d8+72) + walk 30 ft. + 18 + 18 + 18 + 15 + 12 + 15 + Dex +8, Wis +5 + Acrobatics +8, Athletics +8, Perception +5, Persuasion +6, Stealth +8 + 15 + Common, Dwarvish + 9 + + + + + + + Special Equipment + Mirt wears bracers of defense and a ring of regeneration. He wields a +1 longsword and a +1 dagger. + + + Brute + A melee weapon deals one extra die of its damage when Mirt hits with it (included in the attacks below). + + + Evasion + If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Mirt instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. + + + Sneak Attack (1/Turn) + Mirt deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Mirt's that isn't incapacitated and Mirt doesn't have disadvantage on the attack roll. + + + Multiattack + Mirt makes three attacks: two with his +1 longsword and one with his +1 dagger. + + + +1 Longsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage when used with two hands. + +1 Longsword|+9|2d8+5 + + + +1 Dagger + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (2d4 + 5) piercing damage. Or Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. 7 (1d4 + 5) piercing damage. + +1 Dagger|+9|2d4+5 + +1 Dagger|+9|1d4+5 + + + Parry + Mirt adds 2 to his AC against one melee attack that would hit him. To do so, Mirt must see the attacker and be wielding a melee weapon. + + Once known as Mirt the Merciless and the Old Wolf, Mirt made a fortune and carved out a reputation as an adventurer and philanderer. Today, an older and wiser Mirt serves as one of the Masked Lords, a Harper, and a close advisor to Laeral Silverhand. The years have not worn him down, and though he has grown soft in the flesh, he remains deceptively strong, vigorous, and clear of mind. Mirt has survived the passing of centuries by means of magic, and of all the Masked Lords, he is the least concerned with concealing his identity. +Despite his prodigious girth, Mirt can move with good speed when he must, and he hasn't let his adventuring skills wither. His wife, Asper, passed away several years ago, and his rambling mansion has seen better days. Mirt spends his days embroiled in politics and whiles away his nights in drink and debauchery. +Treasure. Mirt has access to magic items of all kinds, but keeps only a few on his person. He can equip himself with other magic items as the need arises. +In addition to his other magical gear, Mirt owns a Lord's ensemble (see appendix A). He dons the ensemble only when meeting with other Masked Lords in an official capacity. +Source: Waterdeep: Dragon Heist p. 211 + + + + Nar'l Xibrindas + M + humanoid (elf) + Lawful Evil + 12 (15 with mage armor) + 45 (10d8) + walk 30 ft. + 9 + 14 + 10 + 17 + 13 + 12 + + Arcana +6, Deception +5, Perception +4, Stealth +5 + 14 + Elvish, Undercommon + 7 + + + + + darkvision 120 ft. + + Fey Ancestry + Nar'l has advantage on saving throws against being charmed, and magic can't put Nar'l to sleep. + + + Sunlight Sensitivity + While in sunlight, Nar'l has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Special Equipment + Nar'l carries a vial containing three doses of eyescratch, a contact poison. A creature that comes into contact with the poison must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour and blinded while poisoned in this way. A lesser restoration spell or similar magic ends the effect. + + + Staff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d6 + 1) bludgeoning damage + 3 (1d6) poison damage, or 3 (1d8 + 1) bludgeoning damage + 3 (1d6) poison damage if used with two hands. + Staff|+2|1d6+1 + + + Summon Demon (1/Day) + Nar'l magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Innate Spellcasting + Nar'l's innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + Nar'l is a 10th-level spellcaster. His spellcasting ability is Intelligence. Nar'l has the following wizard spells prepared: + Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost + • 1st level (4 slots): mage armor, magic missile, shield, witch bolt + • 2nd level (3 slots): alter self, misty step, web + • 3rd level (3 slots): sending, lightning bolt + • 4th level (3 slots): Evard's black tentacles, greater invisibility + • 5th level (2 slots): cloudkill + + 4, 3, 3, 3, 2 + dancing lights, darkness, faerie fire, levitate, mage hand, minor illusion, poison spray, ray of frost, mage armor, magic missile, shield, witch bolt, alter self, misty step, web, sending, lightning bolt, Evard's black tentacles, greater invisibility, cloudkill + Xanathar's advisor is a nervous and conniving male drow named Nar'l Xibrindas. Nar'l's house was wiped out long ago, but he and his elder brother Soluun survived and joined Bregan D'aerthe. A year ago, Nar'l was given the difficult task of infiltrating the Xanathar Guild and getting as close to the beholder as possible. Not only did he succeed, but in the course of gaining Xanathar's trust, he managed to convince the beholder to eliminate its other advisors. The beholder's paranoia will eventually cause Xanathar to question the drow's loyalty, though, and Nar'l has become increasingly worried about his future. If forced to decide between himself and Bregan D'aerthe, he'll choose the former and betray his drow allies to save his own skin. +Xanathar is aware that something is off with Nar'l, and recently assigned him a grell bodyguard. The grell has instructions to dispose of Nar'l at the first sign of disloyalty. +Source: Waterdeep: Dragon Heist p. 211 + + + + Nat + S + humanoid (human) + Neutral + 10 + 1 + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + + + + + + + + + Hit Points + 1 + + +Source: Waterdeep: Dragon Heist p. 63 + + + + Nihiloor + M + aberration + Lawful Evil + 15 (breastplate) + 71 (13d8+13) + walk 30 ft. + 11 + 12 + 12 + 19 + 17 + 17 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 7 + + + + + darkvision 120 ft. + + Magic Resistance + Nihiloor has advantage on saving throws against spells and other magical effects. + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Nihiloor. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Nihiloor kills the target by extracting and devouring its brain. + Extract Brain|+7|10d10 + + + Mind Blast (Recharge 5-6) + Nihiloor magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||4d8+4 + + + Innate Spellcasting (Psionics) + Nihiloor's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + detect thoughts, levitate, dominate monster, plane shift + +Source: Waterdeep: Dragon Heist p. 212 + underdark + + + Nimblewright + M + construct + Unaligned + 18 (natural armor) + 45 (6d8+18) + walk 60 ft. + 12 + 18 + 17 + 8 + 10 + 6 + Dex +6 + Acrobatics +8, Perception +2 + 12 + understands one language known to its creator but can't speak + 4 + bludgeoning, piercing, slashing from nonmagical attacks + + + exhaustion, frightened, petrified, poisoned + darkvision 60 ft. + + Magic Resistance + The nimblewright has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The nimblewright's weapon attacks are magical. + + + Repairable + As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it. + + + Sure-Footed + The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Multiattack + The nimblewright makes three attacks: two with its rapier and one with its dagger. + + + Rapier + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Rapier|+6|1d8+4 + + + Dagger + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage. Or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. 6 (1d4 + 4) piercing damage. + Dagger|+6|1d4+4 + Dagger|+6|1d4+4 + + + Parry + The nimblewright adds 2 to its AC against one melee attack that would hit it. To do so, the nimblewright must see the attacker and be wielding a melee weapon. + + A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. +Duelist. A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes. +Constructed Nature. A nimblewright doesn't require air, food, drink, or sleep. Damage it takes can be repaired with mending spells, but a nimblewright reduced to 0 hit points is permanently destroyed. +Source: Waterdeep: Dragon Heist p. 212 + + + + Noska Ur'gray + M + humanoid (dwarf) + Lawful Evil + 11 (leather armor) + 32 (5d8+10) + walk 25 ft. + 15 + 11 + 14 + 10 + 10 + 11 + + Intimidation +2 + 10 + Common, Dwarvish + 1/2 + poison + + + + darkvision 60 ft. + + Pack Tactics + Noska has advantage on an attack roll against a creature if at least one of Noska's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Dwarven Resilience + Noska has advantage on saving throws against poison and resistance to poison damage. + + + Difficult Climber + Noska has disadvantage on Strength checks made to climb, due to his disability. + + + Multiattack + Noska makes two melee attacks. + + + Mace + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage. + Mace|+4|1d6+2 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + Noska is a ruthless enforcer in the Xanathar Guild. A green slime in Undermountain dissolved his left hand and forearm, and the lost appendage has been replaced with a heavy crossbow that attaches to the stump. +Source: Waterdeep: Dragon Heist p. 213 + + + + Obaya Uday + M + humanoid (any race) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 30 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages + 2 + + + + + + + Divine Eminence + As a bonus action, Obaya can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Obaya expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + Obaya is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Obaya has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + +Source: Waterdeep: Dragon Heist p. 20 + + + + Obliteros + H + beast + Chaotic Evil + 13 (natural armor) + 126 (11d12+55) + walk 0 ft., swim 50 ft. + 23 + 11 + 21 + 10 + 10 + 5 + + Perception +3 + 13 + Aquan + 5 + + + + + blindsight 60 ft. + + Blood Frenzy + Obliteros has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + Obliteros can breathe only underwater. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage. + Bite|+9|3d10+6 + + An awakened Giant Shark who inhabits the harbor around Mistshore. +Source: Waterdeep: Dragon Heist p. 66 + + + + Orond Gralhund + M + humanoid (Tethyrianhuman) + Lawful Evil + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 9 + 14 + 16 + + Deception +5, Insight +4, Persuasion +5 + 12 + Common + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Orond adds 2 to its AC against one melee attack that would hit it. To do so, Orond must see the attacker and be wielding a melee weapon. + + The Gralhunds are nobles who trade in arms and mercenaries, and whose family motto is "We see both sides." Orond is the patriarch, but he's not a quick-thinking or cultured sort-and deep down, he knows it. He leaves most of the plotting and socializing to his wife, Yalah, to whom he is devoted. +When several of the Masked Lords were assassinated in quick succession some years ago, Lord Gralhund had expected his wife to fill one of the vacancies. That never happened, though, despite many promises and bribes. After she was passed over, Orond became insanely angry, and he has remained that way ever since. +Less than a year ago, the Gralhunds were approached by agents of the Zhentarim loyal to Manshoon, and the nobles formed an alliance with them. House Gralhund gives the Zhents coin and allows them to use the family's noble villa as a refuge. In exchange, the house reaps all the benefits that the Black Network offers, including intelligence that its spies have gathered. So while the Zhents use House Gralhund as a shield, the Gralhunds are using the Zhents to ascertain the identities and weaknesses of the Masked Lords. +Orond doesn't fully grasp how entwined the Black Network and his family have become-it is now next to impossible to separate one from the other. It's no secret in Waterdeep that the Black Network has firmly rooted itself in House Gralhund. But what's not generally known is that the Zhents in House Gralhund are agents of Manshoon. Neither Orond nor any other member of his family knows about the wizard's clone. As far as Orond and his wife are concerned, the local leaders of the Black Network (with Urstul Floxin chief among them) reside with them in the family villa. +Orond is a short, stocky man who dresses well and is easy on the eyes. When he opens his mouth, his boorish nature, inflated sense of self-importance, fragile ego, and despicable opinions about "the common rabble" come to the fore, and his charm quickly dissipates. When not in his wife's company, he is prone to excessive boasting and temper tantrums. When he must speak to strangers, he keeps his half-orc bodyguard Hrabbaz close by, for fear that others might attack and rob him at any moment. While in Yalah's presence, Orond becomes an altogether different person: quiet, almost timid, and happy to let his wife have the spotlight. +Orond relies on Yalah to manage the Zhentarim. He spends his days watching mercenaries train, paying bills, and ranting about the cost of doing business in the city. Although he is human, Orond was born with a tiefling's tail. The tail was amputated when he was a young boy, but the scar on his backside remains. +Source: Waterdeep: Dragon Heist p. 213 + + + + Osvaldo Cassalanter + M + fiend (devil) + Lawful Evil + 16 (natural armor) + 85 (10d8+40) + walk 30 ft. + 18 + 15 + 18 + 11 + 12 + 14 + Con +7, Wis +4, Cha +5 + + 8 + Infernal, telepathy 120 ft. + 8 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede Osvaldo's darkvision. + + + Magic Resistance + Osvaldo has advantage on saving throws against spells and other magical effects. + + + Multiattack + Osvaldo makes two attacks with its chains. + + + Chain + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if Osvaldo isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. + Chain|+8|2d6+4 + + + Animate Chains (Recharges after a Short or Long Rest) + Up to four chains Osvaldo can see within 60 feet of it magically sprout razor-edged barbs and animate under Osvaldo's control, provided that the chains aren't being worn or carried. + Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When Osvaldo uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if Osvaldo is incapacitated or dies. + + + Unnerving Mask + When a creature Osvaldo can see starts its turn within 30 feet of Osvaldo, Osvaldo can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see Osvaldo, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. + + +Source: Waterdeep: Dragon Heist p. 124 + + + + Ott Steeltoes + M + humanoid (dwarf) + Chaotic Evil + 12 (leather armor) + 9 (2d8) + walk 25 ft. + 11 + 12 + 10 + 6 + 11 + 10 + + Deception +2, Religion +0 + 10 + Common, Dwarvish + 1/8 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + Ott has advantage on saving throws against poison and resistance to poison damage. + + + Dark Devotion + The cultist has advantage on saving throws against being charmed or frightened. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage. + Scimitar|+3|1d6+1 + + The dwarf Ott Steeltoes has the nerve-wracking task of tending to Xanathar's pet fish, Sylgar. In his spare time, he worships Zuggtmoy, the demon queen of fungi, and cultivates mushrooms, spores, and molds. He wears a leather skullcap stitched with fake beholder eyestalks. +Source: Waterdeep: Dragon Heist p. 214 + + + + Panopticus Wizard + M + humanoid (dwarf) + Neutral + 10 + 9 (2d8) + walk 25 ft. + 10 + 10 + 10 + 14 + 10 + 11 + + Arcana +4, History +4 + 10 + Common, Dwarvish + 1/4 + poison + + + + + + Dwarven Resilience + The dwarf has advantage on saving throws against poison and resistance to poison damage. + + + Dagger + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage. Or Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. 2 (1d4) piercing damage. + Dagger|+2|1d4 + Dagger|+2|1d4 + + + Spellcasting + The Dwarf is a 1st-level spellcaster. Its spellcasting ability is Intelligence. It has the following wizard spells prepared: + Cantrips (at will): fire bolt, mending, prestidigitation + • 1st level (2 slots): burning hands, disguise self, shield + + 2 + fire bolt, mending, prestidigitation, burning hands, disguise self, shield + This bald-headed and tattooed dwarf operates Xanathar's "panopticus" magical surveillance system. +Apprentice wizards are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work, such as cooking and cleaning, in exchange for education in the ways of magic. +Source: Waterdeep: Dragon Heist p. 106 + + + + Remallia Haventree + M + humanoid (elf) + Chaotic Good + 12 (15 with mage armor) + 66 (12d8+12) + walk 30 ft. + 10 + 14 + 13 + 18 + 15 + 17 + Int +8, Wis +6 + Arcana +8, Deception +7, History +8, Persuasion +7 + 12 + Common, Draconic, Dwarvish, Elvish, Halfling + 9 + + + + + darkvision 60 ft. + + Special Equipment + Remallia has a Figurine of Wondrous Power, Silver Raven. + + + Fey Ancestry + Remallia has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Arcane Ward + Remallia has a magical ward that has 30 hit points. Whenever she takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, Remallia takes any remaining damage. When Remallia casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. This applies to any of the following spells she casts: alarm. mage armor, shield, arcane lock, counterspell, dispel magic, banishment, stoneskin, globe of invulnerability and symbol + + + Dagger + Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Spellcasting + Remallia is a 13th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has the following wizard spells prepared: + Cantrips (at will): dancing lights, mage hand, mending, message, ray of frost + • 1st level (4 slots): alarm, mage armor, magic missile, shield + • 2nd level (3 slots): arcane lock, invisibility + • 3rd level (3 slots): counterspell, dispel magic, fireball + • 4th level (3 slots): banishment, stoneskin + • 5th level (2 slots): cone of cold, wall of force + • 6th level (1 slots): flesh to stone, globe of invulnerability + • 7th level (1 slots): symbol, teleport + + 4, 3, 3, 3, 2, 1, 1 + dancing lights, mage hand, mending, message, ray of frost, alarm, mage armor, magic missile, shield, arcane lock, invisibility, counterspell, dispel magic, fireball, banishment, stoneskin, cone of cold, wall of force, flesh to stone, globe of invulnerability, symbol, teleport + Remallia (Remi to her friends) is the lady of House Ulbrinter and a guiding light for the Harpers in Waterdeep +She became an active force for good in the city after assassins killed her husband, Arthagast Ulbrinter, and destroyed his remains. A sun elf, she has two adult children (a half-elf son named Arthius, who is studying music in Silverymoon, and a half-elf daughter named Serenore, who lives on the Moonshae island of Alaron with her husband and daughter). Lady Haventree retains a handful of loyal servants and spies. +Remi holds secret Harper meetings in her villa, which is warded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city. +Source: Waterdeep: Dragon Heist p. 214 + + + + Renaer Neverember + M + humanoid (Illuskanhuman) + Chaotic Good + 17 (leather armor) + 66 (12d8+12) + walk 30 ft. + 12 + 18 + 12 + 14 + 11 + 15 + + Acrobatics +8, Athletics +5, Persuasion +6 + 10 + Common + 3 + + + + + + + Lightfooted + The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. + + + Suave Defense + While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. + + + Multiattack + The swashbuckler makes three attacks: one with a dagger and two with its rapier. + + + Dagger + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage. Or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. 6 (1d4 + 4) piercing damage. + Dagger|+6|1d4+4 + Dagger|+6|1d4+4 + + + Rapier + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Rapier|+6|1d8+4 + + Renaer is the estranged son of Dagult Neverember, the former Open Lord of Waterdeep and the current Lord of Neverwinter. Father and son detest one another, and Renaer is least happy when he finds himself forced to deal with some mess his father left behind. Qualities that both share include striking good looks, a love of drink, and a flair for diplomacy. What Renaer lacks is his father's belligerence, ill temper, and bad judgment. +Renaer lives off a sizable inheritance left to him by his mother. Approaching middle age, he has given up adventuring and settled down somewhat. As a Harper, he spends a lot of time defending Waterdavians against those who, like his father, would deprive them of their coin and rights. He owns Neverember House, a four-story residence in the Sea Ward. Renaer spends as little time there as possible, however, since it's constantly under surveillance by spies loyal to his father. His friends have an open invitation to use the house as they please, while Renaer spends most of his free time in taverns and festhalls. +Some believe that Renaer's estrangement from his father is nothing but an act, and that anyone who bears the Neverember name is an enemy of Waterdeep. Renaer just shakes his head at such accusations and gets on with his life. He has many powerful friends to watch his back. +Swashbuckler. Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long. +Source: Waterdeep: Dragon Heist p. 215 + + + + Rishaal the Page-Turner + M + humanoid (dragonborn) + Neutral + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + Common, Draconic, Dwarvish, Elvish + 6 + fire + + + + + + Breath Weapon + Rishaal can use his action to exhale a 15-foot cone of fire (but can't do this again until he finishes a short or long rest); each creature in the cone must make a DC 10 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + Dagger|+5|1d4+2 + + + Spellcasting + Rishaal is a 9th-level spellcaster. His spellcasting ability is Intelligence. Rishaal has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Waterdeep: Dragon Heist p. 33 + + + + Saeth Cromley + M + humanoid (Illuskanhuman) + Lawful Good + 17 (splint armor) + 58 (9d8+18) + walk 30 ft. + 16 + 13 + 14 + 10 + 11 + 14 + + Athletics +5, Perception +2, Intimidation +4 + 12 + Common + 3 + + + + + + + Multiattack + Saeth makes two longsword attacks. If he has a shortsword drawn, he can also make a shortsword attack. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. + Longsword|+5|1d8+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|+5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|+3|1d10+1 + + Saeth Cromley is a retired sergeant of the City Watch, a likable fellow with a sharp, sarcastic wit. He occasionally comes out of retirement at the request of Barnibus Blastwind, and he assists the mage in investigating unusual crimes in the city. Cromley helps Barnibus relate to the common folk, and he is good at coaxing information out of them. Though Cromley was once a strict proponent of Watch regulations and dress codes, he has grown a bit lax in both matters now that he's officially retired. +Source: Waterdeep: Dragon Heist p. 216 + + + + Samara Strongbones + S + humanoid (halfling) + Any alignment + 12 + 27 (6d8) + walk 25 ft. + 10 + 15 + 10 + 12 + 14 + 16 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4 + 16 + any two languages, Halfling + 1 + + + + + + + Cunning Action + On each of its turns, Samara can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + Samara deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Samara that isn't incapacitated and Samara doesn't have disadvantage on the attack roll. + + + Halfling Nimbleness + <$title_short_name$> can move through a space of a Medium or larger creature. + + + Brave + <$title_short_name$> has advantage on saving throws against being frightened. + + + Multiattack + Samara makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow|+4|1d6+2 + + +Source: Waterdeep: Dragon Heist p. 104 + + + + Sergeant + M + humanoid (any race) + Any alignment + 16 (chain shirt, shield) + 11 (2d8+2) + walk 30 ft. + 13 + 12 + 12 + 10 + 11 + 10 + + Perception +2 + 12 + any one language (usually Common) + 1/8 + + + + + + + Spear + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. + Spear|+3|1d6+1 + + +Source: Waterdeep: Dragon Heist p. 197 + + + + Shard Shunner + S + humanoid (halfling, shapechanger) + Lawful Evil + 12 + 27 (6d6+6) + walk 30 ft. + 10 + 15 + 12 + 11 + 10 + 8 + + Perception +2, Stealth +4 + 12 + Common, Halfling, Thieves' cant + 2 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + darkvision 60 ft. (rat form only) + + Shapechanger + The Shard Shunner can use their action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into their true form, which is humanoid. Their statistics, other than their size, are the same in each form. Any equipment they are wearing or carrying isn't transformed. They revert to their true form if they die. + + + Keen Smell + The Shard Shunner has advantage on Wisdom (Perception) checks that rely on smell. + + + Halfling Nimbleness + The Shard Shunner can move through the space of creatures that is of a size larger than them. + + + Brave + The Shard Shunner has advantage on saving throws against being frightened. + + + Multiattack (Humanoid or Hybrid Form Only) + The Shard Shunner makes two attacks, only one of which can be a bite. + + + Bite (Rat or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. + Bite (Rat or Hybrid Form Only)|+4|1d4+2 + + + Shortsword (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword (Humanoid or Hybrid Form Only)|+4|1d6+2 + + + Hand Crossbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage. + Hand Crossbow (Humanoid or Hybrid Form Only)|+4|1d6+2 + + Member of the Shard Shunner gang hired by Emmek Frewn to disrupt the characters' running of the Trollskull Manor +Source: Waterdeep: Dragon Heist p. 42 + + + + Skeemo Weirdbottle + S + humanoid (gnome) + Lawful Evil + 12 (15 with mage armor) + 72 (16d6+16) + walk 25 ft. + 9 + 14 + 12 + 17 + 12 + 15 + Int +6, Wis +4 + Arcana +6, History +6, Perception +4, Performance +5 + 14 + Abyssal, Common, Gnomish, Undercommon + 6 + + + + + darkvision 60 ft. + + Gnome Cunning + Skeemo has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + Dagger|+5|1d4+2 + + + Spellcasting + Skeemo is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks) He has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + Skeemo became the Master of Magic for the Black Network in Waterdeep, setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle's Concoctions. Most of his potions and elixirs are nonmagical, but he crafts magical ones for his Zhent friends. +Skeemo can add "sellout" to his credentials, his services having been bought by House Gralhund and the Black Network operatives loyal to Manshoon. The rock gnome uses paper birds (see appendix A) to send messages both to his new friends and his old ones. +The Doom Raiders. The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called "dooms" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies. +Source: Waterdeep: Dragon Heist p. 200 + + + + Soluun Xibrindas + M + humanoid (elf) + Lawful Evil + 18 (studded leather armor, shield) + 84 (13d8+26) + walk 30 ft. + 13 + 18 + 14 + 11 + 13 + 14 + Dex +6, Con +4, Wis +3 + Perception +3, Stealth +8 + 13 + Elvish, Undercommon + 4 + + + + + darkvision 120 ft. + + Fey Ancestry + Soluun has advantage on saving throws against being charmed, and magic can't put Soluun to sleep. + + + Gunslinger + Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Soluun's ranged attack rolls with a pistol. In addition, Soluun ignores half cover and three-quarters cover when making ranged attacks with a pistol. + + + Sunlight Sensitivity + While in sunlight, Soluun has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Equipment + Four packets of smokepowder and a pouch containing 20 pistol bullets + + + Boots of Elvenkind + Whilst wearing these boots Soluun's steps make no sound and he has advantage on any Dexterity (Stealth) checks that rely on moving silently. + + + Multiattack + Soluun makes two scimitar attacks. + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Scimitar|+6|1d6+4 + + + Poisonous Pistol + Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage. + Poisonous Pistol|+6|1d10+4 + + + Innate Spellcasting + Soluun's spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + dancing lights, darkness, faerie fire, levitate + Soluun is a sadistic, fanatical bully who is fiercely loyal to Bregan D'aerthe, and to Jarlaxle in particular. His younger brother, Nar'l, has infiltrated the Xanathar Guild. Soluun considers Nar'l a weakling who turned to arcane magic by way of compensation, and he has never had much faith in his brother or his abilities. +Soluun has a burning hatred of surface elves and halfelves, having been taught from a young age to kill them as opportunity permits. When not engaged in a Bregan D'aerthe operation, Soluun spends his nights haunting the darkened streets and alleys of Waterdeep, looking for solitary elves or half-elves to pick off. He conceals his nighttime escapades as well as he can, but Jarlaxle, Fel'rekt, and Krebbyg know what he's up to. +Source: Waterdeep: Dragon Heist p. 202 + + + + Squiddly + S + humanoid (tiefling) + Neutral + 10 + 1 + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + + + + + + + + + Hit Points + 1 + + +Source: Waterdeep: Dragon Heist p. 63 + + + + Swarm of Books + M + swarm of Medium constructs + Unaligned + 12 + 22 (5d8) + walk 0 ft., fly 30 ft. + 5 + 15 + 10 + 2 + 12 + 4 + + + 11 + + 1/4 + bludgeoning, piercing, slashing + + + charmed, frightened, paralyzed, petrified, prone, restrained, stunned, grappled + blindsight 60 ft. + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny book. The swarm can't regain hit points or gain temporary hit points. + + + Slam + Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. 5 (2d4) bludgeoning damage, or 2 (1d4) bludgeoning damage if the swarm has half of its hit points or fewer. + Slam|+4|2d4 + + Animated books which form a swarm when disturbed +Source: Waterdeep: Dragon Heist p. 156 + + + + Swarm of Mechanical Spiders + M + swarm of Medium constructs + Unaligned + 12 (natural armor) + 22 (5d8) + walk 20 ft., climb 20 ft. + 3 + 13 + 10 + 1 + 7 + 1 + + + 8 + + 1/2 + bludgeoning, piercing, slashing + + lightning + exhaustion, charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, poisoned + blindsight 10 ft. + + Constructed Nature + The swarm doesn't require air, food, drink, or sleep. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + + + Spider Climb + The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. + + + Web Walker + The swarm ignores movement restrictions caused by webbing. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + Bites|+3|4d4 + + A swarm of tiny constructed spiders which attack anyone messing with Jarlaxle's chest aboard the Scarlet Marpenoth +Source: Waterdeep: Dragon Heist p. 143 + + + + Sylgar + T + beast + Unaligned + 13 + 1 (1d4-1) + walk 0 ft., swim 40 ft. + 2 + 16 + 9 + 1 + 7 + 2 + + + 8 + + 0 + + + + + darkvision 60 ft. + + Water Breathing + Sylgar can breathe only underwater. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage. + + Xanathar's pet fish. +Source: Waterdeep: Dragon Heist p. 220 + + + + Talisolvanar "Tally" Fellbranch + M + humanoid (half-elf) + Chaotic Good + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + Common, Elvish + 0 + + + + + darkvision 60 ft. + + Fey Ancestry + Tally has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + A male half-elf carpenter and woodcarver. +Source: Waterdeep: Dragon Heist p. 32 + + + + Tashlyn Yafeera + M + humanoid (human) + Neutral + 18 (plate armor) + 149 (23d8+46) + walk 30 ft. + 18 + 15 + 14 + 10 + 14 + 12 + Str +8, Con +6 + Athletics +8, Intimidation +5, Perception +6 + 16 + Common + 9 + + + + + + + Indomitable (2/Day) + Tashlyn can reroll a saving throw that she fails. She must use the new roll. + + + Second Wind (Recharges after a Short or Long Rest) + As a bonus action, Tashlyn can regain 20 hit points. + + + Extra Damage + Tashlyn deals an extra 7 (2d6) damage to every hit if she has more than half her hit points remaining. + + + Multiattack + Tashlyn makes three attacks with her greatsword or her shortbow. + + + Greatsword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Greatsword|+8|2d6+4 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage. + Shortbow|+6|1d6+2 + + Tashlyn is Master of Arms and Mercenaries for the Waterdeep Zhentarim. In this role, she provides armor, weapons, and training to sellswords on the Black Network's payroll. +Tashlyn has established a useful cover by serving as a bodyguard to Vorondar Levelstone, a dwarf magister stationed at the South Gate. She likes the dwarf and has earned his confidence, allowing her to reach the rank of captain in the City Guard. In that position, she watches over traffic that passes through the gate-and ensures that her associates in the Black Network can come and go freely. +Born to a well-off family in Calimshan, Tashlyn has an unfettered sense of superiority. Quick to anger, she hates to back down from a fight. She respects anyone who can best her in melee combat. +The Doom Raiders. The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called "dooms" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies. +Source: Waterdeep: Dragon Heist p. 200 + + + + Terenzio Cassalanter + S + humanoid (human) + Neutral + 10 + 1 + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + Common + + + + + + + + Hit Points + 1 + + +Source: Waterdeep: Dragon Heist p. 115 + + + + Thorvin Twinbeard + M + humanoid (dwarf) + Lawful Neutral + 10 + 4 (1d8) + walk 25 ft. + 10 + 10 + 10 + 10 + 16 + 10 + + + 13 + Common, Dwarvish + 0 + poison + + + + darkvision 60 ft. + + Dwarven Resilience + Thorvin has advantage on saving throws against poison and resistance to poison damage. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + Thorvin serves as Xanathar's chief engineer and trapsmith. He also serves the Harpers as a paid informant, keeping that faction apprised of Xanathar's plans as well as he can. Thorvin uses the ruse of maintenance inspections to cover up secret meetings he holds with Harper spies in Skullport and elsewhere. +Thorvin wears iron-rimmed spectacles and carries a large, heavy wrench that doubles as a club. He also carries mason's tools, smith's tools, and thieves' tools, and has proficiency with all three. +Source: Waterdeep: Dragon Heist p. 216 + + + + Thrakkus + M + humanoid (dragonborn) + Chaotic Evil + 13 (hide armor) + 67 (9d8+27) + walk 30 ft. + 16 + 12 + 17 + 9 + 11 + 9 + + + 10 + Common, Draconic + 2 + fire + + + + + + Reckless + At the start of his turn, Thrakkus can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage. + Greataxe|+5|1d12+3 + + + Breath Weapon (1/Day) + Thrakkus can use his action to exhale a 15-foot cone of fire. Each creature in the cone must make a DC 13 Dexterity saving throw, taking 6 (2d6) fire damage on a failed save, or half as much damage on a successful one. + Breath Weapon (1/Day)||2d6 + + A member of the Guild of Butchers, Thrakkus has a lucrative side business. Zhents loyal to Manshoon pay Thrakkus to chop up people they kill, and he sells the meat on the sly. +Source: Waterdeep: Dragon Heist p. 89 + + + + Tissina Khyret + M + humanoid (tiefling) + Lawful Evil + 13 (leather armor) + 33 (6d8+6) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + Deception +4, Persuasion +4, Religion +2 + 11 + Common, Infernal + 2 + fire + + + + darkvision 60 ft. + + Dark Devotion + Tissina has advantage on saving throws against being charmed or frightened. + + + Multiattack + Tissina makes two melee attacks. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. 4 (1d4 + 2) piercing damage. + Dagger|+4|1d4+2 + Dagger|+4|1d4+2 + + + Innate Spellcasting + Tissina's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components: + At will: thaumaturgy + + + Spellcasting + Tissina is a 4th-level spellcaster. Her spellcasting ability is Wisdom. Tissina has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): command, inflict wounds, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + thaumaturgy, light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + Madame Khyret is the personal attendant to Ammalia Cassalanter and is the family's chief housemaid. Madame Khyret dresses in a long black gown and wears a headdress with black tassels. She is an aging tiefling and she spends most of her time in the master sitting room +Source: Waterdeep: Dragon Heist p. 116 + + + + Urstul Floxin + M + humanoid (Illuskanhuman) + Lawful Evil + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + 13 + Common, Orc, Thieves' cant + 8 + poison + + + + + + Assassinate + During its first turn, Urstul has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Urstul scores against a surprised creature is a critical hit. + + + Evasion + If Urstul is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Urstul instead takes no damage if he succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + Urstul deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Urstul that isn't incapacitated and Urstul doesn't have disadvantage on the attack roll. + + + Multiattack + Urstul makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+6|1d6+3 + Shortsword||7d6 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Light Crossbow|+6|1d8+3 + Light Crossbow||7d6 + + Urstul Floxin works for Manshoon, and he is the highest-ranking member of the Zhentarim squad stationed at House Gralhund. Urstul is a glorified thug with all the charm and breeding of a snake, but the Gralhunds tolerate him because he feeds them useful information culled from his spies throughout the city. Urstul takes his orders from Manshoon's current simulacrum, which comes and goes from House Gralhund by way of a teleportation circle (connected to the circle in Kolat Towers). +Urstul is a large, heavyset man in his forties. He storms about House Gralhund like he owns the place. He has a collection of black flying snakes that he uses as couriers to deliver messages to underlings throughout the city. +Source: Waterdeep: Dragon Heist p. 216 + + + + Vajra Safahr + M + humanoid (human) + Lawful Neutral + 14 (17 with mage armor) + 126 (23d8+23) + walk 30 ft. + 10 + 14 + 12 + 20 + 11 + 16 + Str +2, Dex +4, Con +3, Int +12, Wis +7, Cha +5 + Arcana +10, History +10 + 10 + Common, Dwarvish, Elvish, Giant, Halfling, Undercommon + 13 + + + + + + + Special Equipment + Vajra wields the Blackstaff, accounted for in her statistics. Roll 2d10 to determine how many charges the staff has remaining. + + + Magic Resistance + Vajra has advantage on saving throws against spells and other magical effects. + + + Staff Spells + While holding the blackstaff, Vajra can use an action to expend 1 or more of its charges to cast one of the following spells from it, using her spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). + + + Blackstaff + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning, magic damage, or 6 (1d8 + 2) bludgeoning, magic damage when used with two hands. Vajra can expend 1 of the staff's charges to deal an extra 3 (1d6) force damage on a hit. + Blackstaff|+7|1d6+2 + + + Spellcasting + Vajra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +12 to hit with spell attacks). She has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, message, prestidigitation + • 1st level (4 slots): detect magic, identify, mage armor, thunderwave + • 2nd level (3 slots): invisibility, misty step, web + • 3rd level (3 slots): counterspell, fly, sending + • 4th level (3 slots): banishment, fire shield, stoneskin + • 5th level (3 slots): Bigby's hand, geas, telekinesis + • 6th level (1 slots): chain lightning, globe of invulnerability + • 7th level (1 slots): forcecage, prismatic spray + • 8th level (1 slots): antimagic field, power word stun + • 9th level (1 slots): imprisonment + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + fire bolt, light, mage hand, message, prestidigitation, detect magic, identify, mage armor, thunderwave, invisibility, misty step, web, counterspell, fly, sending, banishment, fire shield, stoneskin, Bigby's hand, geas, telekinesis, chain lightning, globe of invulnerability, forcecage, prismatic spray, antimagic field, power word stun, imprisonment + Vajra is a capable wizard in her mid-thirties, the youngest person ever to hold the position of Blackstaff. As the High Wizard of Waterdeep, she is charged with using all the magic and resources at her disposal to defend the city against threats. She was handpicked for the job by Khelben Arunsun, and wields the Blackstaff from which Khelben derived his name and the title of the office. Vajra isn't the city's most powerful wizard, but she can hold her own. Despite her many gifts, she still questions her ability to meet the demands of her role, and she rarely makes a decision without first soliciting the advice of the Blackstaff, which contains Khelben Arunsun's spirit as well as the spirits of all the other Blackstaffs who preceded her. She also gets intelligence from many other sources, both through her own network of spies and from Harper agents. +Vajra runs Blackstaff Academy, a school for mages, out of Blackstaff Tower in the Castle Ward. She is also in charge of Force Grey, an order of highly skilled adventurers who are called upon to defend the city in times of need. Vajra is always looking for new adventurers to fill the ranks of Force Grey, and she is particularly interested in those who can bring unique skills, abilities, or spells to the mix. +Several of the older and more seasoned wizards in Waterdeep consider Vajra an upstart, but they are smart enough not to challenge her. Only the Open Lord, currently Laeral Silverhand, can strip Vajra of her title. +Source: Waterdeep: Dragon Heist p. 217 + + + + Valetta + M + humanoid (dragonborn) + Neutral + 13 (chain shirt) + 27 (5d8+5) + walk 25 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + Common, Draconic + 2 + lightning + + + + + + Divine Eminence + As a bonus action, Valetta can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Valetta expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Breathe Weapon + Valetta can use her action to exhale a 5-foot-wide, 30-foot line of lightning (but can't do this again until she finishes a short or long rest); each creature in the line must make a DC 11 Dexterity saving throw, taking 2d6 lightning damage on a failed save, or half as much damage on a successful one. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + Valetta is a 5th-level spellcaster. Her spellcasting ability is Wisdom. Valetta has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + A dragonborn priest of bronze dragon ancestry. +Source: Waterdeep: Dragon Heist p. 47 + + + + Victoro Cassalanter + M + humanoid (half-elf) + Lawful Evil + 15 (glamoured studded leather, ring of protection) + 97 (15d8+30) + walk 30 ft. + 13 + 13 + 14 + 16 + 17 + 18 + Con +6, Wis +7 + History +7, Insight +7, Persuasion +8, Religion +7 + 13 + Common, Draconic, Elvish, Infernal + 10 + + poison + + poisoned + darkvision 60 ft. + + Special Equipment + Victoro wears a ring of protection and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane. + + + Fey Ancestry + Victoro has advantage on saving throws against being charmed, and magic can't put him to sleep. + + + Rod of Rulership + Victoro can use an action to present the rod and command obedience from each creature of his choice that he can see within 120 feet of him. Each target must succeed on a DC 15 Wisdom saving throw or be charmed for 8 hours by Victoro. While charmed in this way, the creature regards Victoro as its trusted leader. If harmed by Victoro or his companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. + + + Multiattack + Victoro makes two attacks with his rapier. + + + Rapier + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+5|1d8+1 + + + Cloak of Shadows (2/Day) + Victoro becomes invisible until the end of his next turn. He becomes visible early immediately after he attacks or casts a spell. + + + Summon Devil (Recharges after 9 Days) + Victoro summons a barbed devil. The devil appears in an unoccupied space within 30 feet of Victoro, acts as Victoro's ally, and can't summon other devils. It remains for 1 minute, until it or Victoro dies, or until Victoro dismisses it as an action. + + + Spellcasting + Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Victoro has the following cleric spells prepared: + Cantrips (at will): guidance, light, mending, spare the dying, thaumaturgy + • 1st level (4 slots): charm person, command, detect magic, disguise self, protection from evil and good, sanctuary + • 2nd level (3 slots): augury, lesser restoration, mirror image, pass without trace, spiritual weapon + • 3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle, protection from energy + • 4th level (3 slots): banishment, dimension door, divination, freedom of movement, polymorph + • 5th level (2 slots): dominate person, flame strike, modify memory, insect plague + • 6th level (1 slots): heal + • 7th level (1 slots): divine word + • 8th level (1 slots): earthquake + + 4, 3, 3, 3, 2, 1, 1, 1 + guidance, light, mending, spare the dying, thaumaturgy, charm person, command, detect magic, disguise self, protection from evil and good, sanctuary, augury, lesser restoration, mirror image, pass without trace, spiritual weapon, blink, clairvoyance, dispel magic, magic circle, protection from energy, banishment, dimension door, divination, freedom of movement, polymorph, dominate person, flame strike, modify memory, insect plague, heal, divine word, earthquake + The lord of House Cassalanter is a devilishly handsome half-elf who likes coin and power. He and his wife gained both by cutting a deal with Asmodeus-which involved trading away the souls of their three children. +Victoro is a priest of Asmodeus, though his devotion to the Lord of the Nine Hells is a secret known only to his wife and his closest friends. Most Waterdavians know him as a successful banker, philanthropist, and worshiper of Lathander. Some of his business profits go toward feeding and sheltering the poor. But behind this veneer of generosity, Victoro is a self-serving beast. +The soul of Victoro's eldest son, Osvaldo, is forever lost and can't be saved. To allay his guilt, Victoro has forged a plan to win back the souls of his young twins, Terenzio and Elzerina. Under the terms of the contract, their souls will be forfeit on their ninth birthdays, and that day is fast approaching. But Victoro can buy his way out of the obligation by providing, as the contract states, "one shy of a million gold coins and the sacrifice of one shy of a hundred unfortunate souls." +Victoro is well schooled, suave, slow to anger, and blessed with good health, long life, and immunity to disease. He dresses in the latest fashions and walks with a ruby-tipped cane, though not because he needs to. This cane has the magical properties of a rod of rulership. +Source: Waterdeep: Dragon Heist p. 218 + + + + Vincent Trench + M + fiend + Lawful Evil + 16 (natural armor) + 110 (13d8+52) + walk 40 ft. + 14 + 17 + 18 + 13 + 16 + 20 + + Deception +10, Insight +8 + 13 + Common, Infernal + 13 + + bludgeoning, piercing, slashing from nonmagical attacks + piercing from magic weapons wielded by good creatures + + darkvision 60 ft. + + Limited Magic Immunity + Vincent can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. + + + Multiattack + Vincent makes two claw attacks + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. + Claw|+7|2d6+2 + + + Innate Spellcasting + Vincent's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Vincent can innately cast the following spells, requiring no material components: + At will: detect thoughts, disguise self, mage hand, minor illusion + 3/day each: charm person, detect magic, invisibility, major image, suggestion + 1/day each: dominate person, fly, plane shift, true seeing + + detect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, invisibility, major image, suggestion, dominate person, fly, plane shift, true seeing + +Source: Waterdeep: Dragon Heist p. 32 + urban + + + Walking Statue of Waterdeep + G + construct + Unaligned + 17 (natural armor) + 314 (17d20+136) + walk 60 ft. + 30 + 8 + 27 + 1 + 10 + 1 + Con +14 + + 10 + + 18 + + cold, fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks not made with adamantine weapons + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned + truesight 120 ft. + + Crumbling Colossus + When the statue drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. + + + Immutable Form + The statue is immune to any spell or effect that would alter its form. + + + Magic Resistance + The statue has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The statue deals double damage to objects and structures. + + + Multiattack + The statue makes two melee attacks. + + + Slam + Melee Weapon Attack: +16 to hit, reach 5 ft., one target. 29 (3d12 + 10) bludgeoning damage. + Slam|+16|3d12+10 + + + Hurled Stone + Ranged Weapon Attack: +16 to hit, range 200/800 ft., one target. 43 (6d10 + 10) bludgeoning damage. + Hurled Stone|+16|6d10+10 + + Scattered throughout Waterdeep are eight enormous statues that can defend the city in times of great peril. Because they are so destructive, the walking statues are used only to fend off armies and seemingly insurmountable foes. +Each statue has a name and a unique appearance (see "The Walking Statues"), but in terms of statistics they are similar. The statue known as the Swordmaiden is too broken to be animated, and only the wielder of the Blackstaff (see appendix A) can animate the other seven. +Landmarks. Over the years, Waterdavians have built structures around and on top of several of the statues, believing them to be little more than landmarks at this point. In their inanimate state, the statues pose little danger-but any structures attached to a walking statue are destroyed the first time it animates. +Constructed Nature. A walking statue doesn't require air, food, drink, or sleep. +Source: Waterdeep: Dragon Heist p. 219 + + + + Willifort Crowelle + M + monstrosity (shapechanger) + Neutral + 14 + 52 (8d8+16) + walk 30 ft. + 11 + 18 + 14 + 11 + 12 + 14 + + Deception +6, Insight +3 + 11 + Common + 3 + + + + charmed + darkvision 60 ft. + + Shapechanger + Willifort can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Ambusher + In the first round of a combat, Willifort has advantage on attack rolls against any creature it surprised. + + + Surprise Attack + If Willifort surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. + + + Multiattack + Willifort makes two melee attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage. + Slam|+6|1d6+4 + + + Read Thoughts + Willifort magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, Willifort can continue reading its thoughts, as long as Willifort's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, Willifort has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. + + +Source: Waterdeep: Dragon Heist p. 62 + underdark, urban + + + Xanathar + L + aberration + Lawful Evil + 18 (natural armor) + 180 (19d10+76) + walk 0 ft., fly 20 ft. + 10 + 14 + 18 + 17 + 15 + 17 + Int +8, Wis +7, Cha +8 + Perception +12 + 22 + Deep Speech, Undercommon + 13 + + + + prone + darkvision 120 ft. + + Special Equipment + Xanathar wears a ring of invisibility, a ring of mind shielding, and a ring of force resistance. + + + Antimagic Cone + Xanathar's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Xanathar decides which way the cone faces and whether the cone is active. The area works against Xanathar's own eye rays. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (4d6) piercing damage. + Bite|+5|4d6 + + + Eye Rays + Xanathar shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: + 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by Xanathar for 1 hour, or until Xanathar harms the creature. + 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + Eye Rays||8d8 + 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or Xanathar moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Xanathar's next turn or until Xanathar is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Xanathar can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. + 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + Eye Rays||10d8 + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. + 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. + Eye Rays||10d10 + + + Xanathar can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. Xanathar regains spent legendary actions at the start of its turn. + + + Eye Ray + Xanathar uses one random eye ray. + + + Lair Actions + + + When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects: + • A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round. + • Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. + • An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears. + The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row. + + + Regional Effects + + + A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects: + • Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't. + • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person. + If the beholder dies, these effects fade over the course of 1d10 days. + + +Source: Waterdeep: Dragon Heist p. 220 + underdark + + + Yagra Stonefist + M + humanoid (half-orc) + Neutral + 11 (leather armor) + 32 (5d8+10) + walk 30 ft. + 15 + 11 + 14 + 10 + 10 + 11 + + Intimidation +2 + 10 + Common, Orc + 1/2 + + + + + darkvision 60 ft. + + Relentless Endurance + When reduced to 0 hit points, Yagra drops to 1 hit point instead (but can't do this again until she finishes a long rest). + + + Pack Tactics + Yagra has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Savage Attacks + When she scores a critical hit Yagra can roll one of the weapon's damage dice and add it to the extra damage of the critical hit. + + + Multiattack + Yagra makes two melee attacks. + + + Mace + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage. + Mace|+4|1d6+2 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + Yagra is a Black Network mercenary who gets paid to protect a Zhent negotiator named Davil Starsong (see appendix B for more information on him). Yagra finds the job boring and likes to pass the time by challenging adventurers to arm wrestle. (Resolve such contests using contested Strength checks.) If the characters express their opposition to the Xanathar Guild, Yagra might urge them to speak to Davil about joining forces with the Zhentarim to destroy the beholder crime lord. +Source: Waterdeep: Dragon Heist p. 20 + + + + Yalah Gralhund + M + humanoid (Tethyrianhuman) + Lawful Evil + 15 (breastplate) + 9 (2d8) + walk 30 ft. + 11 + 12 + 11 + 12 + 16 + 16 + + Deception +5, Insight +5, Persuasion +5 + 13 + Common, Infernal + 1/8 + + + + + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage. + Rapier|+3|1d8+1 + + + Parry + Yalah adds 2 to its AC against one melee attack that would hit it. To do so, Yalah must see the attacker and be wielding a melee weapon. + + The lady of House Gralhund is no fool. She has a keen mind and the wisdom to discern friend from foe. She also has a husband who worships her (see "Orond Gralhund"), and a house that has the resources of the Black Network at its disposal. +Yalah stays abreast of events in the city, keeps a tight rein on her children, and uses her station and her family's wealth to pry secrets from the lips of nobles, guildmasters, and commoners alike. Though her previous attempts to become a Masked Lord have been thwarted, she believes it's only a matter of time until that honor is bestowed on her. Once she knows the identities and secrets of enough Masked Lords, Yalah is confident that she can bribe, blackmail, or extort her way into their ranks. From there, she plans to effect changes in the government that will ensure House Gralhund's prosperity for generations to come. +Yalah shares the services of a half-orc bodyguard with her husband, although Hrabbaz (see "Hrabbaz") is more loyal to her than to him. She also uses the Zhentarim who are based in House Gralhund as her personal spy network, not realizing that the Zhents' true master is Manshoon. Most of her dealings are with the Zhent master assassin Urstul Floxin (see "Urstul Floxin"), whom she treats as an underling. +Source: Waterdeep: Dragon Heist p. 220 + + + + Yorn + M + humanoid (half-orc) + Lawful Evil + 11 (leather armor) + 32 (5d8+10) + walk 30 ft. + 15 + 11 + 14 + 10 + 10 + 11 + + Intimidation +2 + 10 + Common, Orc + 1/2 + + + + + darkvision 60 ft. + + Pack Tactics + The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Relentless Endurance (1/Day) + When reduced to 0 hit points Yorn drops to 1 hit point instead. + + + Multiattack + The thug makes two melee attacks. + + + Mace + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage. + Mace|+4|1d6+2 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage. + Heavy Crossbow|+2|1d10 + + A burly half-orc Zhentarim in the employ of Manshoon +Source: Waterdeep: Dragon Heist p. 150 + + + + Zhent Martial Arts Adept + S + humanoid (Lightfoothalfling) + Lawful Evil + 16 + 49 (11d6+11) + walk 25 ft. + 11 + 17 + 13 + 11 + 16 + 10 + + Acrobatics +5, Insight +5, Stealth +5 + 13 + Common, Halfling + 3 + + + + + + + Halfling Nimbleness + The adept can move through the space of a medium of larger creature. + + + Brave + The adept has advantage on any saving throws against being frightened. + + + Unarmored Defense + While the adept is wearing no armor and wielding no shield, their AC includes their Wisdom modifier. + + + Multiattack + The adept makes three unarmed strikes or three dart attacks. + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: + Unarmed Strike|+5|1d8+3 + • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). + • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. + • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn. + + + Dart + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dart|+5|1d4+3 + + + Deflect Missile + In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free. + + The adepts believe that Manshoon should be the Zhantarim leader and serves him fearlessly +Source: Waterdeep: Dragon Heist p. 160 + + + + Ziraj the Hunter + M + humanoid (half-orc) + Lawful Evil + 17 (+2 leather armor) + 153 (18d8+72) + walk 30 ft. + 18 + 18 + 18 + 11 + 14 + 15 + Wis +5, Cha +5 + Athletics +7, Intimidation +5, Stealth +7, Survival +5 + 12 + Common, Orc + 8 + + + + + darkvision 60 ft. + + Multiattack + Ziraj makes three attacks with his glaive or with his oversized longbow. + + + Glaive + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) slashing damage. + Glaive|+7|1d10+4 + + + Oversized Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. 11 (2d6 + 4) piercing damage. + Oversized Longbow|+7|2d6+4 + + + Dreadful Aspect (Recharges after a Short or Long Rest) + Ziraj exudes magical menace. Each enemy within 30 feet of him must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute of Ziraj. If a frightened enemy ends its turn more than 30 feet away from Ziraj, the enemy can repeat the saving throw, ending the effect on itself on a success. + + + Spellcasting + Ziraj is a 10th-level spellcaster. His spellcasting ability is Charisma. He has the following paladin spells prepared: + • 1st level (4 slots): command, protection from evil and good, thunderous smite + • 2nd level (3 slots): branding smite, find steed + • 3rd level (2 slots): blinding smite, dispel magic + + 4, 3, 2 + command, protection from evil and good, thunderous smite, branding smite, find steed, blinding smite, dispel magic + Ziraj is a half-orc hunter who wields an oversized bow that shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj sets out to kill someone, it's because one of his friends (Davil, Istrid, Skeemo, or Tashlyn) asked him to. The characters might become Ziraj's prey, or Ziraj might come to their aid to eliminate a common enemy. He's the strong, silent type. +The City Watch has received reports of a figure who haunts the rooftops of Waterdeep-a hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks off without so much as a whisper. Where he comes from-if he even has a home-remains a mystery, as does the question of where he might show up next. +Treasure. Ziraj wears +2 leather armor and carries an oversized longbow. This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 + the wielder's Strength modifier. Its range is the same as an ordinary longbow. +The Doom Raiders. The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called "dooms" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies. +Source: Waterdeep: Dragon Heist p. 201 + + + diff --git a/FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml b/FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml new file mode 100755 index 0000000..ad6c330 --- /dev/null +++ b/FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml @@ -0,0 +1,5557 @@ + + + + Al'chaia + M + humanoid (gith) + Lawful Evil + 18 (plate armor) + 91 (14d8+28) + walk 30 ft. + 16 + 14 + 15 + 14 + 14 + 15 + Con +5, Int +5, Wis +5 + + 12 + Gith + 8 + + + + + + + Multiattack + Al'chaia makes two silver greatsword attacks. + + + Silver Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), Al'chaia can cut the silvery cord that tethers the target to its material body, instead of dealing damage. + Silver Greatsword|+9|2d6+6 + + + Innate Spellcasting (Psionics) + Al'chaia's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: + At will: mage hand (the hand is invisible) + 3/day each: jump, misty step, nondetection (self only), tongues + 1/day each: plane shift, telekinesis + + mage hand, jump, misty step, nondetection, tongues, plane shift, telekinesis + +Source: Waterdeep: Dungeon of the Mad Mage p. 218 + + + + Animated Ballista + L + construct + Unaligned + 15 + 50 (50d1) + walk 30 ft. + 14 + 10 + 10 + 3 + 3 + 1 + + + 6 + + 2 + + poison + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 120 ft. (blind beyond this radius) + + Magic Bolt + Ranged Weapon Attack: +6 to hit, range 120 ft., one target. 16 (3d10) fire damage + Magic Bolt|+6|3d10 + + Each animated ballista is a Large wood-and-iron construct. +Source: Waterdeep: Dungeon of the Mad Mage p. 39 + + + + Animated Jade Serpent + M + beast + Unaligned + 14 + 11 (2d8+2) + walk 30 ft., swim 30 ft. + 10 + 18 + 13 + 2 + 10 + 3 + + Perception +2 + 12 + + 1/4 + + + + + blindsight 10 ft. + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Bite|+6|1d4+4 + Bite||3d6 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 92 + underdark, grassland, forest, swamp, urban, desert + + + Animated Staff + M + construct + Neutral Evil + 17 (natural armor) + 40 + walk 0 ft., fly 30 ft. + 12 + 12 + 10 + 18 + 14 + 10 + + + 12 + Common + + cold + poison + + + blindsight 60 ft. (blind beyond this radius) + + Hit Points + 40 + + + Wielder Domination + A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any creature that successfully grapples the staff must succeed on a DC 12 Charisma saving throw or be charmed by the staff until the staff is no longer in its grasp. While the creature is charmed, the staff can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that successfully resists the staff's control can't be charmed by it for 24 hours. + A creature holding the staff that isn't charmed by it can use an action to attempt to break the staff over a knee or against a solid surface, doing so with a successful DC 17 Strength (Athletics) check. Breaking the staff in this manner destroys it. + + + Staff of Frost + The staff has 10 charges. It can expend 1 or more of its charges to cast one of the following spells (save DC 12): cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). It regains 1d6 + 4 expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns to water and is destroyed. + + + Staff + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (2d6) bludgeoning damage plus 1 cold damage. + Staff|+5|2d6 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 262 + + + + Animated Statue of Lolth + H + construct + Unaligned + 17 (natural armor) + 230 (20d12+100) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The statue is immune to any spell or effect that would alter its form. + + + Magic Resistance + The statue has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The statue's weapon attacks are magical. + + + Spider Climb + The statue can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The statue makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+10|3d8+6 + + + Slow (Recharge 5-6) + The statue targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 142 + + + + Animated Stove + L + construct + Unaligned + 17 + 50 (50d1) + walk 30 ft. + 14 + 10 + 10 + 3 + 3 + 1 + + + 6 + + 3 + + + + + blindsight 30 ft. (blind beyond this radius) + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d8 + 2) bludgeoning damage. + Slam|+6|2d8+2 + + + Belch Fire (Recharge 4-6) + The stove belches fire in a 15-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. + Belch Fire (Recharge 4-6)||4d10 + + The stove was given a semblance of life through an animate objects spell made permanent by a wish spell. +Source: Waterdeep: Dungeon of the Mad Mage p. 186 + + + + Animated Wand + T + construct + Unaligned + 18 (natural armor) + 20 (20d1) + walk 30 ft. + 4 + 18 + 10 + 3 + 3 + 1 + + + 6 + + + + + + + blindsight 30 ft. (blind beyond this radius) + + Animated + If the wand lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the wand is securely attached to a surface or larger wand, such as a chain bolted to a wall, its speed is 0. + When the animated wand drops to 0 hit points, it reverts to its original wand form, and any remaining damage carries over to its original wand form. + The DM might rule that a specific wands slam attack inflicts slashing or piercing damage based on its form. + + + Wand of Wonder + The animated wand can expend 1 of its charges and target a random creature with one of its wand of wonder. Any such effect that would target the wand's user targets the wand instead. If reduced to 0 hit points, the wand crumbles into dust and is destroyed. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 6 (1d4 + 4) bludgeoning damage. + Slam|+8|1d4+4 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 299 + + + + Arcturia + M + undead + Any Evil Alignment + 17 (natural armor) + 135 (18d8+54) + walk 30 ft. + 11 + 16 + 16 + 20 + 14 + 16 + Con +10, Int +12, Wis +9 + Arcana +19, History +12, Insight +9, Perception +9 + 19 + Common plus up to five other languages + 21 + cold, lightning, necrotic + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + + Legendary Resistance (3/Day) + If Arcturia fails a saving throw, it can choose to succeed instead. + + + Rejuvenation + If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. + + + Turn Resistance + Arcturia has advantage on saving throws against any effect that turns undead. + + + Paralyzing Touch + Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Paralyzing Touch|+12|3d6 + + + The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Cantrip + Arcturia casts a cantrip. + + + Paralyzing Touch (Costs 2 Actions) + Arcturia uses its Paralyzing Touch. + + + Frightening Gaze (Costs 2 Actions) + Arcturia fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Arcturia's gaze for the next 24 hours. + + + Disrupt Life (Costs 3 Actions) + Each non-undead creature within 20 feet of Arcturia must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row: + • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. + • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair. + • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. + + + Spellcasting + Arcturia is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Arcturia has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave + • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + • 4th level (3 slots): blight, dimension door + • 5th level (3 slots): cloudkill, scrying + • 6th level (1 slots): disintegrate, globe of invulnerability + • 7th level (1 slots): finger of death, plane shift + • 8th level (1 slots): dominate monster, power word stun + • 9th level (1 slots): power word kill + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill + +Source: Waterdeep: Dungeon of the Mad Mage p. 296 + + + + Ashtyrranthor + H + dragon + Chaotic Evil + 19 (natural armor) + 256 (19d12+133) + walk 40 ft., climb 40 ft., fly 80 ft. + 27 + 10 + 25 + 16 + 13 + 21 + Dex +6, Con +13, Wis +7, Cha +11 + Perception +13, Stealth +6 + 23 + Common, Draconic + 17 + + fire + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If Ashtyrranthor fails a saving throw, it can choose to succeed instead. + + + Multiattack + Ashtyrranthor can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. + Bite|+14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+14|2d8+8 + + + Frightful Presence + Each creature of Ashtyrranthor's choice that is within 120 feet of Ashtyrranthor and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ashtyrranthor's Frightful Presence for the next 24 hours. + + + Fire Breath (Recharge 5-6) + Ashtyrranthor exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath (Recharge 5-6)||18d6 + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + Ashtyrranthor makes a Wisdom (Perception) check. + + + Tail Attack + Ashtyrranthor makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Ashtyrranthor beats its wings. Each creature within 10 feet of Ashtyrranthor must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Ashtyrranthor can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. + • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. + + + Regional Effects + + + The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Small earthquakes are common within 6 miles of the dragon's lair. + • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. + • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. + If the dragon dies, these effects fade over the course of 1d10 days. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 210 + mountain, hill + + + Awakened Brown Bear + L + beast + Unaligned + 11 (natural armor) + 34 (4d10+12) + walk 40 ft., climb 30 ft. + 19 + 10 + 16 + 10 + 13 + 7 + + Perception +3 + 13 + one language known by its creator + 1 + + + + + + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. + Bite|+6|1d8+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claws|+6|2d6+4 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 72 + forest, hill, arctic + + + Awakened Elk + L + beast + Unaligned + 10 + 13 (2d10+2) + walk 50 ft. + 16 + 10 + 12 + 10 + 10 + 6 + + + 10 + one language known by its creator + 1/4 + + + + + + + Charge + If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. + Ram|+5|1d6+3 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. 8 (2d4 + 3) bludgeoning damage. + Hooves|+5|2d4+3 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 72 + grassland, forest, hill + + + Awakened Giant Wasp + M + beast + Unaligned + 12 + 13 (3d8) + walk 10 ft., fly 50 ft. + 10 + 14 + 10 + 10 + 10 + 3 + + + 10 + one language known by its creator + 1/2 + + + + + + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Sting|+4|1d6+2 + Sting||3d6 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 72 + grassland, forest, urban + + + Berlain Shadowdusk + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + Berlain has advantage on saving throws against spells and other magical effects. + + + Extra Parts + As a bonus action, Berlain can use her extra mouth and arms to cast any cantrip she has prepared. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Berlain is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Berlain can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Berlain casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Waterdeep: Dungeon of the Mad Mage p. 283 + + + + Big Xorn + L + elemental + Neutral + 19 (natural armor) + 103 (9d10+54) + walk 20 ft., burrow 20 ft. + 17 + 10 + 22 + 11 + 10 + 11 + + Perception +6, Stealth +3 + 16 + Terran + 5 + piercing, slashing from nonmagical attacks that aren't adamantine + + + + darkvision 60 ft., tremorsense 60 ft. + + Earth Glide + The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. + + + Stone Camouflage + The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Treasure Sense + The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. + + + Multiattack + The xorn makes three claw attacks and one bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (3d6 + 3) piercing damage. + Bite|+6|3d6+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|+6|1d6+3 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 51 + underdark + + + Bore Worm + G + construct + Unaligned + 18 (natural armor) + 247 (15d20+90) + walk 50 ft., burrow 30 ft. + 28 + 7 + 22 + 1 + 8 + 4 + Con +11, Wis +4 + + 9 + + 16 + + fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone + blindsight 30 ft., tremorsense 60 ft. + + Tunneler + The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. + + + Regeneration + The worm regains 10 hit points at the start of each of its turns if it has at least 1 hit point. + + + Multiattack + The worm makes two attacks: one with its grinding jaws and one with its stinger. + + + Grinding Jaws + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 22 (3d8 + 9) slashing damage. + Grinding Jaws|+9|3d8+9 + + + Tail Stinger + Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. + Tail Stinger|+9|3d6+9 + Tail Stinger||12d6 + + Trobriand modeled this 100-foot-long, 15-foot-diameter drilling machine after a purple worm. Unless Trobriand commands it to do otherwise, the worm tirelessly moves through well-worn tunnels and trenches. It mindlessly attacks anything that gets in its way, and occasionally ventures up to level 12 or down to level 14. Characters hear it long before they see it. +Source: Waterdeep: Dungeon of the Mad Mage p. 171 + + + + Captain N'ghathrod + M + aberration + Lawful Evil + 15 (breastplate) + 111 (13d8+13) + walk 30 ft. + 11 + 12 + 12 + 19 + 17 + 17 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 8 + + + + + darkvision 120 ft. + + Magic Resistance + Captain N'ghathrod has advantage on saving throws against spells and other magical effects. + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + Tentacles|+7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Captain N'ghathrod. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Captain N'ghathrod kills the target by extracting and devouring its brain. + Extract Brain|+7|10d10 + + + Mind Blast (Recharge 5-6) + Captain N'ghathrod magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Mind Blast (Recharge 5-6)||4d8+4 + + + Innate Spellcasting (Psionics) + Captain N'ghathrod's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + + Spellcasting + Captain N'ghathrod is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). Captain N'ghathrod has the following wizard spells prepared: + Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp + • 1st level (4 slots): detect magic, disguise self, shield, sleep + • 2nd level (3 slots): blur, invisibility, ray of enfeeblement + • 3rd level (3 slots): clairvoyance, lightning bolt, sending + • 4th level (3 slots): confusion, hallucinatory terrain + • 5th level (2 slots): telekinesis, wall of force + + 4, 3, 3, 3, 2 + detect thoughts, levitate, dominate monster, plane shift, blade ward, dancing lights, mage hand, shocking grasp, detect magic, disguise self, shield, sleep, blur, invisibility, ray of enfeeblement, clairvoyance, lightning bolt, sending, confusion, hallucinatory terrain, telekinesis, wall of force + +Source: Waterdeep: Dungeon of the Mad Mage p. 250 + underdark + + + Carrion Ogre + L + giant + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Tied Down + While lashed to the floor, the creature is prone and restrained. It also suffers from two levels of exhaustion. + + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Greatclub|+6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|+6|2d6+4 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 189 + grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain + + + Cassiok Shadowdusk + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + Cassiok has advantage on saving throws against spells and other magical effects. + + + Special Equipment + Cassiok carries a staff of power that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His insectoid physiology prevents him from making melee attacks with the staff. If reduced to 20 hit points or fewer, Cassiok uses his next action to break his staff in a retributive strike. + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Cassiok is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Cassiok can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Cassiok casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Waterdeep: Dungeon of the Mad Mage p. 287 + + + + Copper Stormforge + M + humanoid (dwarf) + Any alignment + 13 (leather armor) + 16 (3d8+3) + walk 25 ft. + 11 + 14 + 12 + 11 + 13 + 11 + + Nature +4, Perception +5, Stealth +6, Survival +5 + 15 + any one language (usually Common), Dwarvish + 1/2 + poison + + + + darkvision 60 ft. + + Keen Hearing and Sight + Copper has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + Copper makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|+4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|+4|1d8+2 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 30 + + + + Crow + T + beast + Unaligned + 12 + 1 (1d4-1) + walk 10 ft., fly 50 ft. + 2 + 14 + 8 + 2 + 12 + 6 + + Perception +3 + 13 + + 0 + + + + + + + Mimicry + The crow can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 302 + swamp, hill, urban + + + Crystal Battleaxe + S + construct + Unaligned + 17 (natural armor) + 17 (5d6) + walk 0 ft., fly 50 ft. + 12 + 15 + 11 + 1 + 5 + 1 + Dex +4 + + 7 + + 1/4 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The battleaxe is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the battleaxe must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the battleaxe remains motionless and isn't flying, it is indistinguishable from a normal battleaxe. + + + Longbattleaxe + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Longbattleaxe|+3|1d8+1 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 89 + + + + Crystal Golem + L + construct + Unaligned + 17 (natural armor) + 178 (17d10+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Illumination + The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is destroyed. + + + Light Intensity + Any creature that starts its turn within 10 feet of the illuminated golem and can see the golem must succeed on a DC 17 Wisdom saving throw or be blinded until the start of the creature's next turn. + A creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the golem until the start of its next turn, when it can avert its eyes again. If the creature looks at the golem in the meantime, it must immediately make the save. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+10|3d8+6 + + + Slow (Recharge 5-6) + The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 210 + + + + Deformed Duergar + M + humanoid (dwarf) + Lawful Evil + 16 (scale mail, shield) + 40 (4d8+4) + walk 25 ft. + 14 + 11 + 14 + 11 + 10 + 9 + + + 10 + Dwarvish, Undercommon + 1 + poison + + + + darkvision 120 ft. + + Third Arm + The duergar can make an attack with its javelin as a bonus action. + + + Merged Heads + The duergar has advantage on Wisdom (Perception) checks and on saving throws against being charmed, frightened, stunned, and knocked unconscious. + + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. + War Pick|+4|1d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. + Javelin|+4|1d6+2 + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 180 + underdark + + + Dezmyr Shadowdusk + M + undead + Chaotic Evil + 20 (plate armor, shield) + 180 (19d8+95) + walk 30 ft. + 20 + 11 + 20 + 12 + 16 + 18 + Dex +6, Wis +9, Cha +10 + + 13 + Abyssal, Common + 17 + + necrotic, poison + + exhaustion, frightened, poisoned + darkvision 120 ft. + + Warp Reality + As a bonus action on her turn, Dezmyr can warp reality, undoing damage dealt to herself or another creature that she can see within 20 feet of her. The beneficiary of this warped reality instantly regains 10 hit points. + + + Magic Resistance + Dezmyr has advantage on saving throws against spells and other magical effects. + + + Marshal Undead + Unless Dezmyr is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. + + + Multiattack + Dezmyr makes three longsword attacks. + + + Longsword + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. + Longsword|+11|1d8+5 + + + Hellfire Orb (1/Day) + Dezmyr hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. + Hellfire Orb (1/Day)||10d6 + + + Parry + Dezmyr adds 6 to its AC against one melee attack that would hit it. To do so, Dezmyr must see the attacker and be wielding a melee weapon. + + + Spellcasting + Dezmyr is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: + • 1st level (4 slots): command, compelled duel, searing smite + • 2nd level (3 slots): hold person, magic weapon + • 3rd level (3 slots): dispel magic, elemental weapon + • 4th level (3 slots): banishment, staggering smite + • 5th level (2 slots): destructive wave (necrotic) + + 4, 3, 3, 3, 2 + command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, banishment, staggering smite, destructive wave + +Source: Waterdeep: Dungeon of the Mad Mage p. 287 + + + + Drivvin Freth + M + humanoid (elf) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13, Perception +1 + 12 + any six languages, Elvish + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + darkvision 120 ft. + + Magic Resistance + Drivvin has advantage on saving throws against spells and other magical effects. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Drivvin to sleep. + + + Sunlight Sensitivity + While in sunlight, Drivvin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Summon Demon (1/Day) + Drivvin magically summons a demon of challenge rating 6 or lower. The summoned demon appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points. + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Drivvin is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Drivvin can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Drivvin casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 15). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop, dancing lights, darkness, faerie fire + +Source: Waterdeep: Dungeon of the Mad Mage p. 169 + + + + Emberosa + H + giant + Lawful Evil + 18 (plate armor) + 162 (13d12+78) + walk 30 ft. + 25 + 9 + 23 + 10 + 14 + 13 + Dex +3, Con +10, Cha +5 + Athletics +11, Perception +6 + 16 + Giant + 9 + + fire + + + + + Multiattack + Emberosa makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (6d6 + 7) slashing damage. + Greatsword|+11|6d6+7 + + + Hurl Fire + Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 29 (4d10 + 7) fire damage. + Hurl Fire|+11|4d10+7 + + + Variant: New Giant Options + Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits. + Siege Monster. Emberosa deals double damage to objects and structures. + Tackle. When Emberosa enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 185 + underdark, mountain + + + Ezzat + M + undead + Any Evil Alignment + 17 (natural armor) + 135 (18d8+54) + walk 30 ft. + 11 + 16 + 16 + 20 + 14 + 16 + Con +10, Int +12, Wis +9 + Arcana +19, History +12, Insight +9, Perception +9 + 19 + Common plus up to five other languages + 21 + cold, lightning, necrotic + poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + + Special Equipment + Ezzat wears an amulet of proof against detection and location. + + + Legendary Resistance (3/Day) + If Ezzat fails a saving throw, it can choose to succeed instead. + + + Rejuvenation + If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. + + + Turn Resistance + Ezzat has advantage on saving throws against any effect that turns undead. + + + Paralyzing Touch + Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Paralyzing Touch|+12|3d6 + + + The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Cantrip + Ezzat casts a cantrip. + + + Paralyzing Touch (Costs 2 Actions) + Ezzat uses its Paralyzing Touch. + + + Frightening Gaze (Costs 2 Actions) + Ezzat fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Ezzat's gaze for the next 24 hours. + + + Disrupt Life (Costs 3 Actions) + Each non-undead creature within 20 feet of Ezzat must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row: + • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. + • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair. + • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. + + + Spellcasting + Ezzat is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Ezzat has the following wizard spells prepared: + Cantrips (at will): mage hand, prestidigitation, ray of frost + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave + • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + • 4th level (3 slots): blight, dimension door + • 5th level (3 slots): cloudkill, scrying + • 6th level (1 slots): disintegrate, globe of invulnerability + • 7th level (1 slots): finger of death, plane shift + • 8th level (1 slots): dominate monster, power word stun + • 9th level (1 slots): power word kill + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill + +Source: Waterdeep: Dungeon of the Mad Mage p. 262 + + + + Fazrian + L + celestial + Lawful Good + 19 (natural armor) + 200 (16d10+112) + walk 40 ft., fly 120 ft. + 24 + 20 + 24 + 19 + 22 + 25 + Con +12, Wis +11, Cha +12 + Perception +11 + 21 + all, telepathy 120 ft. + 16 + radiant; bludgeoning, piercing, slashing from nonmagical attacks + + + charmed, exhaustion, frightened + truesight 120 ft. + + Angelic Weapons + Fazrian's weapon attacks are magical. When Fazrian hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). + + + Divine Awareness + Fazrian knows if it hears a lie. + + + Magic Resistance + Fazrian has advantage on saving throws against spells and other magical effects. + + + Multiattack + Fazrian makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. + Greatsword|+12|4d6+7 + + + Innate Spellcasting + Fazrian's spellcasting ability is Charisma (spell save DC 20). Fazrian can innately cast the following spells, requiring no material components: + At will: detect evil and good, invisibility (self only) + 3/day each: blade barrier, dispel evil and good, flame strike, raise dead + 1/day each: commune, control weather, insect plague + + detect evil and good, invisibility, blade barrier, dispel evil and good, flame strike, raise dead, commune, control weather, insect plague + +Source: Waterdeep: Dungeon of the Mad Mage p. 275 + + + + Fidelio + M + undead + Any alignment + 11 + 80 (10d8) + walk 0 ft., fly 40 ft. + 7 + 13 + 10 + 10 + 12 + 17 + + + 11 + any languages it knew in life + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Ethereal Sight + Fidelio can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + Fidelio can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Withering Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage. + Withering Touch|+5|4d6+3 + + + Etherealness + Fidelio enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Horrifying Visage + Each non-undead creature within 60 feet of Fidelio that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. + + + Possession (Recharge 6) + One humanoid that Fidelio can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Fidelio; Fidelio then disappears, and the target is incapacitated and loses control of its body. Fidelio now controls the body but doesn't deprive the target of awareness. Fidelio can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, Fidelio ends it as a bonus action, or Fidelio is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Fidelio reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 197 + underdark, urban + + + Five-Armed Troll + L + giant + Chaotic Evil + 15 (natural armor) + 84 (8d10+40) + walk 30 ft. + 18 + 13 + 20 + 7 + 9 + 7 + + Perception +2 + 12 + Giant + 5 + + + + + darkvision 60 ft. + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The troll makes six attacks: one with its bite and five with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Bite|+7|1d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Claw|+7|2d6+4 + + + Variant: Loathsome Limbs + Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: + • 1–10: Nothing else happens. + • 11–14: One leg is severed from the troll if it has any legs left. + • 15–18: One arm is severed from the troll if it has any arms left. + • 19–20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. + If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. + A severed leg is unable to attack and has a speed of 5 feet. + A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. + If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. + The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 154 + underdark, mountain, forest, swamp, hill, arctic + + + Flying Trident + S + construct + Unaligned + 17 (natural armor) + 17 (5d6) + walk 0 ft., fly 50 ft. + 12 + 15 + 11 + 1 + 5 + 1 + Dex +4 + + 7 + + 1/4 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The trident is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the trident must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the trident remains motionless and isn't flying, it is indistinguishable from a normal trident. + + + Longtrident + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Longtrident|+3|1d8+1 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 106 + + + + Giant Flying Spider + L + beast + Unaligned + 14 (natural armor) + 26 (4d10+4) + walk 30 ft., climb 30 ft. + 14 + 16 + 12 + 2 + 11 + 4 + + Stealth +7 + 10 + + 1 + + + + + blindsight 10 ft., darkvision 60 ft. + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|+5|1d8+3 + Bite||2d8 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + + +Source: Waterdeep: Dungeon of the Mad Mage p. 150 + underdark, forest, swamp, urban, desert + + + drow Mutated Drow + H + humanoid (elf) + Neutral Good (50%) Neutral Evil (50%) + 14 (natural armor) + 200 (16d12+96) + walk 40 ft. + 27 + 10 + 22 + 12 + 16 + 16 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +1 + 17 + Common, drow, Elvish + 9 + + + + + darkvision 120 ft. + + Keen Smell + The drow has advantage on Wisdom (Perception) checks that rely on smell. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put drow Mutated Drow to sleep. + + + Sunlight Sensitivity + While in sunlight, drow Mutated Drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two morningstar attacks. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage. + Morningstar|+12|3d8+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. + Rock|+12|4d10+8 + + + Variant: New drow Options + Some adult cloud drows have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options. + Fling. The drow tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the drow's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown. + Wind Aura. A magical aura of wind surrounds the drow. The aura is a 10-foot-radius sphere that lasts as long as the drow maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the drow gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + + Innate Spellcasting + The drow's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 15). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form, dancing lights, darkness, faerie fire + +Source: Waterdeep: Dungeon of the Mad Mage p. 143 + mountain + + + Glyster + H + dragon + Lawful Good + 19 (natural armor) + 212 (17d12+102) + walk 40 ft., fly 80 ft., swim 40 ft. + 25 + 10 + 23 + 16 + 15 + 19 + Dex +5, Con +11, Wis +7, Cha +9 + Insight +7, Perception +12, Stealth +5 + 22 + Common, Draconic + 15 + + lightning + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + Glyster can breathe air and water. + + + Legendary Resistance (3/Day) + If Glyster fails a saving throw, it can choose to succeed instead. + + + Multiattack + Glyster can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage. + Bite|+12|2d10+7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage. + Claw|+12|2d6+7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage. + Tail|+12|2d8+7 + + + Frightful Presence + Each creature of Glyster's choice that is within 120 feet of Glyster and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Glyster's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + Glyster uses one of the following breath weapons. + • Lightning Breath. Glyster exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||12d10 + • Repulsion Breath. Glyster exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from Glyster. + + + Change Shape + Glyster magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Glyster's choice). + In a new form, Glyster retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + Glyster makes a Wisdom (Perception) check. + + + Tail Attack + Glyster makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Glyster beats its wings. Each creature within 10 feet of Glyster must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Glyster can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. + + + Regional Effects + + + The region containing a legendary bronze dragon's lair is warped by the dragon's magic. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues. + • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 241 + coastal + + + Gorka Tharn + M + undead + Lawful Evil + 17 (natural armor) + 97 (13d8+39) + walk 20 ft. + 18 + 10 + 17 + 11 + 18 + 16 + Con +8, Int +5, Wis +9, Cha +8 + History +5, Religion +5 + 14 + the languages it knew in life + 15 + + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + fire + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + + Magic Resistance + The mummy lord has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. + + + Multiattack + The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + + + Rotting Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. + Rotting Fist|+9|3d6+4 + + + Dreadful Glare + The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the mummy lord magically increases in size, along with anything it is wearing or carrying. While enlarged, the mummy lord is Large, doubles its damage dice with its Rotting Fist attack, and makes Strength checks and Strength saving throws with advantage. If the mummy lord lacks the room to become Large, it attains the maximum size possible in the space available. + + + Invisibility (Recharges after a Short or Long Rest) + The mummy lord magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the mummy lord wears or carries is invisible with it. + The stalagmite in the northwest alcove is hollow and serves as Gorka Tharn's sarcophagus. The mummy lord is lodged inside the stalagmite's funnel-shaped interior. When it awakens, the mummy lord uses a stone shape spell to create an opening large enough for it to emerge. It destroys any intruders in its lair, then returns to its sarcophagus and its slumber. + At the bottom of the stalagmite's hollow cavity, four 1-foot-tall clay urns contain Gorka Tharn's preserved internal organs, including the mummy lord's shriveled heart. Only by destroying the heart can the characters prevent the mummy lord from rejuvenating. The heart is a Tiny object with AC 5, 25 hit points, and immunity to all damage except fire. + + + The undead can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn. + + + Attack + The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. + + + Blinding Dust + Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. + + + Blasphemous Word (Costs 2 Actions) + The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. + + + Channel Negative Energy (Costs 2 Actions) + The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. + + + Whirlwind of Sand (Costs 2 Actions) + The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row: + • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round. + • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round. + • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted. + + + Regional Effects + + + A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence: + • Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance. + • Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent. + • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic. + If the mummy lord is destroyed, these regional effects end immediately. + + + Spellcasting + The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: + Cantrips (at will): sacred flame, thaumaturgy + • 1st level (4 slots): command, guiding bolt, shield of faith + • 2nd level (3 slots): hold person, silence, spiritual weapon + • 3rd level (3 slots): animate dead, dispel magic + • 4th level (3 slots): divination, guardian of faith + • 5th level (2 slots): contagion, insect plague + • 6th level (1 slots): harm + + 4, 3, 3, 3, 2, 1 + sacred flame, thaumaturgy, command, guiding bolt, shield of faith, hold person, silence, spiritual weapon, animate dead, dispel magic, divination, guardian of faith, contagion, insect plague, harm + +Source: Waterdeep: Dungeon of the Mad Mage p. 257 + desert + + + Gorzil's Gang Troglodyte + M + humanoid (troglodyte) + Chaotic Evil + 11 (natural armor) + 13 (2d8+4) + walk 30 ft. + 14 + 10 + 14 + 6 + 10 + 6 + + Stealth +2 + 10 + Troglodyte + 1/4 + + + + + darkvision 60 ft. + + Chameleon Skin + The troglodyte has advantage on Dexterity (Stealth) checks made to hide. + + + Stench + Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. + + + Sunlight Sensitivity + While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The troglodyte makes three attacks: one with its bite and two with its longsword. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|+4|1d8+2 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 150 + underdark + + + Halaster Blackcloak + M + humanoid (human) + Chaotic Evil + 14 (17 with mage armor) + 246 (29d8+116) + walk 30 ft. + 10 + 18 + 18 + 24 + 18 + 18 + Int +14, Wis +11 + Arcana +21, History +21, Perception +11 + 21 + Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Undercommon + 23 + fire; lightning (granted by the blast scepter, see "Special Equipment" below) + + + + darkvision 120 ft. + + Special Equipment + Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet. + Halaster wields a blast scepter (a very rare magic item that requires attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot. + Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain's magical restrictions (see "Alterations to Magic"). + + + Arcane Recovery (1/Day) + When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower. + + + Legendary Resistance (3/Day) + If Halaster fails a saving throw, he can choose to succeed instead. + + + Rejuvenation + If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body parts restored. His new body appears in a random safe location in Undermountain. + + + Blast Scepter + Halaster uses his blast scepter to cast thunderwave as a 4th-level spell. Each creature in a 15-foot cube originating from him must make a DC 16 Constitution saving throw. On a failed save, a creature takes 5d8 thunder damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed + + + Halaster can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Halaster regains spent legendary actions at the start of its turn. + + + Cast Spell + Halaster casts a spell of 3rd level or lower. + + + Spell Ward (Costs 2 Actions) + Halaster expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), Halaster takes a lair action to cause one of the following effects: + • Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30 feet of him, turning the open space to solid, worked stone or vice versa. + • Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door or an archway previously removed in this way. + • Halaster deactivates or reactivates one of Undermountain's magic gates. The gate must be within 120 feet of him. + + + Regional Effects + + + When Halaster is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon: + • A magical scrying sensor appears, taking the form of a ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he was in its space. The eye can't be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required). + • A minor illusory effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty helm floating as though worn by an invisible figure, and illusory footprints appearing on a dusty floor. + • Silent apparitions of dead adventurers drift through halls and rooms as though they are lost. An apparition can't be harmed, and it doesn't acknowledge creatures or objects in any way. It can't be dispelled but is suppressed within an antimagic field. + + + Spellcasting + Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He can cast disguise self and invisibility at will. He can cast fly and lightning bolt once each without expending a spell slot, but can't do so again until he finishes a short or long rest. Halaster has the following wizard spells prepared: + At will: disguise self, invisibility + 1/day: fly, lightning bolt + Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): mage armor, magic missile, shield, silent image + • 2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock + • 3rd level (3 slots): counterspell, dispel magic, fireball + • 4th level (3 slots): confusion, hallucinatory terrain, polymorph + • 5th level (3 slots): Bigby's hand, geas, wall of force + • 6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion + • 7th level (2 slots): finger of death, symbol, teleport + • 8th level (1 slots): maze, mind blank + • 9th level (1 slots): meteor swarm, wish + + 4, 3, 3, 3, 3, 2, 2, 1, 1 + disguise self, invisibility, fly, lightning bolt, dancing lights, fire bolt, light, mage hand, prestidigitation, mage armor, magic missile, shield, silent image, arcane lock, cloud of daggers, darkvision, knock, counterspell, dispel magic, fireball, confusion, hallucinatory terrain, polymorph, Bigby's hand, geas, wall of force, chain lightning, globe of invulnerability, programmed illusion, finger of death, symbol, teleport, maze, mind blank, meteor swarm, wish + As the master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don't extend beyond Undermountain. +Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep. Undermountain is his home, an amusement gallery in which others perform to entertain him. +The Mad Mage knows the ever-changing ways of Undermountain as no one else does, for he is the one who controls those changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light. +Halaster's abilities far exceed those of most mortal wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them. Halaster's gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as groups of adventurers try to gain decisive control of just a small section of Undermountain's halls, Halaster constantly alters the dungeon's perils to thwart them. +Halaster's true form is that of a tall, gaunt, male human, but he uses magic to take on many other visages and shapes. No matter what form he wears, the Mad Mage giggles and mutters incessantly. Contrary to appearances, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself. +Source: Waterdeep: Dungeon of the Mad Mage p. 310 + + + + Halaster Horror + M + construct + Unaligned + 20 (plate armor, shield) + 60 (8d8+24) + walk 30 ft., fly 30 ft. + 18 + 13 + 16 + 10 + 10 + 10 + + Perception +4 + 14 + understands the languages of its creator but can't speak + 4 + bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + force, necrotic, poison + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned + blindsight 60 ft. (blind beyond this radius) + + Magic Resistance + The Halaster horror has advantage on saving throws against spells and other magical effects. + + + Spell Immunity + The Halaster horror is immune to the cone of cold, disintegrate, and fireball spells. + + + Multiattack + The Halaster horror makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. + Longsword|+6|1d8+4 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 129 + + + + Halaster Puppet + M + construct + Neutral + 10 + 8 + walk 20 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + Common + + + poison, psychic + + frightened, exhaustion + + + Hit Points + 8 + + + Antimagic Susceptibility + The puppet is destroyed if a successful dispel magic spell (DC 15) is cast on it + + +Source: Waterdeep: Dungeon of the Mad Mage p. 31 + + + + Haungharassk + H + beast + Unaligned + 6 + 52 (7d12+7) + walk 10 ft., climb 10 ft. + 20 + 3 + 13 + 3 + 10 + 3 + + + 10 + + 0 + + + + + + + Salt Sensitivity + A pound of salt thrown onto the snail's skin deals 1d6 acid damage to the creature. + + + Magical Properties + A creature that uses an action to touch the living snail gains 6 temporary hit points that last for 24 hours. Any creature or object that touches the living snail also gains the benefit of a remove curse spell. The snail loses these magical properties if it dies. + + Haungharassk is a magical snail as large as an elephant, with a shell of gleaming gold. +Source: Waterdeep: Dungeon of the Mad Mage p. 258 + + + + Horned Sister + M + humanoid (tiefling) + Any alignment + 12 (15 with horned sister armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages, Infernal + 6 + fire + + + + darkvision 60 ft. + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (sister 1d4 + 2) piercing dahorned sister. + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archhorned sister or horned sister) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + The horned sister is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The horned sister has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, horned sister hand, prestidigitation + • 1st level (4 slots): detect magic, horned sister armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 11). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: thaumaturgy + 1/day each: darkness, hellish rebuke + + fire bolt, light, horned sister hand, prestidigitation, detect magic, horned sister armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold, thaumaturgy, darkness, hellish rebuke + +Source: Waterdeep: Dungeon of the Mad Mage p. 118 + + + + Huge Gray Ooze + H + ooze + Unaligned + 8 + 152 (16d12+48) + walk 10 ft., climb 10 ft. + 12 + 6 + 16 + 1 + 6 + 2 + + Stealth +2 + 8 + + 1/2 + acid, cold, fire + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Corrode Metal + Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. + The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. + + + False Appearance + While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. + + + Pseudopod + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|+3|1d6+1 + + + Variant: Psychic Gray Ooze + A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psioncic creatures such as mind flayer, suggesting that the ooze can sense and mimic psionic ability. + A psionic gray ooze has an intelligence score of 6 (-2), as well as the following additional action. + Psychic Crush (Recharge 5-6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 243 + underdark + + + Intelligent Black Pudding + L + ooze + Unaligned + 7 + 85 (10d10+30) + walk 20 ft., climb 20 ft. + 16 + 5 + 16 + 1 + 6 + 1 + + + 8 + + 4 + + acid, cold, lightning, slashing + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + + Amorphous + The pudding can move through a space as narrow as 1 inch wide without squeezing. + + + Corrosive Form + A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. + + + Spider Climb + The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|+5|1d6+3 + + + Split + When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 244 + underdark + + + Iron Spider + M + construct + Unaligned + 19 + 80 + walk 30 ft., climb 30 ft. + 18 + 10 + 10 + 3 + 3 + 1 + + + 6 + + + + poison, psychic + + + blindsight 60 ft. (blind beyond this radius) + + Hit Points + 80 + + + Web Cable + The iron spider shoots out a 6-inch-thick web cable up to 50 feet long, attaching the far end of the cable to a solid surface up to 50 feet away from it. As a bonus action, it can detach the other end of the cable from itself and attach it to a solid surface within 10 feet of it. Once it creates 200 feet of web cable, the spider can't produce any more cable until the next dawn. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 165 + + + + Junior Drow Priestess of Lolth + M + humanoid (elf) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 30 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5, Perception +1 + 13 + any two languages, Elvish + 2 + + + + + darkvision 120 ft. + + Divine Eminence + As a bonus action, the priestess can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priestess expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Junior Drow Priestess of Lolth to sleep. + + + Sunlight Sensitivity + While in sunlight, Junior Drow Priestess of Lolth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|+2|1d6 + + + Spellcasting + The priestess is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + + Innate Spellcasting + <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC 11). <$title_short_name$> can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians, dancing lights, darkness, faerie fire + +Source: Waterdeep: Dungeon of the Mad Mage p. 149 + + + + Kavil + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Kavil is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Kavil has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Waterdeep: Dungeon of the Mad Mage p. 205 + + + + Keresta Delvingstone + M + undead (shapechanger) + Lawful Evil + 16 (natural armor) + 144 (17d8+68) + walk 30 ft. + 18 + 18 + 18 + 17 + 15 + 18 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + 17 + the languages it knew in life + 13 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 120 ft. + + Shapechanger + If Keresta isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. + While in bat form, Keresta can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. + While in mist form, Keresta can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. + + + Legendary Resistance (3/Day) + If Keresta fails a saving throw, it can choose to succeed instead. + + + Misty Escape + When it drops to 0 hit points outside its resting place, Keresta transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. + While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. + + + Regeneration + Keresta regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Keresta takes radiant damage or damage from holy water, this trait doesn't function at the start of Keresta's next turn. + + + Spider Climb + Keresta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + Keresta has the following flaws: + Forbiddance. Keresta can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. Keresta takes 20 acid damage if it ends its turn in running water. + Stake to the Heart. If a piercing weapon made of wood is driven into Keresta's heart while Keresta is incapacitated in its resting place, Keresta is paralyzed until the stake is removed. + Sunlight Hypersensitivity. Keresta takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack (Vampire Form Only) + Keresta makes two attacks, only one of which can be a bite attack. + + + Unarmed Strike (Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Keresta can grapple the target (escape DC 18). + Unarmed Strike (Vampire Form Only)|+9|1d8+4 + + + Bite (Bat or Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Keresta, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Keresta regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Keresta's control. + Bite (Bat or Vampire Form Only)|+9|1d6+4 + + + Charm + Keresta targets one humanoid it can see within 30 feet of it. If the target can see Keresta, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Keresta. The charmed target regards Keresta as a trusted friend to be heeded and protected. Although the target isn't under Keresta's control, it takes Keresta's requests or actions in the most favorable way it can, and it is a willing target for Keresta's bite attack. + Each time Keresta or Keresta's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Keresta is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + + + Children of the Night (1/Day) + The vampire magically calls 2d4 swarms of swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 giant centipede instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. + + + The undead (shapechanger) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (shapechanger) regains spent legendary actions at the start of its turn. + + + Move + Keresta moves up to its speed without provoking opportunity attacks. + + + Unarmed Strike + Keresta makes one unarmed strike. + + + Bite (Costs 2 Actions) + Keresta makes one bite attack. + + + Regional Effects + + + The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects: + • There's a noticeable increase in the populations of bats, rats, and wolves in the region. + • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. + • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. + • A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. + If the vampire is destroyed, these effects end after 2d6 days. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 232 + urban + + + Kol'daan + M + humanoid (troglodyte) + Chaotic Evil + 11 (natural armor) + 20 (2d8+4) + walk 30 ft. + 14 + 10 + 14 + 6 + 10 + 6 + + Stealth +2 + 10 + Troglodyte + 1/4 + + + + + darkvision 60 ft. + + Chameleon Skin + Kol'daan has advantage on Dexterity (Stealth) checks made to hide. + + + Stench + Any creature other than a troglodyte that starts its turn within 5 feet of Kol'daan must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. + + + Sunlight Sensitivity + While in sunlight, Kol'daan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Kol'daan makes three attacks: one with its bite and two with its claws or sparring sword. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. + Bite|+4|1d4+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claw|+4|1d4+2 + + + Sparring Sword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d4 + 2) bludgeoning damage. + Sparring Sword|+4|1d4+2 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 155 + underdark + + + Large Mimic + L + monstrosity (shapechanger) + Neutral + 12 (natural armor) + 67 (9d10+18) + walk 15 ft. + 17 + 12 + 15 + 5 + 13 + 8 + + Stealth +5 + 11 + + 2 + + acid + + prone + darkvision 60 ft. + + Shapechanger + The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Adhesive (Object Form Only) + The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. + + + False Appearance (Object Form Only) + While the mimic remains motionless, it is indistinguishable from an ordinary object. + + + Grappler + The mimic has advantage on attack rolls against any creature grappled by it. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. + Pseudopod|+5|1d8+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. + Bite|+5|1d8+3 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 76 + underdark, urban + + + Lava Child + M + humanoid (lava child) + Neutral + 11 + 60 (8d8+24) + walk 25 ft., climb 20 ft. + 18 + 13 + 16 + 11 + 10 + 10 + + Athletics +6, Survival +2 + 10 + Common, Ignan + 3 + + fire; bludgeoning, piercing, slashing from metal weapons + + + darkvision 60 ft. + + Metal Immunity + The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield. + + + Multiattack + The lava child makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. + Bite|+6|2d6+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage. + Claws|+7|1d6+4 + + Physically identical to one another, lava children have muscular builds and childish, perpetually grinning faces. Most are born in the Fountains of Creation, also known as the Plane of Magma, which is wedged between the Elemental Planes of Earth and Fire. Within volcanic caverns, lava children form communities, serving primordial beings out of fear or worshiping gods of earth and fire. +Though they're not violent by nature, lava children fiercely defend territory they claim as their own. Many intruders have been fooled by a lava child's smile, believing themselves welcome when in fact they're about to be torn limb from limb. Lava children typically stick close to their lairs, but actively hunt when food grows scarce. +Source: Waterdeep: Dungeon of the Mad Mage p. 313 + + + + Living Unseen Servant + M + construct + Unaligned + 10 + 4 (1d8) + walk 30 ft. + 2 + 10 + 11 + 1 + 10 + 1 + + Perception +2, Stealth +4 + 12 + understands one language (usually Common) but can't speak + 0 + + poison + + exhaustion, paralyzed, petrified, poisoned, unconscious + blindsight 60 ft. (blind beyond this radius) + + Invisibility + The unseen servant is invisible. + + + Slam + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 1 bludgeoning damage. + + Constructed Nature. A living spell doesn't require air, food, drink, or sleep. +Magical Essence. The process that creates a living spell changes the nature of its magic. A living spell isn't subject to dispel magic and isn't affected by an antimagic field. +Like an overzealous butler or maid, a living unseen servant spell busies itself with tasks in hopes of pleasing its creator. It can wield simple weapons but prefers not to. See invisibility, true seeing, and similar effects reveal that the servant has a shape similar to that of a slender humanoid adult. +Source: Waterdeep: Dungeon of the Mad Mage p. 313 + + + + Mad Golem + H + construct + Unaligned + 17 (natural armor) + 264 (23d12+115) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 24 (4d8 + 6) bludgeoning damage. + Slam|+10|4d8+6 + + + Slow (Recharge 5-6) + The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 254 + + + + Maddgoth's Homunculus + L + construct + Neutral + 13 (natural armor) + 55 (10d10) + walk 20 ft., fly 40 ft. + 4 + 15 + 11 + 10 + 10 + 7 + + + 10 + understands the languages of its creator but can't speak + 0 + + poison + + charmed, poisoned + darkvision 60 ft. + + Telepathic Bond + While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 2d6 + 2 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 96 + + + + Marta Moonshadow + M + humanoid (elf) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6, Perception +1 + 11 + any four languages, Elvish + 6 + + + + + darkvision 60 ft. + + Fey Ancestry + Marta has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put <$title_short_name$> to sleep. + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Marta is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Marta has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, ray of frost + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, ray of frost, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Waterdeep: Dungeon of the Mad Mage p. 46 + + + + Melissara Shadowdusk + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + Melissara has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Melissara is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Melissara can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): dimension door, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Melissara casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, dimension door, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Waterdeep: Dungeon of the Mad Mage p. 281 + + + + Metal Wasp + M + beast + Unaligned + 12 + 13 (3d8) + walk 10 ft., fly 50 ft. + 10 + 14 + 10 + 1 + 10 + 3 + + + 10 + + 1/2 + + + + + + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Sting|+4|1d6+2 + Sting||3d6 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 174 + grassland, forest, urban + + + Mobar + S + humanoid (goblin, shapechanger) + Lawful Evil + 13 + 42 (7d6) + walk 30 ft. + 8 + 17 + 10 + 10 + 12 + 8 + + Perception +3, Stealth +5 + 13 + Goblin (can't speak in bat form) + 2 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + darkvision 60 ft. + + Shapechanger + Mobar can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Echolocation (Bat or Hybrid Form Only) + Mobar has blindsight out to a range of 60 feet as long as it's not deafened. + + + Keen Hearing + Mobar has advantage on Wisdom (Perception) checks that rely on hearing. + + + Nimble Escape (Humanoid Form Only) + Mobar can take the Disengage or Hide action as a bonus action on each of its turns. + + + Sunlight Sensitivity + While in sunlight, Mobar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Blind Eye + Due to poor depth perception, Mobar has disadvantage on any attack roll against a target more than 30 feet away. + + + Multiattack (Humanoid or Hybrid Form Only) + In humanoid form, Mobar makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack. + + + Bite (Bat or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage, and Mobar gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy. + Bite (Bat or Hybrid Form Only)|+5|1d6+3 + + + Scimitar (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Humanoid or Hybrid Form Only)|+5|1d6+3 + + + Shortbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow (Humanoid or Hybrid Form Only)|+5|1d6+3 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 77 + + + + Muiral + L + monstrosity + Chaotic Evil + 16 (natural armor) + 195 (23d10+69) + walk 50 ft. + 19 + 11 + 16 + 18 + 13 + 18 + Con +8, Int +9 + Arcana +9, Athletics +9, Perception +6, Stealth +5 + 16 + Common, Dwarvish, Elvish, Goblin, Undercommon + 13 + + + + + darkvision 120 ft. + + Legendary Resistance (3/Day) + If Muiral fails a saving throw, he can choose to succeed instead. + + + Multiattack + Muiral makes three attacks: two with his longsword and one with his sting. + + + Longsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands. + Longsword|+9|2d8+4 + + + Sting + Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 9 (1d10 + 4) piercing damage. The target must make a DC 16 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. + Sting|+9|1d10+4 + Sting||6d8 + + + Muiral can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Muiral regains spent legendary actions at the start of its turn. + + + Cast Cantrip + Muiral casts a cantrip. + + + Lunging Attack (Costs 2 Actions) + Muiral makes one longsword attack that has a reach of 10 feet. + + + Retreating Strike (Costs 3 Actions) + Muiral moves up to his speed without provoking opportunity attacks. Before the move, he can make one longsword attack. + + + Spellcasting + Muiral is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): dancing lights, mage hand, prestidigitation, ray of frost, shocking grasp + • 1st level (4 slots): expeditious retreat, fog cloud, magic missile, shield + • 2nd level (3 slots): darkness, knock, see invisibility, spider climb + • 3rd level (3 slots): animate dead, counterspell, lightning bolt + • 4th level (3 slots): greater invisibility, polymorph + • 5th level (2 slots): animate objects, wall of force + • 6th level (1 slots): create undead, flesh to stone + • 7th level (1 slots): finger of death + + 4, 3, 3, 3, 2, 1, 1 + dancing lights, mage hand, prestidigitation, ray of frost, shocking grasp, expeditious retreat, fog cloud, magic missile, shield, darkness, knock, see invisibility, spider climb, animate dead, counterspell, lightning bolt, greater invisibility, polymorph, animate objects, wall of force, create undead, flesh to stone, finger of death + Muiral was an accomplished human warrior who long served as Halaster's bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned enough magic to transform himself into a half-scorpion monstrosity, becoming known as Muiral the Misshapen. He then retired to the level of Undermountain that would later be called Muiral's Gauntlet, driving out and slaying its original drow denizens. Muiral now spends his days hunting adventurers and other interlopers for fun. Long years alone—and Halaster's influence—have rendered him utterly insane. +Source: Waterdeep: Dungeon of the Mad Mage p. 314 + + + + Nerozar the Defeated + L + undead + Neutral Evil + 15 (natural armor) + 93 (11d10+33) + walk 0 ft., fly 20 ft. + 10 + 8 + 16 + 3 + 8 + 5 + Wis +2 + + 9 + understands Deep Speech and Undercommon but can't speak + 5 + + poison + + poisoned, prone + darkvision 60 ft. + + Undead Fortitude + If damage reduces Nerozar to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Nerozar drops to 1 hit point instead. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 14 (4d6) piercing damage. + Bite|+3|4d6 + + + Eye Ray + The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. + 1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + Eye Ray||8d8 + 4. Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw, or the zombie moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the zombie's next turn or until the zombie is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The zombie can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or container. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 52 + underdark + + + Nester + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + Nester has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Nester is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Nester can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, animate dead, lightning bolt + • 4th level (3 slots): blight, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, Rary's telepathic bond, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Nester casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, animate dead, lightning bolt, blight, fire shield, stoneskin, cone of cold, Rary's telepathic bond, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Waterdeep: Dungeon of the Mad Mage p. 131 + + + + Old Troglodyte + M + humanoid (troglodyte) + Chaotic Evil + 11 (natural armor) + 13 (2d8+4) + walk 30 ft. + 14 + 10 + 14 + 6 + 10 + 6 + + Stealth +2 + 10 + Troglodyte + 1/4 + + + + + darkvision 60 ft. + + Chameleon Skin + The troglodyte has advantage on Dexterity (Stealth) checks made to hide. + + + Stench + Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. + + + Sunlight Sensitivity + While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The troglodyte makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claw|+4|1d4+2 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 155 + underdark + + + Otto + L + dragon + Chaotic Good + 15 + 104 (16d10+16) + walk 10 ft., fly 60 ft. + 3 + 20 + 13 + 14 + 12 + 16 + + Arcana +4, Perception +3, Stealth +7 + 13 + Draconic, Sylvan + 2 + + + + + darkvision 60 ft. + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + Red—5 years or less + Orange—6–10 years + Yellow—11–20 years + Green—21–30 years + Blue—31–40 years + Indigo—41–50 years + Violet—51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 2d6 + 4 piercing damage. + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components: + 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion + + color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion + +Source: Waterdeep: Dungeon of the Mad Mage p. 96 + forest + + + Play-by-Play Generator + M + construct + Lawful Neutral + 16 (natural armor) + 22 (4d8+4) + walk 30 ft., fly 30 ft. + 12 + 14 + 12 + 10 + 10 + 11 + + Perception +2 + 12 + Modron + 1 + + + + + truesight 120 ft. + + Axiomatic Mind + the generator can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the generator dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The generator makes two fist attacks or four dart attacks. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage. + Fist|+3|1d4+1 + + + Magic Dart + The generator hurls a magic dart at a target it can see up to 60 feet away from it. The dart hits its target automatically (no attack roll required) for 5 (2d4) force damage. + + + Variant: Rogue Modrons + A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. + A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 205 + + + + Poison Weird + L + elemental + Neutral + 13 + 58 (9d10+9) + walk 0 ft., swim 60 ft. + 17 + 16 + 13 + 11 + 10 + 10 + + + 10 + understands Aquan but doesn't speak + 3 + fire; bludgeoning, piercing, slashing from nonmagical attacks + poison + + exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious + blindsight 30 ft. + + Invisible in Water + The poison weird is invisible while fully immersed in water. + + + Water Bound + The poison weird dies if it leaves the water to which it is bound or if that water is destroyed. + + + Constrict + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the poison weird. Until this grapple ends, the target is restrained, the poison weird tries to drown it, and the poison weird can't constrict another target. + Constrict|+5|3d6+3 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 127 + underdark, urban + + + Portia Dzuth + M + humanoid (any race) + Any alignment + 18 (plate armor) + 143 (22d8+44) + walk 30 ft. + 20 + 15 + 14 + 10 + 14 + 12 + Str +9, Con +6 + Athletics +9, Intimidation +5, Perception +6 + 16 + any one language (usually Common) + 9 + + + + + + + Indomitable (2/Day) + Portia rerolls a failed saving throw. + + + Second Wind (Recharges after a Short or Long Rest) + As a bonus action, Portia can regain 20 hit points. + + + Shadowfell Despair + Portia suffers from Shadowfell despair manifesting as unshakable dread. Until the despair ends, she has disadvantage on all saving throws and gains the following flaw: "I'm convinced that I'm going to die in Vanrakdoom." Portia can attempt to end her despair each time she finishes a long rest, doing so with a successful DC 15 Wisdom saving throw. A calm emotions spell also ends her despair, as does any spell or other magical effect that removes a curse. + + + Multiattack + Portia makes three attacks with its greatsword or its shortbow. + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if Portia has more than half of its total hit points remaining. + Greatsword|+9|2d6+5 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Portia has more than half of its total hit points remaining. + Shortbow|+6|1d6+2 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 239 + desert, urban + + + Preeta Kreepa + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+5|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Preeta is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Preeta has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + +Source: Waterdeep: Dungeon of the Mad Mage p. 56 + + + + Rabbithead + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 295 + arctic, desert, coastal, grassland, hill, urban, forest + + + Rowboat Mimic + L + monstrosity (shapechanger) + Neutral + 12 (natural armor) + 67 (9d10+18) + walk 15 ft. + 17 + 12 + 15 + 5 + 13 + 8 + + Stealth +5 + 11 + + 2 + + acid + + prone + darkvision 60 ft. + + Shapechanger + The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Adhesive (Object Form Only) + The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. + + + False Appearance (Object Form Only) + While the mimic remains motionless, it is indistinguishable from an ordinary object. + + + Grappler + The mimic has advantage on attack rolls against any creature grappled by it. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. + Pseudopod|+5|1d8+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. + Bite|+5|1d8+3 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 76 + underdark, urban + + + Runed Behir + H + monstrosity + Neutral Evil + 17 (natural armor) + 168 (16d12+64) + walk 50 ft., climb 40 ft. + 23 + 16 + 18 + 7 + 14 + 12 + + Perception +6, Stealth +7 + 16 + Draconic + 11 + + lightning + + + darkvision 90 ft. + + Multiattack + The behir makes two attacks: one with its bite and one to constrict. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 22 (3d10 + 6) piercing damage. + Bite|+10|3d10+6 + + + Constrict + Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. + Constrict|+10|2d10+6 + + + Lightning Breath (Recharge 5-6) + The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath (Recharge 5-6)||12d10 + + + Swallow + The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. + If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 158 + underdark + + + Scaladar + H + construct + Unaligned + 19 (natural armor) + 94 (7d12+49) + walk 30 ft., climb 20 ft. + 19 + 10 + 25 + 1 + 12 + 1 + + + 11 + + 8 + fire; bludgeoning, piercing, slashing from nonmagical attacks + force, lightning, poison + + charmed, paralyzed, poisoned + darkvision 60 ft. + + Lightning Absorption + Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 (2d10) lightning damage until the end of its next turn. + + + Scaladar Link + The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage. + + + Multiattack + The scaladar makes three attacks: two with its claws and one with its sting. + + + Claw + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The scaladar has two claws, each of which can grapple one target. + Claw|+7|1d12+4 + + + Sting + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 9 (1d10 + 4) piercing damage plus 11 (2d10) lightning damage. + Sting|+7|1d10+4 + + Scaladar are constructs created by Trobriand, one of Halaster's apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly pulse of lightning with their metal stinger tails. +Source: Waterdeep: Dungeon of the Mad Mage p. 315 + + + + Shadow Assassin + M + undead + Chaotic Evil + 14 + 78 (12d8+24) + walk 40 ft. + 6 + 19 + 14 + 13 + 12 + 14 + Dex +8, Int +5 + Perception +9, Stealth +12 + 19 + understands the languages it knew in life but can't speak + 9 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + radiant + exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Amorphous + The assassin can move through a space as narrow as 1 inch wide without squeezing. + + + Shadow Stealth + While in dim light or darkness, the assassin can take the Hide action as a bonus action. + + + Sunlight Weakness + While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws. + + + Multiattack + The assassin makes two Shadow Blade attacks. + + + Shadow Blade + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Unless the target is immune to necrotic damage, the target's Strength score is reduced by 1d4 each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow (see the Monster Manual) rises from the corpse 1d4 hours later. + Shadow Blade|+8|1d6+4 + + A shadow assassin looks like an undead shadow (as described in theMonster Manual) that wields shortswords also made of shadow. It exists only to slay the living. +Source: Waterdeep: Dungeon of the Mad Mage p. 316 + + + + Shapechanged Roper + L + monstrosity + Neutral Evil + 20 (natural armor) + 93 (11d10+33) + walk 10 ft., climb 10 ft. + 18 + 8 + 17 + 7 + 16 + 6 + + Perception +6, Stealth +5 + 16 + + 5 + + + + + darkvision 60 ft. + + False Appearance + While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. + + + Grasping Tendrils + The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. + + + Spider Climb + The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Shapechanger + The roper can use its action to polymorph into a stone object or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Multiattack + The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 22 (4d8 + 4) piercing damage. + Bite|+7|4d8+4 + + + Tendril + Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. + + + Reel + The roper pulls each creature grappled by it up to 25 feet straight toward it. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 106 + underdark + + + Shockerstomper + G + construct + Unaligned + 18 + 300 (300d1) + walk 40 ft. + 23 + 10 + 20 + 1 + 1 + 1 + + + 5 + + 14 + + poison, psychic + + blinded, deafened, charmed, frightened, paralyzed, poisoned + blindsight 60 ft. (blind beyond this radius) + + Disable + When a leg drops to 0 hit points, it is disabled, and Shockerstomper can use a reaction to detach it from its main body. Whenever one of its legs is disabled, Shockerstomper's walking speed is reduced by 10 feet. The whole contraption topples over and shuts down if four of its seven legs are disabled. + + + Electrified Surface + A creature that ends its turn in contact with Shockerstomper's body (saucer or turrets) must make a DC 15 Constitution saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + + + Immutable Form + Shockerstomper is immune to any spell or effect that would alter its form. + + + Control Module + A creature atop or above Shockerstomper's platform can locate its control module with a successful DC 15 Intelligence (Investigation) check or Wisdom (Perception) check. As an action, a character can try to open the control module's access panel, either by tearing it off with a successful DC 25 Strength (Athletics) check or by dislodging it with thieves' tools and a successful DC 25 Dexterity check. Behind the panel, embedded in the floor of the control module, is a 5-foot-diameter pulsating crystal hemisphere with AC 10, 25 hit points, and immunity to poison and psychic damage. Destroying the crystal hemisphere shuts down Shockerstomper. + + + Lightning Turret + A character can try to plug the nozzle of a lightning turret with a 10-pound rock or similar object, doing so with a successful DC 15 Strength (Athletics) check. A plugged turret can't shoot lightning until a creature uses an action to try to clear the obstruction, which requires another successful DC 15 Strength (Athletics) check. Shockerstomper has no ability to clear an obstruction itself. + + + Multiattack + Shockerstomper makes three Lightning Turret attacks and two Stomp attacks. + + + Lightning Turret + The turret shoots a magical lightning bolt at one creature within 60 feet of Shockerstomper. The target must make a DC 15 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Turret||8d10 + + + Stomp + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 22 (3d10 + 6) bludgeoning damage. + Stomp|+8|3d10+6 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 174 + + + + Shunn Shurreth + M + humanoid (elf) + Neutral Evil + 18 (studded leather armor, shield) + 71 (11d8+22) + walk 30 ft. + 13 + 18 + 14 + 11 + 13 + 12 + Dex +7, Con +5, Wis +4 + Perception +4, Stealth +10 + 14 + Elvish, Undercommon + 5 + + + + + darkvision 120 ft. + + Spider Features + While cursed with spider features, Shunn can climb difficult surfaces, even across ceilings, without needing to make an ability check. + + + Fey Ancestry + Shunn has advantage on saving throws against being charmed, and magic can't put Shunn to sleep. + + + Sunlight Sensitivity + While in sunlight, Shunn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Shunn makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage. + Shortsword|+7|1d6+4 + + + Hand Crossbow + Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. + Hand Crossbow|+7|1d6+4 + + + Parry + Shunn adds 3 to its AC against one melee attack that would hit it. To do so, Shunn must see the attacker and be wielding a melee weapon. + + + Variant: Drow Magic Armor and Weapons + Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. + A drow elite warrior wearing +2 Studded Leather Armor and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks. + + + Innate Spellcasting + Shunn's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + dancing lights, darkness, faerie fire, levitate + +Source: Waterdeep: Dungeon of the Mad Mage p. 33 + underdark + + + Sing-Along + S + humanoid (halfling) + Any alignment + 10 + 4 (1d8) + walk 25 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common), Halfling + 0 + + + + + + + Halfling Nimbleness + <$title_short_name$> can move through a space of a Medium or larger creature. + + + Brave + <$title_short_name$> has advantage on saving throws against being frightened. + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|+2|1d4 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 148 + arctic, desert, coastal, grassland, hill, urban, forest + + + Space Hamster + T + beast + Unaligned + 10 + 1 (1d4-1) + walk 20 ft. + 2 + 11 + 9 + 2 + 10 + 4 + + + 10 + + 0 + + + + + darkvision 30 ft. + + Keen Smell + the hamster has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 piercing damage. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 251 + swamp, urban + + + Stalagma Steelshadow + H + dragon + Lawful Good + 19 (natural armor) + 243 (18d12+126) + walk 40 ft., fly 80 ft. + 27 + 10 + 25 + 16 + 13 + 21 + Dex +5, Con +12, Wis +6, Cha +10 + Arcana +8, History +8, Perception +11, Stealth +5 + 21 + Common, Draconic + 16 + + cold + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage. + Bite|+13|2d10+8 + + + Claw + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|+13|2d6+8 + + + Tail + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|+13|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Acid Breath. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 58 (13d8) acid damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||13d8 + • Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. + + + Regional Effects + + + The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. + • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 273 + mountain, urban + + + Statue of Vergadain + L + construct + Unaligned + 17 (natural armor) + 178 (17d10+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The statue is immune to any spell or effect that would alter its form. + + + Magic Resistance + The statue has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The statue's weapon attacks are magical. + + + Magic Theft + As a bonus action, the golem targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Charisma saving throw, or all magic items in its possession are teleported to the bottom of the pit in area 31. + + + Multiattack + The statue makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+10|3d8+6 + + + Slow (Recharge 5-6) + The statue targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 202 + + + + Stonecloak + L + construct + Unaligned + 17 (natural armor) + 178 (17d10+85) + walk 30 ft. + 22 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + + poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Immutable Form + The stonecloak is immune to any spell or effect that would alter its form. + + + Magic Resistance + The stonecloak has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The stonecloak's weapon attacks are magical. + + + Multiattack + The stonecloak makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage. + Slam|+10|3d8+6 + + + Slow (Recharge 5-6) + The stonecloak targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 253 + + + + Sundeth + L + humanoid (any race) + Any alignment + 18 (plate armor) + 143 (22d8+44) + walk 30 ft. + 20 + 15 + 14 + 10 + 14 + 12 + Str +9, Con +6 + Athletics +9, Intimidation +5, Perception +6 + 16 + any one language (usually Common) + 9 + + + + + + + Indomitable (2/Day) + Sundeth rerolls a failed saving throw. + + + Second Wind (Recharges after a Short or Long Rest) + As a bonus action, Sundeth can regain 20 hit points. + + + Multiattack + Sundeth makes three attacks with its greatsword or its shortbow. + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if Sundeth has more than half of its total hit points remaining. + Greatsword|+9|2d6+5 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Sundeth has more than half of its total hit points remaining. + Shortbow|+6|1d6+2 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 304 + desert, urban + + + Thwad Underbrew + M + humanoid (dwarf) + Any alignment + 18 (plate armor) + 143 (22d8+44) + walk 25 ft. + 20 + 15 + 14 + 10 + 14 + 12 + Str +9, Con +6 + Athletics +9, Intimidation +5, Perception +6 + 16 + any one language (usually Common), Dwarvish + 9 + poison + + + + darkvision 60 ft. + + Indomitable (2/Day) + Thwad rerolls a failed saving throw. + + + Second Wind (Recharges after a Short or Long Rest) + As a bonus action, Thwad can regain 20 hit points. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + Thwad makes three attacks with his maul or his shortbow. + + + Maul + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage, plus 7 (2d6) bludgeoning damage if Thwad has more than half of his total hit points remaining. + Maul|+9|2d6+5 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Thwad has more than half of its total hit points remaining. + Shortbow|+6|1d6+2 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 204 + desert, urban + + + Torbit + M + humanoid (bullywug) + Any Non-Good Alignment + 15 (studded leather armor) + 78 (12d8+24) + walk 30 ft. + 11 + 16 + 14 + 13 + 11 + 10 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + 13 + Thieves' cant plus any two languages, Bullywug + 8 + poison + + + + + + Assassinate + During its first turn, Torbit has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Torbit scores against a surprised creature is a critical hit. + + + Evasion + If Torbit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Torbit instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + Torbit deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Torbit that isn't incapacitated and Torbit doesn't have disadvantage on the attack roll. + + + Amphibious + <$title_short_name$> can breathe air and water. + + + Swamp Camouflage + <$title_short_name$> has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Standing Leap + <$title_short_name$>'s long jump is up to 20 feet and their high jump is up to 10 feet, with or without a running start. + + + Multiattack + Torbit makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Shortsword|+6|1d6+3 + Shortsword||7d6 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + Light Crossbow|+6|1d8+3 + Light Crossbow||7d6 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 115 + + + + Trenzia + T + undead + Neutral Evil + 13 + 40 (9d4+18) + walk 0 ft., fly 40 ft. + 1 + 17 + 14 + 16 + 10 + 11 + + Arcana +5, Perception +2 + 12 + Common + 4 + lightning, necrotic, piercing + cold, fire, poison + + charmed, frightened, paralyzed, poisoned, prone + darkvision 60 ft. + + Illumination + Trenzia sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. + + + Magic Resistance + Trenzia has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + If Trenzia is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. + + + Multiattack + Trenzia uses Fire Ray twice. + + + Fire Ray + Ranged Spell Attack: +5 to hit, range 30 ft., one target. 10 (3d6) fire damage. + Fire Ray|+5|3d6 + + + Spellcasting + Trenzia is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. Trenzia has the following wizard spells prepared: + Cantrips (at will): mage hand + • 1st level (3 slots): magic missile, shield + • 2nd level (2 slots): blur, flaming sphere + • 3rd level (1 slots): fireball + + 3, 2, 1 + mage hand, magic missile, shield, blur, flaming sphere, fireball + +Source: Waterdeep: Dungeon of the Mad Mage p. 32 + underdark + + + Trobriand + L + construct + Unaligned + 20 (natural armor) + 210 (20d10+100) + walk 30 ft. + 24 + 9 + 20 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 16 + + fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + + Fire Absorption + Whenever Trobriand is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. + + + Immutable Form + Trobriand is immune to any spell or effect that would alter its form. + + + Magic Resistance + Trobriand has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Trobriand's weapon attacks are magical. + + + Multiattack + Trobriand makes two melee attacks. + + + Slam + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 20 (3d8 + 7) bludgeoning damage. + Slam|+13|3d8+7 + + + Sword + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 23 (3d10 + 7) slashing damage. + Sword|+13|3d10+7 + + + Poison Breath (Recharge 5-6) + Trobriand exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath (Recharge 5-6)||10d8 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 294 + + + + Umbraxakar + H + dragon + Lawful Good + 19 (natural armor) + 212 (17d12+102) + walk 40 ft., fly 80 ft., swim 40 ft. + 25 + 10 + 23 + 16 + 15 + 19 + Dex +5, Con +11, Wis +7, Cha +9 + Insight +7, Perception +12, Stealth +2 + 22 + Common, Draconic + 15 + necrotic + lightning + + + blindsight 60 ft., darkvision 120 ft. + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Living Shadow + While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant. + + + Shadow Stealth + While in dim light or darkness, the dragon can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage. + Bite|+12|2d10+7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage. + Claw|+12|2d6+7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage. + Tail|+12|2d8+7 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + • Necrotic Breath. The dragon exhales necrotic in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one. + Breath Weapons (Recharge 5-6)||12d10 + • Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + + + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. + + + Regional Effects + + + The region containing a legendary bronze dragon's lair is warped by the dragon's magic. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues. + • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 241 + coastal + + + Undead Bulette + L + monstrosity + Unaligned + 17 (natural armor) + 125 (9d10+45) + walk 40 ft., burrow 40 ft. + 19 + 11 + 21 + 2 + 10 + 5 + + Perception +6 + 16 + + 5 + + + + + darkvision 60 ft., tremorsense 60 ft. + + Standing Leap + The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 30 (4d12 + 4) piercing damage. + Bite|+7|4d12+4 + + + Deadly Leap + If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. + Deadly Leap||3d6+4 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 90 + mountain, grassland, hill + + + Undead Shambling Mound + L + plant + Unaligned + 15 (natural armor) + 136 (16d10+48) + walk 20 ft., swim 20 ft. + 18 + 8 + 16 + 5 + 10 + 5 + + Stealth +2 + 10 + + 5 + cold, fire + lightning + + blinded, deafened, exhaustion + blindsight 60 ft. (blind beyond this radius) + + Lightning Absorption + Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. + + + Multiattack + The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Slam|+7|2d8+4 + + + Engulf + The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. + Engulf||2d8+4 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 142 + forest, swamp + + + Valtagar Steelshadow + M + humanoid (dwarf) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 25 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages, Dwarvish, Undercommon + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin), poison + + + + darkvision 120 ft. + + Magic Resistance + Valtagar has advantage on saving throws against spells and other magical effects. + + + Dwarven Resilience + <$title_short_name$> has advantage on saving throws against poison, and has resistance against poison damage. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, Valtagar magically increases in size, along with anything they are wearing or carrying. While enlarged, Valtagar is Large, doubles their damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Valtagar lacks the room to become Large, they attain the maximum size possible in the space available. + + + Invisibility (Recharges after a Short or Long Rest) + <$title_short_name$> magically turns invisible until they attack, cast a spell, or use their Enlarge, or until their concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Valtagar wears or carries is invisible with them. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Valtagar is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Valtagar can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): Otiluke's Resilient Sphere, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Valtagar casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, Otiluke's Resilient Sphere, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Waterdeep: Dungeon of the Mad Mage p. 271 + + + + Vertrand Shadowdusk + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + Vertrand has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Vertrand is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Vertrand can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): confusion, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Vertrand casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, confusion, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Waterdeep: Dungeon of the Mad Mage p. 282 + + + + Werebat + S + humanoid (goblin, shapechanger) + Lawful Evil + 13 + 24 (7d6) + walk 30 ft. + 8 + 17 + 10 + 10 + 12 + 8 + + Perception +3, Stealth +5 + 13 + Goblin (can't speak in bat form) + 2 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + darkvision 60 ft. + + Shapechanger + The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Echolocation (Bat or Hybrid Form Only) + The werebat has blindsight out to a range of 60 feet as long as it's not deafened. + + + Keen Hearing + The werebat has advantage on Wisdom (Perception) checks that rely on hearing. + + + Nimble Escape (Humanoid Form Only) + The werebat can take the Disengage or Hide action as a bonus action on each of its turns. + + + Sunlight Sensitivity + While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack (Humanoid or Hybrid Form Only) + In humanoid form, the werebat makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack. + + + Bite (Bat or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy. + Bite (Bat or Hybrid Form Only)|+5|1d6+3 + + + Scimitar (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar (Humanoid or Hybrid Form Only)|+5|1d6+3 + + + Shortbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow (Humanoid or Hybrid Form Only)|+5|1d6+3 + + A werebat is a humanoid afflicted with a rare form of lycanthropy that enables it to transform into a giant bat or a bat-humanoid hybrid. (See the Monster Manual for more information onlycanthropy.) Most werebats are of goblin stock. +Source: Waterdeep: Dungeon of the Mad Mage p. 317 + + + + Wooden Donkey + M + beast + Unaligned + 10 + 11 (2d8+2) + walk 40 ft. + 14 + 10 + 13 + 2 + 10 + 5 + + + 10 + + 1/8 + + + + + + + Beast of Burden + The donkey is considered to be a Large animal for the purpose of determining its carrying capacity. + + + Sure-Footed + The donkey has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Hooves + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage. + Hooves|+2|1d4+2 + + +Source: Waterdeep: Dungeon of the Mad Mage p. 84 + hill, urban, desert + + + Wyllow + M + humanoid (elf) + Any alignment + 16 (hide armor, shield) + 132 (24d8+24) + walk 35 ft. + 10 + 14 + 12 + 12 + 20 + 11 + Int +5, Wis +9 + Medicine +9, Nature +5, Perception +1 + 19 + Druidic plus any two languages, Elvish + 12 + + + + + darkvision 60 ft. + + Fey Ancestry + <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put Wyllow to sleep. + + + Mask of the Wild + <$title_short_name$> can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Scimitar|+6|1d6+2 + + + Change Shape (2/Day) + Wyllow magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Wyllow can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. Wyllow reverts to its true form if it dies or falls unconscious. Wyllow can revert to its true form using a bonus action on its turn. + While in a new form, Wyllow retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. + The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. + + + Spellcasting + Wyllow is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, mending, poison spray, produce flame + • 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals + • 2nd level (3 slots): animal messenger, beast sense, hold person + • 3rd level (3 slots): conjure animals, meld into stone, water breathing + • 4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire + • 5th level (3 slots): commune with nature, mass cure wounds, tree stride + • 6th level (1 slots): heal, heroes' feast, sunbeam + • 7th level (1 slots): fire storm + • 8th level (1 slots): animal shapes + • 9th level (1 slots): foresight + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + druidcraft, mending, poison spray, produce flame, cure wounds, entangle, faerie fire, speak with animals, animal messenger, beast sense, hold person, conjure animals, meld into stone, water breathing, dominate beast, locate creature, stoneskin, wall of fire, commune with nature, mass cure wounds, tree stride, heal, heroes' feast, sunbeam, fire storm, animal shapes, foresight + +Source: Waterdeep: Dungeon of the Mad Mage p. 70 + forest, mountain, swamp + + + Zalthar Shadowdusk + M + undead + Chaotic Evil + 20 (plate armor, shield) + 180 (19d8+95) + walk 30 ft. + 20 + 11 + 20 + 12 + 16 + 18 + Dex +6, Wis +9, Cha +10 + + 13 + Abyssal, Common + 17 + + necrotic, poison + + exhaustion, frightened, poisoned + darkvision 120 ft. + + Special Equipment + Zalthar wields a nine lives stealer longsword with 5 charges remaining. + + + Magic Resistance + Zalthar has advantage on saving throws against spells and other magical effects. + + + Marshal Undead + Unless Zalthar is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. + + + Multiattack + Zalthar makes three longsword attacks. + + + Nine Lives Stealer Longsword + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 11 (1d8 + 7) slashing damage, or 12 (1d10 + 7) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. + Nine Lives Stealer Longsword|+13|1d8+7 + + + Hellfire Orb (1/Day) + Zalthar hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. + Hellfire Orb (1/Day)||10d6 + + + Parry + Zalthar adds 6 to its AC against one melee attack that would hit it. To do so, Zalthar must see the attacker and be wielding a melee weapon. + + + Spellcasting + Zalthar is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: + • 1st level (4 slots): command, compelled duel, searing smite + • 2nd level (3 slots): hold person, magic weapon + • 3rd level (3 slots): dispel magic, elemental weapon + • 4th level (3 slots): locate creature, staggering smite + • 5th level (2 slots): destructive wave (necrotic) + + 4, 3, 3, 3, 2 + command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, locate creature, staggering smite, destructive wave + +Source: Waterdeep: Dungeon of the Mad Mage p. 286 + + + + Zorak Lightdrinker + M + undead (shapechanger) + Lawful Evil + 18 (plate armor) + 144 (17d8+68) + walk 30 ft. + 18 + 18 + 18 + 17 + 15 + 18 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + 17 + Common, Dwarvish + 13 + necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 120 ft. + + Dwarven Resilience + Augrek has advantage on saving throws against poison. + + + Shapechanger + If Zorak isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form. + While in bat form, Zorak can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with it, but nothing he is carrying does. He reverts to his true form if he dies. + While in mist form, Zorak can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight. + + + Legendary Resistance (3/Day) + If Zorak fails a saving throw, he can choose to succeed instead. + + + Misty Escape + When he drops to 0 hit points outside his resting place, Zorak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in sunlight or running water. If he can't transform, he is destroyed. + While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point. + + + Regeneration + Zorak regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Zorak takes radiant damage or damage from holy water, this trait doesn't function at the start of Zorak's next turn. + + + Spider Climb + Zorak can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + Zorak has the following flaws: + Forbiddance. Zorak can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water. Zorak takes 20 acid damage if he ends his turn in running water. + Stake to the Heart. If a piercing weapon made of wood is driven into Zorak's heart while Zorak is incapacitated in his resting place, Zorak is paralyzed until the stake is removed. + Sunlight Hypersensitivity. Zorak takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks. + + + Multiattack + Zorak makes two attacks with his dwarven thrower, only one of which can be a ranged attack. + + + Dwarven Thrower + Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (1d8 + 7) bludgeoning damage, or 12 (1d10 + 7) bludgeoning damage when used with two hands to make a melee attack. On a ranged attack that hits, the hammer deals an extra 1d8 bludgeoning damage (2d8 if the target is a giant). Hit or Miss: If thrown, the weapon flies back to Zorak's hand after the attack. + Dwarven Thrower|+12|1d8+7 + + + Multiattack (Vampire Form Only) + Zorak makes two attacks, only one of which can be a bite attack. + + + Unarmed Strike (Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Zorak can grapple the target (escape DC 18). + Unarmed Strike (Vampire Form Only)|+9|1d8+4 + + + Bite (Bat or Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Zorak, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Zorak regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces his hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Zorak's control. + Bite (Bat or Vampire Form Only)|+9|1d6+4 + + + Charm + Zorak targets one humanoid he can see within 30 feet of it. If the target can see Zorak, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Zorak. The charmed target regards Zorak as a trusted friend to be heeded and protected. Although the target isn't under Zorak's control, it takes Zorak's requests or actions in the most favorable way it can, and it is a willing target for Zorak's bite attack. + Each time Zorak or Zorak's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Zorak is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + + + Children of the Night (1/Day) + Zorak magically calls 2d4 swarms of swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, Zorak can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies, or until Zorak dismisses them as a bonus action. + + + Zorak can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zorak regains spent legendary actions at the start of its turn. + + + Move + Zorak moves up to his speed without provoking opportunity attacks. + + + Unarmed Strike + Zorak makes one unarmed strike. + + + Bite (Costs 2 Actions) + Zorak makes one bite attack. + + + Regional Effects + + + The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects: + • There's a noticeable increase in the populations of bats, rats, and wolves in the region. + • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. + • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. + • A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. + If the vampire is destroyed, these effects end after 2d6 days. + + +Source: Waterdeep: Dungeon of the Mad Mage p. 204 + + + + Zox Clammersham + S + humanoid (gnome) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 25 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages, Gnomish + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + darkvision 60 ft. + + Magic Resistance + Zox has advantage on saving throws against spells and other magical effects. + + + Gnome Cunning + <$title_short_name$> has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|+6|1d4+2 + + + Variant: Familiars + Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. + + + Spellcasting + Zox is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Zox can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): confusion, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Zox casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, confusion, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + +Source: Waterdeep: Dungeon of the Mad Mage p. 176 + + + + Zress Orlezziir + M + humanoid (elf) + Neutral Evil + 16 (chain mail) + 162 (25d8+50) + walk 30 ft. + 14 + 19 + 15 + 12 + 14 + 13 + Dex +8, Con +6, Wis +6 + Perception +6, Stealth +8 + 16 + Elvish, Undercommon + 9 + + + + + darkvision 120 ft. + + Battle Command + As a bonus action, Zress targets one ally he can see within 30 feet of him. If the target can see or hear Zress, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. + + + Fey Ancestry + Zress has advantage on saving throws against being charmed, and magic can't put Zress to sleep. + + + Sunlight Sensitivity + While in sunlight, Zress has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Zress makes three attacks: two with his scimitar and one with his whip or his hand crossbow. + + + Scimitar + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage. + Scimitar|+8|1d6+4 + + + Whip + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn. + Whip|+8|1d4+4 + + + Hand Crossbow + Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. + Hand Crossbow|+8|1d6+4 + + + Parry + Zress adds 3 to his AC against one melee attack that would hit him. To do so, Zress must see the attacker and be wielding a melee weapon. + + + Innate Spellcasting + Zress's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + dancing lights, darkness, faerie fire, levitate + +Source: Waterdeep: Dungeon of the Mad Mage p. 136 + underdark + + diff --git a/FightClub5eXML/Sources/WayfindersGuideToEberron.xml b/FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml similarity index 100% rename from FightClub5eXML/Sources/WayfindersGuideToEberron.xml rename to FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml similarity index 100% rename from FightClub5eXML/Sources/XanatharsGuideToEverything.xml rename to FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml new file mode 100755 index 0000000..f346cc4 --- /dev/null +++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml @@ -0,0 +1,36 @@ + + + + Tiny Servant + T + construct + Unaligned + 15 (natural armor) + 10 (4d4) + walk 30 ft., climb 30 ft. + 4 + 16 + 10 + 2 + 10 + 1 + + + 10 + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage. + Slam|+5|1d4+3 + + +Source: Xanathar's Guide to Everything p. 169 + + + diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml new file mode 100755 index 0000000..3bf6953 --- /dev/null +++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml @@ -0,0 +1,1707 @@ + + + + Abi-Dalzim's Horrid Wilting + 8 + N + NO + + 150 feet + V, S, M (a bit of sponge) + Instantaneous + Sorcerer, Wizard + You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. +Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly. +Source: Xanathar's Guide to Everything p. 150, Elemental Evil Player's Companion p. 15 + 12d8 + + + Absorb Elements + 1 + A + NO + + Self + S + 1 round + Druid, Ranger, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer + The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. +Source: Xanathar's Guide to Everything p. 150, Elemental Evil Player's Companion p. 15 + 1d6 + 2d6 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + + + Aganazzar's Scorcher + 2 + EV + NO + + 30 feet + V, S, M (a red dragon's scale) + Instantaneous + Sorcerer, Wizard + A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. +Source: Xanathar's Guide to Everything p. 150, Elemental Evil Player's Companion p. 15 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + + + Beast Bond + 1 + D + NO + + Touch + V, S, M (a bit of fur wrapped in a cloth) + Concentration, up to 10 minutes + Druid, Ranger + You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. +Source: Xanathar's Guide to Everything p. 150, Elemental Evil Player's Companion p. 15 + + + Bones of the Earth + 6 + T + NO + + 120 feet + V, S + Instantaneous + Druid + You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand. +If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. +If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. +At Higher Levels: +When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th. +Source: Xanathar's Guide to Everything p. 150, Elemental Evil Player's Companion p. 15 + 6d6 + + + Catapult + 1 + T + NO + + 60 feet + S + Instantaneous + Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer + Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. +Source: Xanathar's Guide to Everything p. 150, Elemental Evil Player's Companion p. 15 + 3d8 + 1d8 + + + Catnap + 3 + EN + NO + + 30 feet + S, M (a pinch of sand) + 10 minutes + Bard, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer + You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. +Source: Xanathar's Guide to Everything p. 151 + + + Cause Fear + 1 + N + NO + + 60 feet + V + Concentration, up to 1 minute + Warlock, Wizard + You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. +Source: Xanathar's Guide to Everything p. 151 + + + Ceremony + 1 + A + YES + + Touch + V, S, M (25 gp worth of powdered silver, which the spell consumes) + Instantaneous + Cleric, Paladin + You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. +Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. +Bless Water: You touch one vial of water and cause it to become Holy Water (flask). +Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. +Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. +Funeral Rite: You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. +Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. +Source: Xanathar's Guide to Everything p. 151 + + + Chaos Bolt + 1 + EV + NO + + 120 feet + V, S + Instantaneous + Sorcerer + You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. +Chaos Bolt +d8 | Damage Type +1 | Acid +2 | Cold +3 | Fire +4 | Force +5 | Lightning +6 | Poison +7 | Psychic +8 | Thunder +If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. +A creature can be targeted only once by each casting of this spell. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st. +Source: Xanathar's Guide to Everything p. 151, Guildmasters' Guide to Ravnica + 2d8+1 + 1d6 + + + Charm Monster + 4 + EN + NO + + 30 feet + V, S + 1 hour + Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Beauty (Twitter)) + You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. +Source: Xanathar's Guide to Everything p. 151 + + + Control Flames + 0 + T + NO + + 60 feet + S + Instantaneous, 1 hour + Druid, Sorcerer, Wizard + You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: +• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. +• You instantaneously extinguish the flames within the cube. +• You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. +• You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. +If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action. +Source: Xanathar's Guide to Everything p. 152, Elemental Evil Player's Companion p. 16 + + + Control Winds + 5 + T + NO + + 300 feet + V, S + Concentration, up to 1 hour + Druid, Sorcerer, Wizard + You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted. +Gusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. +Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. +Updraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. +Source: Xanathar's Guide to Everything p. 152, Elemental Evil Player's Companion p. 16 + + + Create Bonfire + 0 + C + NO + + 60 feet + V, S + Concentration, up to 1 minute + Druid, Sorcerer, Warlock, Wizard, Artificer (Revisited) (UA), Artificer + You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. +The bonfire ignites flammable objects in its area that aren't being worn or carried. +The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). +Source: Xanathar's Guide to Everything p. 152, Elemental Evil Player's Companion p. 16 + 1d8 + 2d8 + 3d8 + 4d8 + + + Create Homunculus + 6 + T + NO + + Touch + V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp) + Instantaneous + Wizard + While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus. +The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death. +You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails. +Source: Xanathar's Guide to Everything p. 152 + 2d4 + + + Crown of Stars + 7 + EV + NO + + Self + V, S + 1 hour + Sorcerer, Warlock, Wizard + Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. +If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. +At Higher Levels: +When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th. +Source: Xanathar's Guide to Everything p. 152 + 4d12 + + + Danse Macabre + 5 + N + NO + + 60 feet + V, S + Concentration, up to 1 hour + Warlock, Wizard + Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombie and skeleton are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. +You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. +The creatures are under your control until the spell ends, after which they become inanimate once more. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th. +Source: Xanathar's Guide to Everything p. 153 + + + Dawn + 5 + EV + NO + + 60 feet + V, S, M (a sunburst pendant worth at least 100 gp) + Concentration, up to 1 minute + Cleric, Wizard + The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. +When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. +If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. +Source: Xanathar's Guide to Everything p. 153 + 4d10 + + + Dragon's Breath + 2 + T + NO + + Touch + V, S, M (a hot pepper) + Concentration, up to 1 minute + Sorcerer, Wizard + You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. +Source: Xanathar's Guide to Everything p. 154 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + 10d6 + + + Druid Grove + 6 + A + NO + + Touch + V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon) + 24 hours + Druid + You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. +The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. +The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. +Solid Fog: You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. +Grasping Undergrowth: You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. +Grove Guardians: You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible. +Additional Spell Effect: You can place your choice of one of the following magical effects within the warded area: +• A constant gust of wind in two locations of your choice +• Spike growth in one location of your choice +• Wind wall in two locations of your choice +To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless. +Source: Xanathar's Guide to Everything p. 154 + + + Dust Devil + 2 + C + NO + + 60 feet + V, S, M (a pinch of dust) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration. +Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed. +As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. +Source: Xanathar's Guide to Everything p. 154, Elemental Evil Player's Companion p. 17 + 1d8 + 2d8 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + + + Earth Tremor + 1 + EV + NO + + 10 feet + V, S + Instantaneous + Bard, Druid, Sorcerer, Wizard + You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. +Source: Xanathar's Guide to Everything p. 155, Elemental Evil Player's Companion p. 17 + 1d6 + 2d6 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + + + Earthbind + 2 + T + NO + + 300 feet + V + Concentration, up to 1 minute + Druid, Sorcerer, Warlock, Wizard + Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends. +Source: Xanathar's Guide to Everything p. 154, Elemental Evil Player's Companion p. 17 + + + Elemental Bane + 4 + T + NO + + 90 feet + V, S + Concentration, up to 1 minute + Druid, Warlock, Wizard, Artificer (Revisited) (UA), Artificer + Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. +Source: Xanathar's Guide to Everything p. 155, Elemental Evil Player's Companion p. 17 + 2d6 + + + Enemies Abound + 3 + EN + NO + + 120 feet + V, S + Concentration, up to 1 minute + Bard, Sorcerer, Warlock, Wizard + You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. +Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. +Source: Xanathar's Guide to Everything p. 155 + + + Enervation + 5 + N + NO + + 60 feet + V, S + Concentration, up to 1 minute + Sorcerer, Warlock, Wizard, Cleric (Darkness (Twitter)) + A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you. +Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. +Source: Xanathar's Guide to Everything p. 155 + 2d8 + 4d8 + 5d8 + 3d8 + 6d8 + 7d8 + 8d8 + + + Erupting Earth + 3 + T + NO + + 120 feet + V, S, M (a piece of obsidian) + Instantaneous + Druid, Sorcerer, Wizard + Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. +Source: Xanathar's Guide to Everything p. 155, Elemental Evil Player's Companion p. 17 + 3d12 + 4d12 + 5d12 + 6d12 + 7d12 + 8d12 + 9d12 + + + Far Step + 5 + C + NO + + Self + V + Concentration, up to 1 minute + Sorcerer, Warlock, Wizard + You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. +Source: Xanathar's Guide to Everything p. 155 + + + Find Greater Steed + 4 + C + NO + + 30 feet + V, S + Instantaneous + Paladin + You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. +You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. +The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. +You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. +Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. +Source: Xanathar's Guide to Everything p. 156 + + + Flame Arrows + 3 + T + NO + + Touch + V, S + Concentration, up to 1 hour + Druid, Ranger, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer + You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. +Source: Xanathar's Guide to Everything p. 156, Elemental Evil Player's Companion p. 18 + 1d6 + + + Frostbite + 0 + EV + NO + + 60 feet + V, S + Instantaneous + Druid, Sorcerer, Warlock, Wizard, Artificer (Revisited) (UA), Artificer + You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. +The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Xanathar's Guide to Everything p. 156, Elemental Evil Player's Companion p. 18 + 1d6 + 2d6 + 3d6 + 4d6 + + + Guardian of Nature + 4 + T + NO + + Self + V + Concentration, up to 1 minute + Druid, Ranger + A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. +Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits: +• Your walking speed increases by 10 feet. +• You gain darkvision with a range of 120 feet. +• You make Strength-based attack rolls with advantage. +• Your melee weapon attacks deal an extra 1d6 force damage on a hit. +Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: +• You gain 10 temporary hit points. +• You make Constitution saving throws with advantage. +• You make Dexterity- and Wisdom-based attack rolls with advantage. +• While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. +Source: Xanathar's Guide to Everything p. 157 + 1d6 + + + Gust + 0 + T + NO + + 30 feet + V, S + Instantaneous + Druid, Sorcerer, Wizard + You seize the air and compel it to create one of the following effects at a point you can see within range: +• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. +• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. +• You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze. +Source: Xanathar's Guide to Everything p. 157, Elemental Evil Player's Companion p. 19, Wayfinder's Guide to Eberron p. 107, Eberron: Rising from the Last War p. 50 + + + Healing Spirit + 2 + C + NO + + 60 feet + V, S + Concentration, up to 1 minute + Druid, Ranger + You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). +Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. +As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. +Source: Xanathar's Guide to Everything p. 157 + 1d6 + 2d6 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + + + Holy Weapon + 5 + EV + NO + + Touch + V, S + Concentration, up to 1 hour + Cleric, Paladin + You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. +As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. +Source: Xanathar's Guide to Everything p. 157 + 2d8 + 4d8 + + + Ice Knife + 1 + C + NO + + 60 feet + S, M (a drop of water or piece of ice) + Instantaneous + Druid, Sorcerer, Wizard + You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. +At Higher Levels: +When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. +Source: Xanathar's Guide to Everything p. 157, Elemental Evil Player's Companion p. 19 + 1d10 + 2d6 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + 10d6 + + + Illusory Dragon + 8 + I + NO + + 120 feet + S + Concentration, up to 1 minute + Wizard + By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature. +When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. +As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one. +The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath. +Source: Xanathar's Guide to Everything p. 157 + 7d6 + + + Immolation + 5 + EV + NO + + 90 feet + V + Concentration, up to 1 minute + Sorcerer, Wizard + Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means. +If damage from this spell kills a target, the target is turned to ash. +Source: Xanathar's Guide to Everything p. 158, Elemental Evil Player's Companion p. 19 + 8d6 + 4d6 + + + Infernal Calling + 5 + C + NO + + 90 feet + V, S, M (a ruby worth at least 999 gp) + Concentration, up to 1 hour + Warlock, Wizard + Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. +The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics. +On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command—such as "attack my enemies," "explore the room ahead," or "bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so. +If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. +If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. +Source: Xanathar's Guide to Everything p. 158 + 3d6 + + + Infestation + 0 + C + NO + + 30 feet + V, S, M (a living flea) + Instantaneous + Druid, Sorcerer, Warlock, Wizard + You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. +The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Xanathar's Guide to Everything p. 158 + 1d6 + 2d6 + 3d6 + 4d6 + + + Investiture of Flame + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits: +• You are immune to fire damage and have resistance to cold damage. +• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. +• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. +Source: Xanathar's Guide to Everything p. 159, Elemental Evil Player's Companion p. 19 + 1d10 + 4d8 + + + Investiture of Ice + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Until the spell ends, ice rimes your body, and you gain the following benefits: +• You are immune to cold damage and have resistance to fire damage. +• You can move across difficult terrain created by ice or snow without spending extra movement. +• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. +• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. +Source: Xanathar's Guide to Everything p. 159, Elemental Evil Player's Companion p. 19 + 4d6 + + + Investiture of Stone + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Until the spell ends, bits of rock spread across your body, and you gain the following benefits: +• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. +• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. +• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn. +Source: Xanathar's Guide to Everything p. 159, Elemental Evil Player's Companion p. 19 + + + Investiture of Wind + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Druid, Sorcerer, Warlock, Wizard + Until the spell ends, wind whirls around you, and you gain the following benefits: +• Ranged weapon attacks made against you have disadvantage on the attack roll. +• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it. +• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. +Source: Xanathar's Guide to Everything p. 160, Elemental Evil Player's Companion p. 20 + 2d10 + + + Invulnerability + 9 + A + NO + + Self + V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes) + Concentration, up to 10 minutes + Wizard + You are immune to all damage until the spell ends. +Source: Xanathar's Guide to Everything p. 160 + + + Life Transference + 3 + N + NO + + 30 feet + V, S + Instantaneous + Cleric, Wizard + You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. +Source: Xanathar's Guide to Everything p. 160 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + + + Maddening Darkness + 8 + EV + NO + + 150 feet + V, M (a drop of pitch mixed with a drop of mercury) + Concentration, up to 10 minutes + Warlock, Wizard + Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area. +Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. +Source: Xanathar's Guide to Everything p. 160 + 8d8 + + + Maelstrom + 5 + EV + NO + + 120 feet + V, S, M (paper or leaf in the shape of a funnel) + Concentration, up to 1 minute + Druid + A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. +Source: Xanathar's Guide to Everything p. 160, Elemental Evil Player's Companion p. 20 + 6d6 + + + Magic Stone + 0 + T + NO + + Touch + V, S + 1 minute + Druid, Warlock, Artificer (Revisited) (UA), Artificer + You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. +If you cast this spell again, the spell ends on any pebbles still affected by your previous casting. +Source: Xanathar's Guide to Everything p. 160, Elemental Evil Player's Companion p. 20 + 1d6+SPELL + + + Mass Polymorph + 9 + T + NO + + 120 feet + V, S, M (a caterpillar cocoon) + Concentration, up to 1 hour + Bard, Sorcerer, Wizard + You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. +Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. +Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. +The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech. +The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment. +Source: Xanathar's Guide to Everything p. 160 + + + Maximilian's Earthen Grasp + 2 + T + NO + + 30 feet + V, S, M (a miniature hand sculpted from clay) + Concentration, up to 1 minute + Sorcerer, Wizard + You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration. +As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. +To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. +As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. +Source: Xanathar's Guide to Everything p. 161, Elemental Evil Player's Companion p. 20 + 2d6 + + + Melf's Minute Meteors + 3 + EV + NO + + Self + V, S, M (niter, sulfur, and pine tar formed into a bead) + Concentration, up to 10 minutes + Sorcerer, Wizard + You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd. +Source: Xanathar's Guide to Everything p. 161, Elemental Evil Player's Companion p. 20 + 2d6 + + + Mental Prison + 6 + I + NO + + 60 feet + S + Concentration, up to 1 minute + Sorcerer, Warlock, Wizard + You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. +Source: Xanathar's Guide to Everything p. 161 + 5d10 + 10d10 + + + Mighty Fortress + 8 + C + NO + + 1 mile + V, S, M (a diamond worth at least 500 gp, which the spell consumes) + Instantaneous + Wizard + A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. +The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall. +A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. +A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. +The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion. +After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. +Casting this spell on the same spot once every 7 days for a year makes the fortress permanent. +Source: Xanathar's Guide to Everything p. 161 + + + Mind Spike + 2 + D + NO + + 60 feet + S + Concentration, up to 1 hour + Sorcerer, Warlock, Wizard + You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. +Source: Xanathar's Guide to Everything p. 162 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + + + Mold Earth + 0 + T + NO + + 30 feet + S + Instantaneous, 1 hour + Druid, Sorcerer, Wizard + You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: +• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. +• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. +• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. +If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. +Source: Xanathar's Guide to Everything p. 162, Elemental Evil Player's Companion p. 21 + + + Negative Energy Flood + 5 + N + NO + + 60 feet + V, M (a broken bone and a square of black silk) + Instantaneous + Warlock, Wizard + You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. +If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points. +Source: Xanathar's Guide to Everything p. 163 + 5d12 + + + Power Word Pain + 7 + EN + NO + + 60 feet + V + Instantaneous + Sorcerer, Warlock, Wizard + You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. +While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. +A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. +Source: Xanathar's Guide to Everything p. 163 + + + Primal Savagery + 0 + T + NO + + Self + S + Instantaneous + Druid + You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. +The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). +Source: Xanathar's Guide to Everything p. 163 + 1d10 + 2d10 + 3d10 + 4d10 + + + Primordial Ward + 6 + A + NO + + Self + V, S + Concentration, up to 1 minute + Druid + You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration. +When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. +Source: Xanathar's Guide to Everything p. 163, Elemental Evil Player's Companion p. 21 + + + Psychic Scream + 9 + EN + NO + + 90 feet + S + Instantaneous + Bard, Sorcerer, Warlock, Wizard + You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. +Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one. +A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. +Source: Xanathar's Guide to Everything p. 163 + 14d6 + + + Pyrotechnics + 2 + T + NO + + 60 feet + V, S + Instantaneous + Bard, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer + Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. +Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. +Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. +Source: Xanathar's Guide to Everything p. 163, Elemental Evil Player's Companion p. 21 + + + Scatter + 6 + C + NO + + 30 feet + V + Instantaneous + Sorcerer, Warlock, Wizard + The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor. +Source: Xanathar's Guide to Everything p. 164 + + + Shadow Blade + 2 + I + NO + + Self + V, S + Concentration, up to 1 minute + Sorcerer, Warlock, Wizard + You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. +If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. +At Higher Levels: +When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. +Source: Xanathar's Guide to Everything p. 164 + 2d8 + 3d8 + 4d8 + 5d8 + + + Shadow of Moil + 4 + N + NO + + Self + V, S, M (an undead eyeball encased in a gem worth at least 150 gp) + Concentration, up to 1 minute + Warlock + Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. +Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. +Source: Xanathar's Guide to Everything p. 164 + 2d8 + + + Shape Water + 0 + T + NO + + 30 feet + S + Instantaneous, 1 hour + Druid, Sorcerer, Wizard + You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: +• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. +• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. +• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. +• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. +If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. +Source: Xanathar's Guide to Everything p. 164, Elemental Evil Player's Companion p. 21, Explorer's Guide to Wildemount + + + Sickening Radiance + 4 + EV + NO + + 120 feet + V, S + Concentration, up to 10 minutes + Sorcerer, Warlock, Wizard + Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. +When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. +Source: Xanathar's Guide to Everything p. 164 + 4d10 + + + Skill Empowerment + 5 + T + NO + + Touch + V, S + Concentration, up to 1 hour + Bard, Sorcerer, Wizard, Artificer (Revisited) (UA), Artificer + Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. +You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. +Source: Xanathar's Guide to Everything p. 165 + + + Skywrite + 2 + T + YES + + Sight + V, S + Concentration, up to 1 hour + Bard, Druid, Wizard, Artificer (Revisited) (UA), Artificer + You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. +Source: Xanathar's Guide to Everything p. 165, Elemental Evil Player's Companion p. 22 + + + Snare + 1 + A + NO + + Touch + S, M (25 feet of rope, which the spell consumes) + 8 hours + Druid, Ranger, Wizard, Artificer (Revisited) (UA), Artificer + As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. +This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. +The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. +A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. +After the trap is triggered, the spell ends when no creature is restrained by it. +Source: Xanathar's Guide to Everything p. 165 + + + Snilloc's Snowball Swarm + 2 + EV + NO + + 90 feet + V, S, M (a piece of ice or a small white rock chip) + Instantaneous + Sorcerer, Wizard + A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. +Source: Xanathar's Guide to Everything p. 165, Elemental Evil Player's Companion p. 22 + 3d6 + 4d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + 10d6 + + + Soul Cage + 6 + N + NO + + 60 feet + V, S, M (a tiny silver cage worth 100 gp) + 8 hours + Warlock, Wizard + This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived. +Steal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points. +Query Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. +Borrow Experience: You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost. +Eyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. +A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged. +Source: Xanathar's Guide to Everything p. 165 + 2d8 + + + Steel Wind Strike + 5 + C + NO + + 30 feet + S, M (a melee weapon worth at least 1 sp) + Instantaneous + Ranger, Wizard + You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. +You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. +Source: Xanathar's Guide to Everything p. 166 + 6d10 + + + Storm Sphere + 4 + EV + NO + + 150 feet + V, S + Concentration, up to 1 minute + Sorcerer, Wizard + A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain. +Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. +Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th. +Source: Xanathar's Guide to Everything p. 166, Elemental Evil Player's Companion p. 22 + 2d6 + 4d6 + 3d6 + 5d6 + 6d6 + 7d6 + 8d6 + 9d6 + + + Summon Greater Demon + 4 + C + NO + + 60 feet + V, S, M (a vial of blood from a humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Warlock, Wizard + You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. +Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. +At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points. +As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. +Source: Xanathar's Guide to Everything p. 166 + 1d6 + + + Summon Lesser Demons + 3 + C + NO + + 60 feet + V, S, M (a vial of blood from a humanoid killed within the past 24 hours) + Concentration, up to 1 hour + Warlock, Wizard + You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. +d6 | Demons Summoned +1-2 | Two demons of challenge rating 1 or lower +3-4 | Four demons of challenge rating 1/2 or lower +5-6 | Eight demons of challenge rating 1/4 or lower +The DM chooses the demons, such as manes or dretch, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. +The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. +As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons. +Source: Xanathar's Guide to Everything p. 167 + + + Synaptic Static + 5 + EN + NO + + 120 feet + V, S + Instantaneous + Bard, Sorcerer, Warlock, Wizard + You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. +After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. +Source: Xanathar's Guide to Everything p. 167 + 8d6 + + + Temple of the Gods + 7 + C + NO + + 120 feet + V, S, M (a holy symbol worth at least 5 gp) + 24 hours + Cleric + You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. +You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. +The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild. +The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. +In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells. +Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). +The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. +Casting this spell on the same spot every day for a year makes this effect permanent. +Source: Xanathar's Guide to Everything p. 167 + + + Tenser's Transformation + 6 + T + NO + + Self + V, S, M (a few hairs from a bull) + Concentration, up to 10 minutes + Wizard + You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits: +• You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. +• You have advantage on attack rolls that you make with simple and martial weapons. +• When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. +• You have proficiency with all armor, shields, simple weapons, and martial weapons. +• You have proficiency in Strength and Constitution saving throws. +• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. +Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. +Source: Xanathar's Guide to Everything p. 168 + 2d12 + + + Thunder Step + 3 + C + NO + + 90 feet + V + Instantaneous + Sorcerer, Warlock, Wizard + You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. +You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. +Source: Xanathar's Guide to Everything p. 168 + 3d10 + 4d10 + 5d10 + 6d10 + 7d10 + 8d10 + 9d10 + + + Thunderclap + 0 + EV + NO + + 5 feet + S + Instantaneous + Bard, Druid, Sorcerer, Warlock, Wizard, Artificer (Revisited) (UA), Artificer + You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage. +The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Xanathar's Guide to Everything p. 168, Elemental Evil Player's Companion p. 22 + 1d6 + 2d6 + 3d6 + 4d6 + + + Tidal Wave + 3 + C + NO + + 120 feet + V, S, M (a drop of water) + Instantaneous + Druid, Sorcerer, Wizard + You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. +Source: Xanathar's Guide to Everything p. 168, Elemental Evil Player's Companion p. 22 + 4d8 + + + Tiny Servant + 3 + T + NO + + Touch + V, S + 8 hours + Wizard, Artificer (Revisited) (UA), Artificer + You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the tiny servant for its statistics. +As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. +When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. +At Higher Levels: +When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd. +Source: Xanathar's Guide to Everything p. 168 + + + Toll the Dead + 0 + N + NO + + 60 feet + V, S + Instantaneous + Cleric, Warlock, Wizard + You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. +The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). +Source: Xanathar's Guide to Everything p. 169 + 1d8 + 1d12 + 2d8 + 2d12 + 3d8 + 3d12 + 4d8 + 4d12 + + + Transmute Rock + 5 + T + NO + + 120 feet + V, S, M (clay and water) + Until dispelled + Druid, Wizard, Artificer (Revisited) (UA), Artificer + You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. +Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration. +The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. +If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. +Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. +Source: Xanathar's Guide to Everything p. 169, Elemental Evil Player's Companion p. 22 + 4d8 + + + Vitriolic Sphere + 4 + EV + NO + + 150 feet + V, S, M (a drop of giant slug bile) + Instantaneous + Sorcerer, Wizard, Artificer (Revisited) (UA) + You point at a location within range, and a glowing 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. +At Higher Levels: +When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. +Source: Xanathar's Guide to Everything p. 170, Elemental Evil Player's Companion p. 23 + 10d4 + 5d4 + 12d4 + 14d4 + 16d4 + 18d4 + 20d4 + + + Wall of Light + 5 + EV + NO + + 120 feet + V, S, M (a hand mirror) + Concentration, up to 10 minutes + Sorcerer, Warlock, Wizard + A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. +When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. +A creature that ends its turn in the wall's area takes 4d8 radiant damage. +Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends. +At Higher Levels: +When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. +Source: Xanathar's Guide to Everything p. 170 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + + + Wall of Sand + 3 + EV + NO + + 90 feet + V, S, M (a handful of sand) + Concentration, up to 10 minutes + Wizard + You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there. +Source: Xanathar's Guide to Everything p. 170, Elemental Evil Player's Companion p. 23 + + + Wall of Water + 3 + EV + NO + + 60 feet + V, S, M (a drop of water) + Concentration, up to 10 minutes + Druid, Sorcerer, Wizard + You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain. +Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it. +Source: Xanathar's Guide to Everything p. 170, Elemental Evil Player's Companion p. 23, Volo's Guide to Monsters p. 116, Mythic Odysseys of Theros + + + Warding Wind + 2 + EV + NO + + Self + V + Concentration, up to 10 minutes + Bard, Druid, Sorcerer, Wizard + A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration. +The wind has the following effects: +• It deafened you and other creatures in its area. +• It extinguishes unprotected flames in its area that are torch-sized or smaller. +• It hedges out vapor, gas, and fog that can be dispersed by strong wind. +• The area is difficult terrain for creatures other than you. +• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind. +Source: Xanathar's Guide to Everything p. 170, Elemental Evil Player's Companion p. 23 + + + Watery Sphere + 4 + C + NO + + 90 feet + V, S, M (a droplet of water) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration. +Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. +The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. +As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. +When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes. +Source: Xanathar's Guide to Everything p. 170, Elemental Evil Player's Companion p. 23 + + + Whirlwind + 7 + EV + NO + + 300 feet + V, M (a piece of straw) + Concentration, up to 1 minute + Druid, Sorcerer, Wizard + A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone. +A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. +A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction. +Source: Xanathar's Guide to Everything p. 171, Elemental Evil Player's Companion p. 24 + 10d6 + 3d6 + + + Word of Radiance + 0 + EV + NO + + 5 feet + V, M (a holy symbol) + Instantaneous + Cleric + You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. +The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). +Source: Xanathar's Guide to Everything p. 171 + 1d6 + 2d6 + 3d6 + 4d6 + + + Wrath of Nature + 5 + EV + NO + + 120 feet + V, S + Concentration, up to 1 minute + Druid, Ranger + You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. +Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. +Trees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. +Roots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. +Rocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone. +Source: Xanathar's Guide to Everything p. 171 + 4d6 + 3d8 + + + Zephyr Strike + 1 + T + NO + + Self + V + Concentration, up to 1 minute + Ranger + You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. +Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. +Source: Xanathar's Guide to Everything p. 171 + 1d8 + + diff --git a/FightClub5eXML/Sources/backgrounds.xml b/FightClub5eXML/Sources/backgrounds.xml new file mode 100755 index 0000000..4cbf3eb --- /dev/null +++ b/FightClub5eXML/Sources/backgrounds.xml @@ -0,0 +1,6574 @@ + + + + Acolyte + Insight, Religion + + Description + You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power. +Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. +• Skill Proficiencies: Insight, Religion +• Languages: Two of your choice +• Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp +Source: Player's Handbook p. 127 + + + Feature: Shelter of the Faithful + As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. +You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. + + + + Suggested Characteristics + Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. +d8 | Personality Trait +1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. +2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. +3 | I see omens in every event and action. The gods try to speak to us, we just need to listen. +4 | Nothing can shake my optimistic attitude. +5 | I quote (or misquote) sacred texts and proverbs in almost every situation. +6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. +7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. +8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. + +d6 | Ideal +1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) +2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) +3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) +4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) +5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) +6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) + +d6 | Bond +1 | I would die to recover an ancient relic of my faith that was lost long ago. +2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. +3 | I owe my life to the priest who took me in when my parents died. +4 | Everything I do is for the common people. +5 | I will do anything to protect the temple where I served. +6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. + +d6 | Flaw +1 | I judge others harshly, and myself even more severely. +2 | I put too much trust in those who wield power within my temple's hierarchy. +3 | My piety sometimes leads me to blindly trust those that profess faith in my god. +4 | I am inflexible in my thinking. +5 | I am suspicious of strangers and expect the worst of them. +6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. + + + + + + Anthropologist + Insight, Religion + + Description + You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation- by visiting far-flung settlements and exploring local histories and customs. +• Skill Proficiencies: Insight, Religion +• Languages: Two of your choice +• Equipment: A leather-bound diary, a Ink (1-ounce bottle), an ink pen, a set of traveler's clothes, one trinket of special significance, and a pouch containing 10 gp +Source: Tomb of Annihilation p. 191 + + + Cultural Chameleon + Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs Choose a race whose culture you've adopted, or roll on the Adopted Culture table. +d8 | Culture +1 | Aarakocra +2 | Dwarf +3 | Elf +4 | Goblin +5 | Halfling +6 | Human +7 | Lizardfolk +8 | Orc + + + + + Feature: Adept Linguist + You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level. + + + + Suggested Characteristics + Anthropologists leave behind the societies into which they were born to discover what life is like in other parts of the world. They seek to see how other races and civilizations survive - or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire's downfall. +d6 | Personality Trait +1 | I prefer the company of those who aren't like me, including people of other races +2 | I'm a stickler when it comes to observing proper etiquette and local customs +3 | I would rather observe than meddle +4 | By living among violent people, I have become desensitized to violence. +5 | I would risk life and limb to discover a new culture or unravel the secrets of a dead one. +6 | When I arrive at a new settlement for the first time, I must learn all its customs. + +d6 | Ideal +1 | Discovery. I want to be the first person to discover a lost culture. (Any) +2 | Distance. One must not interfere with the affairs of another culture - even one in need of aid. (Lawful) +3 | Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any) +4 | Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful) +5 | Protection. I must do everything possible to save a society facing extinction. (Good) +6 | Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Chaotic) + +d6 | Bond +1 | My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me. +2 | Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring. +3 | Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them. +4 | I want to learn more about a particular humanoid culture that fascinates me. +5 | I seek to avenge a clan, tribe, kingdom, or empire that was wiped out. +6 | I have a trinket that I believe is the key to finding a long-lost society. + +d6 | Flaw +1 | Boats make me seasick. +2 | I talk to myself, and I don't make friends easily. +3 | I believe that I'm intellectually superior to people from other cultures and have much to teach them. +4 | I've picked up some unpleasant habits living among goblins, lizardfolk, or orcs. +5 | I complain about everything. +6 | I wear a tribal mask and never take it off. + + + + + + Archaeologist + History, Survival + + Description + An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains-their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms. +• Skill Proficiencies: History, Survival +• Tool Proficiencies: Cartographer's tools or navigator's tools +• Languages: One of your choice +• Equipment: A Map or Scroll Case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp +Source: Tomb of Annihilation p. 192 + + + Dust Digger + Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table. +Signature Item +d8 | Item +1 | pole (10-foot) +2 | Crowbar +3 | Hat +4 | Hooded lantern +5 | Medallion +6 | Shovel +7 | Sledgehammer +8 | Whip + + + + + Feature: Historical Knowledge + When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. + + + + Suggested Characteristics + Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel. +d8 | Personality Trait +1 | I love a good puzzle or mystery +2 | I'm a pack rat who never throws anything away. +3 | Fame is more important to me than money. +4 | I have no qualms about stealing from the dead. +5 | I'm happier in a dusty old tomb than I am in the centers of civilization. +6 | Traps don't make me nervous. Idiots who trigger traps make me nervous. +7 | I might fail, but I will never give up. +8 | You might think I'm a scholar, but I love a good brawl. These fists were made for punching. + +d6 | Ideal +1 | Preservation. That artifact belongs in a museum. (Good) +2 | Greed. I won't risk my life for nothing. I expect some kind of payment. (Any) +3 | Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic) +4 | Dignity. The dead and their belongings deserve to be treated with respect. (Lawful) +5 | Immortality. All of my exploring is part of a plan to find the secret of everlasting life. (Any) +6 | Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any) + +d6 | Bond +1 | Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books. +2 | I want to find my mentor, who disappeared on an expedition some time ago. +3 | I have a friendly rival. Only one of us can be the best, and I aim to prove it's me. +4 | I won't sell an art object or other treasure that has historical significance or is one of a kind. +5 | I'm secretly in love with the wealthy patron who sponsors my archaeological exploits. +6 | I hope to bring prestige to a library, a museum, or a university. + +d6 | Flaw +1 | I have a secret fear of some common wild animal - and in my work, I see them everywhere. +2 | I can't leave a room without searching it for secret doors. +3 | When I'm not exploring dungeons or ruins. I get jittery and impatient. +4 | I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition. +5 | When given the choice of going left or right, I always go left. +6 | I can't sleep except in total darkness. + + + + + + Athlete + Acrobatics, Athletics + + Description + You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues. +Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another. +• Skill Proficiencies: Acrobatics, Athletics +• Languages: One of your choice +• Tool Proficiencies: Vehicles (land) +• Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler's clothes, and a pouch containing 10 gp +Source: Mythic Odysseys of Theros p. 31 + + + Feature: Echoes of Victory + You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter. +Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of the Player's Handbook. + + + + Favored Event + While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel. +Favored Event +d8 | Favored Event +1 | Marathon +2 | Long-distance running +3 | Wrestling +4 | Boxing +5 | Chariot or horse race +6 | Pankration (mixed unarmed combat) +7 | Hoplite race (racing in full armor with a unit) +8 | Pentathlon (running, long jump, discus, javelin, wrestling) + + + + + Suggested Characteristics + Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general. +Athlete Personality Traits +d8 | Personality Trait +1 | I feel most at peace during physical exertion, be it exercise or battle. +2 | I don't like to sit idle. +3 | I have a daily exercise routine that I refuse to break. +4 | Obstacles exist to be overcome. +5 | When I see others struggling, I offer to help. +6 | I love to trade banter and gibes. +7 | Anything worth doing is worth doing best. +8 | I get irritated if people praise someone else and not me. + +Athlete Ideals +d6 | Ideal +1 | Competition. I strive to test myself in all things. (Chaotic) +2 | Triumph. The best part of winning is seeing my rivals brought low. (Evil) +3 | Camaraderie. The strongest bonds are forged through struggle. (Good) +4 | People. I strive to inspire my spectators. (Neutral) +5 | Tradition. Every game has rules, and the playing field must be level. (Lawful) +6 | Growth. Lessons hide in victory and defeat. (Any) + +Athlete Bonds +d6 | Bond +1 | My teammates are my family. +2 | I will overcome a rival and prove myself their better. +3 | My mistake got someone hurt. I'll never make that mistake again. +4 | I will be the best for the honor and glory of my home. +5 | The person who trained me is the most important person in my world. +6 | I strive to live up to a specific hero's example. + +Athlete Flaws +d6 | Flaw +1 | I indulge in a habit that threatens my reputation or my health. +2 | I'll do absolutely anything to win. +3 | I ignore anyone who doesn't compete and anyone who loses to me. +4 | I have lingering pain from old injuries. +5 | Any defeat or failure on my part is because my opponent cheated. +6 | I must be the captain of any group I join. + + + + + + Augen Trust (Spy) + + + Description + Source: Explorer's Guide to Wildemount p. 203 + + + + Azorius Functionary + Insight, Intimidation + + Description + The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order—as embodied in the Azorius Senate. You're a proud member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely. +• Skill Proficiencies: Insight, Intimidation +• Languages: Two of your choice +• Equipment: An Azorius insignia, a scroll containing the text of a law important to you, a Ink (1-ounce bottle), a ink pen, a set of fine clothes, and a belt pouch containing 10 gp (Azorius-minted 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 33 + + + Feature: Legal Authority + You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position. + + + + Azorius Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Azorius Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Azorius Guild Spells +Spell Level | Spells +Cantrip | friends, message +1st | command, ensnaring strike +2nd | arcane lock, calm emotions, hold person +3rd | clairvoyance, counterspell +4th | compulsion, divination +5th | dominate person + +Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place. + + + + Suggested Characteristics + Members of the Azorius Senate tend toward a demeanor of cold dignity and a pragmatic, orderly nature. Steeped in the law as they are, their ideals and priorities revolve around legal issues. +Personality Traits +d8 | Trait +1 | I try never to let my judgment become clouded by emotion. +2 | I have infinite patience with the dolts and boors I'm forced to deal with every day. +3 | When I give an order, I expect it to be obeyed. +4 | I just want things the way I like them: neat, orderly, and clean. +5 | No wrongdoing can escape my watchful gaze. +6 | I always say exactly what I mean, no matter how many words it takes to communicate the particular nuance I am attempting to convey. +7 | I'm very literal and don't appreciate metaphor or sarcasm. +8 | I never change my mind once it's made up. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Order. The law is meant to ensure that the gears of society turn smoothly and quietly. (Lawful) +3 | Peace. The ultimate object of the law is to remove violence from society. (Good) +4 | Compliance. Coercion is a fine way of ensuring that the laws are obeyed. (Lawful) +5 | Legislation. The law embodies excellence in its precision and detail. (Lawful) +6 | Punishment. A public display of consequences is an excellent deterrent for other criminals. (Evil) + +Bonds +d6 | Bond +1 | I am beholden to an Azorius arrester who captured the criminal who killed my parents, saving me from the same fate. +2 | I hope one day to write the laws, not just enforce them. +3 | I tried and failed to prevent a murder, and I have sworn to find and arrest the perpetrator. +4 | I successfully prevented a murder, and the would-be perpetrator wants me dead. +5 | One of my parents was prominent in the guild, and I resent constantly being compared to that standard. +6 | I've modeled my career after a highly respected lawmage or arrester, but I fear that my role model might be involved in something illegal. + +Flaws +d6 | Flaw +1 | I'm unable to distinguish between the letter and the spirit of the law. +2 | I seem like a harsh judge to others, but I judge myself most harshly of all. +3 | I have a secret, illegal vice. +4 | I was traumatized by witnessing a crime as a child. +5 | I'm incapable of deception. +6 | I wish I had joined the Boros, but I fear they'd never accept me. + + + + + Contacts + The Azorius Senate is a sprawling bureaucracy, and people in a variety of positions throughout the guild can pull strings to make things happen. Because of the guild's role in making and enforcing laws for the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill. +Roll twice on the Azorius Contacts table (for an ally and a rival) and once on the Non-Azorius Contacts table. +Azorius Contacts +d8 | Contact +1 | As a teenager, I was a page for a prominent judge. +2 | One of my childhood friends is now a precognitive mage in service of the guild. +3 | I joined the Azorius hoping to impress an arrester whom I admire. +4 | My former mentor is now a warden at Udzec, the new Azorius prison. +5 | I was second best at everything in my legal training, and now I work with the person who was always just a little bit better. +6 | A good friend was promoted into work they can't tell me about. +7 | I know a homunculus in the halls of New Prahv who can get things done behind the scenes. +8 | I was once summoned to the presence of Supreme Judge Isperia, the guildmaster of the Azorius, who complimented me on my work. + +Non-Azorius Contacts +d10 | Contact +1 | Roll an additional Azorius contact; you can decide if the contact is an ally or a rival. +2 | The person who recruited me into the Azorius left and joined the Boros. +3 | I have a friendship with a Dimir agent who sometimes funnels me secrets about Azorius activities. +4 | A Golgari spore druid would love to see me slip up and break the law. +5 | A lesser Gruul chieftain seems to think I could be useful. +6 | The black sheep of my family is putting their maniacal genius to use in the Izzet. +7 | I'm friends with an Orzhov advokist; we compare notes on different forms of law magic. +8 | I was ridiculed once in a Rakdos performance; the performer was impressed with my good humor about it and now does me occasional favors. +9 | I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family. +10 | While growing up, I was bullied by a brat who's now a hybrid in the Simic Combine. + + + + + How Do I Fit In? + As a member of the Azorius Senate, you are probably engaged in the work of law enforcement (even if your background involved the legislative or judicial aspects of the senate's activities). Legislative aides and judges' clerks find little reason to venture beyond the Azorius guildhalls, but soldiers and lawmages patrol the streets daily. +An Azorius soldier or lawmage is a force for order, charged with fighting crime on the streets—and in the halls of power. You might spend your time foiling thefts, putting a stop to Orzhov extortion, rooting out Dimir spies, or hunting down Golgari assassins. Perhaps you take your orders from a precognitive mage (or you are one yourself) who receives unpredictable and cryptic visions of future crimes that you and your allies must try to prevent. + + + + + Baldur's Gate Acolyte + Insight, Religion + + Description + • Skill Proficiencies: Insight, Religion +• Languages: Two of your choice +• Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp +Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: Shelter of the Faithful + As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. +You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. + + + + Baldur's Gate Feature: Religious Community + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You're tightly connected with the religious community of Baldur's Gate. You know if a deity has a following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn't remarkable for most of the city's larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat. + + + + Suggested Characteristics + Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. +d8 | Personality Trait +1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. +2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. +3 | I see omens in every event and action. The gods try to speak to us, we just need to listen. +4 | Nothing can shake my optimistic attitude. +5 | I quote (or misquote) sacred texts and proverbs in almost every situation. +6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. +7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. +8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. + +d6 | Ideal +1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) +2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) +3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) +4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) +5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) +6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) + +d6 | Bond +1 | I would die to recover an ancient relic of my faith that was lost long ago. +2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. +3 | I owe my life to the priest who took me in when my parents died. +4 | Everything I do is for the common people. +5 | I will do anything to protect the temple where I served. +6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. + +d6 | Flaw +1 | I judge others harshly, and myself even more severely. +2 | I put too much trust in those who wield power within my temple's hierarchy. +3 | My piety sometimes leads me to blindly trust those that profess faith in my god. +4 | I am inflexible in my thinking. +5 | I am suspicious of strangers and expect the worst of them. +6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. + + + + + + Baldur's Gate Charlatan + Deception, Sleight Of Hand + + Description + • Skill Proficiencies: Deception, Sleight of Hand +• Tool Proficiencies: Disguise kit, Forgery kit +• Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp +Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: False Identity + You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. + + + + Baldur's Gate Feature: Long-Lost Heir + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You're well-versed in the mannerisms and idiosyncrasies of Baldurian patriars and other nobles, imitating them smoothly enough to convince even the snootiest family heads of your authenticity. You're skilled at posing as the long-lost heir to some imaginary or extinguished patriar lineage. +Because of your skill in passing yourself off as a patriar, you have a Watch token that allows you alone into the Upper City of Baldur's Gate. You might be able to bluff others through with you, or even convince members of the Watch that you're a patriar. However, any true test of your authenticity is likely to reveal your deception. + + + + Favorite Schemes + Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below. +d6 | Scam +1 | I cheat at games of chance. +2 | I shave coins or forge documents. +3 | I insinuate myself into people's lives to prey on their weakness and secure their fortunes. +4 | I put on new identities like clothes. +5 | I run sleight-of-hand cons on street corners. +6 | I convince people that worthless junk is worth their hard-earned money. + + + + + Suggested Characteristics + Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. +d8 | Personality Trait +1 | I fall in and out of love easily, and am always pursuing someone. +2 | I have a joke for every occasion, especially occasions where humor is inappropriate. +3 | Flattery is my preferred trick for getting what I want. +4 | I'm a born gambler who can't resist taking a risk for a potential payoff. +5 | I lie about almost everything, even when there's no reason to. +6 | Sarcasm and insults are my weapons of choice. +7 | I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. +8 | I pocket anything I see that might have some value. + +d6 | Ideal +1 | Independence. I am a free spirit—no one tells me what to do. (Chaotic) +2 | Fairness. I never target people who can't afford to lose a few coins. (Lawful) +3 | Charity. I distribute the money I acquire to the people who really need it. (Good) +4 | Creativity. I never run the same con twice. (Chaotic) +5 | Friendship. Material goods come and go. Bonds of friendship last forever. (Good) +6 | Aspiration. I'm determined to make something of myself. (Any) + +d6 | Bond +1 | I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. +2 | I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere. +3 | Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her. +4 | I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. +5 | A powerful person killed someone I love. Some day soon, I'll have my revenge. +6 | I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. + +d6 | Flaw +1 | I can't resist a pretty face. +2 | I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. +3 | I'm convinced that no one could ever fool me the way I fool others. +4 | I'm too greedy for my own good. I can't resist taking a risk if there's money involved. +5 | I can't resist swindling people who are more powerful than me. +6 | I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. + + + + + + Baldur's Gate Criminal + Deception, Stealth + + Description + • Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: One type of gaming set, thieves' tools +• Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp +Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: Criminal Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + + + Baldur's Gate Feature: Criminal Connections + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +In Baldur's Gate, crime is just another business. As a result, you can arrange a meeting with a low-ranking operative of nearly any business, patriar family, crew, government institution, or—certainly—the Guild. This operative will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost always occur in shady venues. + + + + Criminal Origins + Criminals are pervasive in Baldur's Gate. If you wish, you may roll on the Criminal Origins table for an event that began your life of crime. +Criminal Origins +d8 | Origin +1 | You crippled a Guild kingpin's cousin without realizing the connection. You got the Guild to back off demands for your death by offering to make amends by working for the criminals, but even so the kingpin still plots a personal revenge. +2 | The Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you'll never work for the Guild. You take special joy in hitting its targets first, tipping off its con victims and otherwise frustrating its schemes. +3 | It's always been about money. You're not paid what you're worth, working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you've always done—guard work, dock labor, business accounting—but what you learn you pass on to the Guild. +4 | The inequality of Baldur's Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents, funneling the money through charitable fronts to help the needy. +5 | You got into crime as a bored patriar looking for excitement. Your family has no idea of your activities, and neither does the Guild. If either of them ever finds out, your life as you know it will be over. +6 | A close friend or relative joined the Guild and vanished mysteriously. You've worked your way into the lower ranks hoping to find out what happened to them. +7 | You've always wanted to be a member of the Guild. As a child, you looked up to the Guild members' swagger, their flashy dress, and their competence, which all marked them as different from the other adults you knew. As soon as you could, you joined the organization. +8 | To you, this is just a way to earn a living. You go to work, do what needs to be done, and get paid. Anyone who pursues crime for thrill-seeking, to strike back at unjust authorities, or anything else are amateurs, and they're liable to get you arrested or killed with their idiocy. + + + + + Specialty + There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. +d8 | Specialty +1 | Blackmailer +2 | Burglar +3 | Enforcer +4 | Fence +5 | Highway robber +6 | Hired killer +7 | Pickpocket +8 | Smuggler + + + + + Suggested Characteristics + Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. +d8 | Personality Trait +1 | I always have a plan for when things go wrong. +2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. +3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. +4 | I would rather make a new friend than a new enemy. +5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. +6 | I don't pay attention to the risks in a situation. Never tell me the odds. +7 | The best way to get me to do something is to tell me I can't do it. +8 | I blow up at the slightest insult. + +d6 | Ideal +1 | Honor. I don't steal from others in the trade. (Lawful) +2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) +3 | Charity. I steal from the wealthy so that I can help people in need. (Good) +4 | Greed. I will do whatever it takes to become wealthy. (Evil) +5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) +6 | Redemption. There's a spark of good in everyone. (Good) + +d6 | Bond +1 | I'm trying to pay off an old debt I owe to a generous benefactor. +2 | My ill-gotten gains go to support my family. +3 | Something important was taken from me, and I aim to steal it back. +4 | I will become the greatest thief that ever lived. +5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. +6 | Someone I loved died because of a mistake I made. That will never happen again. + +d6 | Flaw +1 | When I see something valuable, I can't think about anything but how to steal it. +2 | When faced with a choice between money and my friends, I usually choose the money. +3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. +4 | I have a 'tell' that reveals when I'm lying. +5 | I turn tail and run when things look bad. +6 | An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + + Baldur's Gate Entertainer + Acrobatics, Performance + + Description + • Skill Proficiencies: Acrobatics, Performance +• Tool Proficiencies: Disguise kit, one type of musical instrument +• Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp +Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: By Popular Demand + You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. + + + + Baldur's Gate Feature: Backstage Pass + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You've learned that most of the real business of entertainment (or any other venture) happens behind the scenes. It's easy for you to case what sorts of audiences attend what venue—like how toughs gather at the Blushing Mermaid or how brash patriars congregate at the Helm and Cloak. After a successful performance, you may meet an enthusiastic member of the crowd—someone of an occupation or social class that frequents the establishment. This contact is delighted to talk with you, and to listen. + + + + Specialty + A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer. +d10 | Routines +1 | Actor +2 | Dancer +3 | Fire-eater +4 | Jester +5 | Juggler +6 | Instrumentalist +7 | Poet +8 | Singer +9 | Storyteller +10 | Tumbler + + + + + Suggested Characteristics + Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty. +d8 | Personality Trait +1 | I know a story relevant to almost every situation. +2 | Whenever I come to a new place, I collect local rumors and spread gossip. +3 | I'm a hopeless romantic, always searching for that "special someone". +4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. +5 | I love a good insult, even one directed at me. +6 | I get bitter if I'm not the center of attention. +7 | I'll settle for nothing less than perfection. +8 | I change my mood or my mind as quickly as I change key in a song. + +d6 | Ideal +1 | Beauty. When I perform, I make the world better than it was. (Good) +2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) +3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) +4 | Greed. I'm only in it for the money and fame. (Evil) +5 | People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) +6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) + +d6 | Bond +1 | My instrument is my most treasured possession, and it reminds me of someone I love. +2 | Someone stole my precious instrument, and someday I'll get it back. +3 | I want to be famous, whatever it takes. +4 | I idolize a hero of the old tales and measure my deeds against that person's. +5 | I will do anything to prove myself superior to my hated rival. +6 | I would do anything for the other members of my old troupe. + +d6 | Flaw +1 | I'll do anything to win fame and renown. +2 | I'm a sucker for a pretty face. +3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. +4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. +5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. +6 | Despite my best efforts, I am unreliable to my friends. + + + + + + Baldur's Gate Folk Hero + Animal Handling, Survival + + Description + • Skill Proficiencies: Animal Handling, Survival +• Tool Proficiencies: One type of artisan's tools, vehicles (land) +• Equipment: A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Rustic Hospitality + Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. + + + + Baldur's Gate Feature: Social Vengeance + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You've lived your entire life in the Lower or Outer City of Baldur's Gate. You grew up seeing arrogant patriars flaunt their wealth while your hardworking neighbors struggled. As a result, you know how eager commoners in Baldur's Gate are to see any patriar get what they deserve. While in a busy part of the Lower City or Outer City of Baldur's Gate, you can spend 2d10 minutes to convince 1d6 commoner to perform a non-illegal act that inconveniences a member of the Watch or Flaming Fist, a patriar, or some other wealthy looking individual. + + + + Folk Hero Origins + Folk heroes might rise from a variety of circumstances, or their origins might be a secret as they do their work anonymously. If you wish, you may roll on the Folk Hero Origins table for an event that started you down your heroic path. +Folk Hero Origins +d6 | Origin +1 | You helped get healing for a sick child. Now the sick come to you, knowing you'll help them find a way to salvation. +2 | You helped break a Guild protection racket afflicting a community of immigrants in the Outer City. Now, you can't travel through that part of the city without your dozen adopted grandparents inviting you in for a meal. +3 | Seeing a lost patriar after dark in the Outer City, you guided the wayward noble through back streets to safety. The patriar repaid your help by paying for improved roofs and lamps in your neighborhood, causing the entire community to celebrate your deed. +4 | Fueled by alcohol, you faced down a carrion crawler that slunk out of the sewer, knocking it out with a single punch. Since then, however, the ale you once credited with your heroism has drowned it, and even your most patient admirers are losing hope. You're hoping for one last chance to win back the goodwill you've drunk away. +5 | You once defeated a raging bugbear with a hand mirror, a mounted deer's head, and two kicks to the groin. Later, you and the bugbear became friends. +6 | Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your name. + + + + + Specialty + You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people. +d10 | Defining Event +1 | I stood up to a tyrant's agents. +2 | I saved people during a natural disaster. +3 | I stood alone against a terrible monster. +4 | I stole from a corrupt merchant to help the poor. +5 | I led a militia to fight of an invading army. +6 | I broke into a tyrant's castle and stole weapons to arm the people. +7 | I trained the peasantry to use farming implements as weapons against a tyrant's soldiers. +8 | A lord rescinded an unpopular decree after I led a symbolic act of protest against it. +9 | A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. +10 | Recruited into a lord's army, I rose to leadership and was commended for my heroism. + + + + + Suggested Characteristics + A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them. +d8 | Personality Trait +1 | I judge people by their actions, not their words. +2 | If someone is in trouble, I'm always ready to lend help. +3 | When I set my mind to something, I follow through no matter what gets in my way. +4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. +5 | I'm confident in my own abilities and do what I can to instill confidence in others. +6 | Thinking is for other people. I prefer action. +7 | I misuse long words in an attempt to sound smarter. +8 | I get bored easily. When am I going to get on with my destiny? + +d6 | Ideal +1 | Respect. People deserve to be treated with dignity and respect. (Good) +2 | Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) +3 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) +4 | Might. If I become strong, I can take what I want—what I deserve. (Evil) +5 | Sincerity. There's no good in pretending to be something I'm not. (Neutral) +6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) + +d6 | Bond +1 | I have a family, but I have no idea where they are. One day, I hope to see them again. +2 | I worked the land, I love the land, and I will protect the land. +3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. +4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. +5 | I protect those who cannot protect themselves. +6 | I wish my childhood sweetheart had come with me to pursue my destiny. + +d6 | Flaw +1 | The tyrant who rules my land will stop at nothing to see me killed. +2 | I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. +3 | The people who knew me when I was young know my shameful secret, so I can never go home again. +4 | I have a weakness for the vices of the city, especially hard drink. +5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. +6 | I have trouble trusting in my allies. + + + + + + Baldur's Gate Guild Artisan + Insight, Persuasion + + Description + • Skill Proficiencies: Insight, Persuasion +• Tool Proficiencies: One type of artisan's tools +• Languages: One of your choice +• Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Guild Membership + As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. +Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. +You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. + + + + Baldur's Gate Feature: Professional Courtesy + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You're familiar with the city's crews, their territories, and inter-crew politics. Choose one of the three districts of Baldur's Gate: the Upper City, the Lower City, or the Outer City. This is the district where you conduct most of your business. Whenever you need information about something in one of that district's neighborhoods, you can seek out crew members in that area and learn the local gossip. You can also gain unimpeded entry to nearly any bank, guild hall, place of business, workhouse, or crew meeting place in your district. + + + + Specialty + Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. +d20 | Guild Business +1 | Alchemists and apothecaries +2 | Armorers, locksmiths, and finesmiths +3 | Brewers, distillers, and vintners +4 | Calligraphers, scribes, and scriveners +5 | Carpenters, roofers, and plasterers +6 | Cartographers, surveyors, and chart-makers +7 | Cobblers and shoemakers +8 | Cooks and bakers +9 | Glassblowers and glaziers +10 | Jewelers and gemcutters +11 | Leatherworkers, skinners, and tanners +12 | Masons and stonecutters +13 | Painters, limners, and sign-makers +14 | Potters and tile-makers +15 | Shipwrights and sail-makers +16 | Smiths and metal-forgers +17 | Tinkers, pewterers, and casters +18 | Wagon-makers and wheelwrights +19 | Weavers and dyers +20 | Woodcarvers, coopers, and bowyers + + + + + Suggested Characteristics + Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness. +d8 | Personality Trait +1 | I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist. +2 | I'm a snob who looks down on those who can't appreciate fine art. +3 | I always want to know how things work and what makes people tick. +4 | I'm full of witty aphorisms and have a proverb for every occasion. +5 | I'm rude to people who lack my commitment to hard work and fair play. +6 | I like to talk at length about my profession. +7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. +8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. + +d6 | Ideal +1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) +2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) +3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) +4 | Greed. I'm only in it for the money. (Evil) +5 | People. I'm committed to the people I care about, not to ideals. (Neutral) +6 | Aspiration. I work hard to be the best there is at my craft. (Any) + +d6 | Bond +1 | The workshop where I learned my trade is the most important place in the world to me. +2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. +3 | I owe my guild a great debt for forging me into the person I am today. +4 | I pursue wealth to secure someone's love. +5 | One day I will return to my guild and prove that I am the greatest artisan of them all. +6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. + +d6 | Flaw +1 | I'll do anything to get my hands on something rare or priceless. +2 | I'm quick to assume that someone is trying to cheat me. +3 | No one must ever learn that I once stole money from guild coffers. +4 | I'm never satisfied with what I have—I always want more. +5 | I would kill to acquire a noble title. +6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. + + + + + + Baldur's Gate Hermit + Medicine, Religion + + Description + • Skill Proficiencies: Medicine, Religion +• Tool Proficiencies: Herbalism kit +• Languages: One of your choice +• Equipment: A Map or Scroll Case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Discovery + The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. +Work with your DM to determine the details of your discovery and its impact on the campaign. + + + + Baldur's Gate Feature: The Real City + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You know the Baldur's Gate most Baldurians ignore, the dog-eat-dog world of the homeless and unfortunate. You know where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here isn't comfortable, but it's unlikely anyone will find you—and you can stay as long as you want. + + + + Hermit Origins + Any number of personal choices or ill-fated circumstances might have led you to turn away from society. You may, if you wish, choose or roll an origin event from the Hermit Origins table. +Hermit Origins +d6 | Origin +1 | You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and you've never been able to shake the guilt of causing their deaths over a frivolous lark. You've maintained a solitary vigil outside the cavern entrance ever since. +2 | You crossed the Guild in a bad way. Fortunately, its members think you're dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are. +3 | You study the puzzles of mortal natures. You've seen followers of evil deities perform miracles for the helpless at Twin Songs, and you've seen patriars who worship good deities turn their backs on the poor daily. Bearing witness to such things, and meditating on their contradictions, fills your hours. +4 | You tend to some part of the city's forgotten history: the unmarked graves in Cliffside Cemetery, the crumbling remains of dead patriar families' manors, or a collection of religious texts stuffed into an attic and forgotten when a believer's patron deity died. In this solitary work, you've learned secrets no one else knows. +5 | You killed a patriar's scion in an illegal duel. The family swore revenge, and you fled to the slums rather than risk bringing their wrath down on your kin. +6 | You aren't originally from Baldur's Gate. You came here seeking something else, only to learn that the quest that drove you had become impossible to fulfill—its object was destroyed or its purpose was negated by some superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city. + + + + + Specialty + What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion. +d8 | Life of Seclusion +1 | I was searching for spiritual enlightenment. +2 | I was partaking of communal living in accordance with the dictates of a religious order. +3 | I was exiled for a crime I didn't commit. +4 | I retreated from society after a life-altering event. +5 | I needed a quiet place to work on my art, literature, music, or manifesto. +6 | I needed to commune with nature, far from civilization. +7 | I was the caretaker of an ancient ruin or relic. +8 | I was a pilgrim in search of a person, place, or relic of spiritual significance. + + + + + Suggested Characteristics + Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society. +d8 | Personality Trait +1 | I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. +2 | I am utterly serene, even in the face of disaster. +3 | The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. +4 | I feel tremendous empathy for all who suffer. +5 | I'm oblivious to etiquette and social expectations. +6 | I connect everything that happens to me to a grand, cosmic plan. +7 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. +8 | I am working on a grand philosophical theory and love sharing my ideas. + +d6 | Ideal +1 | Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) +2 | Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) +3 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) +4 | Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) +5 | Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) +6 | Self-Knowledge. If you know yourself, there's nothing left to know. (Any) + +d6 | Bond +1 | Nothing is more important than the other members of my hermitage, order, or association. +2 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. +3 | I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. +4 | I entered seclusion because I loved someone I could not have. +5 | Should my discovery come to light, it could bring ruin to the world. +6 | My isolation gave me great insight into a great evil that only I can destroy. + +d6 | Flaw +1 | Now that I've returned to the world, I enjoy its delights a little too much. +2 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. +3 | I am dogmatic in my thoughts and philosophy. +4 | I let my need to win arguments overshadow friendships and harmony. +5 | I'd risk too much to uncover a lost bit of knowledge. +6 | I like keeping secrets and won't share them with anyone. + + + + + + Baldur's Gate Noble + History, Persuasion + + Description + • Skill Proficiencies: History, Persuasion +• Tool Proficiencies: One type of gaming set +• Languages: One of your choice +• Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Position of Privilege + Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. + + + + Baldur's Gate Feature: Patriar + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +As a member of one of the elite families of Baldur's Gate, you may pass through city gates without paying tolls, mingle among the Gate's nobility unquestioned, and impress those on the lookout for wealthy patrons. You are welcome in the Upper City and may stay there after dark without being harassed or evicted. Your word is accepted over others' without question, and any corruption among guards or government officials tends to work in your favor, not against you—at least until you make some effort to expose it. + + + + Suggested Characteristics + Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. +d8 | Personality Trait +1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. +2 | The common folk love me for my kindness and generosity. +3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. +4 | I take great pains to always look my best and follow the latest fashions. +5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. +6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. +7 | My favor, once lost, is lost forever. +8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. + +d6 | Ideal +1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) +2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) +3 | Independence. I must prove that I can handle myself without coddling from my family. (Chaotic) +4 | Power. If I can attain more power, no one will tell me what to do. (Evil) +5 | Family. Blood runs thicker than water. (Any) +6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) + +d6 | Bond +1 | I will face any challenge to win the approval of my family. +2 | My house's alliance with another noble family must be sustained at all costs. +3 | Nothing is more important than the other members of my family. +4 | I am in love with the heir of a family that my family despises. +5 | My loyalty to my sovereign is unwavering. +6 | The common folk must see me as a hero of the people. + +d6 | Flaw +1 | I secretly believe that everyone is beneath me. +2 | I hide a truly scandalous secret that could ruin my family forever. +3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. +4 | I have an insatiable desire for carnal pleasures. +5 | In fact, the world does revolve around me. +6 | By my words and actions, I often bring shame to my family. + + + + + + Baldur's Gate Outlander + Athletics, Survival + + Description + • Skill Proficiencies: Athletics, Survival +• Tool Proficiencies: One type of musical instrument +• Languages: One of your choice +• Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Wanderer + You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. + + + + Baldur's Gate Feature: Immigrant Experience + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +Even after your short time in Baldur's Gate, you've learned the city holds more walls and gates than those the Watch and Flaming Fist patrols. You are known within the city's immigrant communities. Should you ever need to learn about a foreign land, people, tradition, or history, you know where to find someone with firsthand experience—likely somewhere in the Outer City. + + + + Outlander Origins + Foreigners of all kinds come to Baldur's Gate daily, drawn by countless reasons from countless lands. The Outlander Origins table provides ideas for how your character might have come to Baldur's Gate. +Outlander Origins +d6 | Origin +1 | Someone stole something precious from your people. You tracked the thief to the city gates, but finding clues in an urban environment is very different from tracking someone across the wilderness. You don't know where to go from here, but your people need you to succeed. +2 | You've always been fascinated by the glitter and glamor of city life, so different from the slow pace of life in your homeland. Now you're here, ready to make your mark in the world, but unsure how to begin. +3 | War, plague, famine, or a marauding monster ravaged your home, forcing you to flee for your life. You don't even know how many of your people survived or where to find them. Alone or accompanied by a handful of equally bereft survivors, you must navigate a new life that you never asked for. +4 | You were captured by kidnappers and taken far from your home. The Knights of the Unicorn freed you and brought you here, but now you're on your own. +5 | You were exiled for breaking a trivial-seeming taboo. For this seemingly minor transgression, you lost your friends, family, and homeland in one fell swoop, and were given little choice but to strike out on your own. +6 | A peddler once brought something astonishing to your homeland—a Gondan clockwork, shimmering cloth of gold, a trained speaking bird, or some other small wonder—and told you that it came from Baldur's Gate. You've come to see the source of such wonders, and perhaps learn to create them. + + + + + Specialty + You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. +d10 | Origin +1 | Forester +2 | Trapper +3 | Homesteader +4 | Guide +5 | Exile or outcast +6 | Bounty hunter +7 | Pilgrim +8 | Tribal nomad +9 | Hunter-gatherer +10 | Tribal marauder + + + + + Suggested Characteristics + Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders. +d8 | Personality Trait +1 | I'm driven by a wanderlust that led me away from home. +2 | I watch over my friends as if they were a litter of newborn pups. +3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. +4 | I have a lesson for every situation, drawn from observing nature. +5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. +6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. +7 | I feel far more comfortable around animals than people. +8 | I was, in fact, raised by wolves. + +d6 | Ideal +1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) +2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) +3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) +4 | Might. The strongest are meant to rule. (Evil) +5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) +6 | Glory. I must earn glory in battle, for myself and my clan. (Any) + +d6 | Bond +1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. +2 | An injury to the unspoiled wilderness of my home is an injury to me. +3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. +4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. +5 | I suffer awful visions of a coming disaster and will do anything to prevent it. +6 | It is my duty to provide children to sustain my tribe. + +d6 | Flaw +1 | I am too enamored of ale, wine, and other intoxicants. +2 | There's no room for caution in a life lived to the fullest. +3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. +4 | I am slow to trust members of other races, tribes, and societies. +5 | Violence is my answer to almost any challenge. +6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. + + + + + + Baldur's Gate Sage + Arcana, History + + Description + • Skill Proficiencies: Arcana, History +• Languages: Two of your choice +• Equipment: A Ink (1-ounce bottle), a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Researcher + When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + + + Baldur's Gate Feature: Rumor Monger + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +Via your personal rumor mill and articles published in Baldur's Mouth, you can surmise a great deal about Baldurians' secrets—who's practicing necromancy, who's involved in spying or smuggling, who would purchase or craft dangerous magical wares without batting an eyelash. Whenever a noteworthy crime or mysterious happening occurs in the city, you immediately have a list of 1d4 suspects who, if they aren't involved, have a strong chance of knowing who is. + + + + Specialty + To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. +d8 | Field of Study +1 | Alchemist +2 | Astronomer +3 | Discredited academic +4 | Librarian +5 | Professor +6 | Researcher +7 | Wizard's apprentice +8 | Scribe + + + + + Suggested Characteristics + Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. +d8 | Personality Trait +1 | I use polysyllabic words that convey the impression of great erudition. +2 | I've read every book in the world's greatest libraries—or I like to boast that I have. +3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. +4 | There's nothing I like more than a good mystery. +5 | I'm willing to listen to every side of an argument before I make my own judgment. +6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. +7 | I am horribly, horribly awkward in social situations. +8 | I'm convinced that people are always trying to steal my secrets. + +d6 | Ideal +1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) +2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good) +3 | Logic. Emotions must not cloud our logical thinking. (Lawful) +4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) +5 | Power. Knowledge is the path to power and domination. (Evil) +6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) + +d6 | Bond +1 | It is my duty to protect my students. +2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. +3 | I work to preserve a library, university, scriptorium, or monastery. +4 | My life's work is a series of tomes related to a specific field of lore. +5 | I've been searching my whole life for the answer to a certain question. +6 | I sold my soul for knowledge. I hope to do great deeds and win it back. + +d6 | Flaw +1 | I am easily distracted by the promise of information. +2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. +3 | Unlocking an ancient mystery is worth the price of a civilization. +4 | I overlook obvious solutions in favor of complicated ones. +5 | I speak without really thinking through my words, invariably insulting others. +6 | I can't keep a secret to save my life, or anyone else's. + + + + + + Baldur's Gate Sailor + Athletics, Perception + + Description + • Skill Proficiencies: Athletics, Perception +• Tool Proficiencies: Navigator's tools, vehicles (water) +• Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Ship's Passage + When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. + + + + Baldur's Gate Feature: Smuggler's Sense + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You're familiar with the docks of Baldur's Gate, the movement of inspectors and tax collectors, the way cargo and coin flows. As a result, it's easy for you to hustle a load of cargo ashore or see such a cargo onto a cooperative ship without attracting suspicion or taxation. You also know the movements of the Gray Wavers—the Flaming Fist harbor guards—and have a sense of how to operate the city's mechanized cranes. + + + + Suggested Characteristics + Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. +d8 | Personality Trait +1 | My friends know they can rely on me, no matter what. +2 | I work hard so that I can play hard when the work is done. +3 | I enjoy sailing into new ports and making new friends over a flagon of ale. +4 | I stretch the truth for the sake of a good story. +5 | To me, a tavern brawl is a nice way to get to know a new city. +6 | I never pass up a friendly wager. +7 | My language is as foul as an otyugh nest. +8 | I like a job well done, especially if I can convince someone else to do it. + +d6 | Ideal +1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) +2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) +3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) +4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) +5 | People. I'm committed to my crewmates, not to ideals. (Neutral) +6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any) + +d6 | Bond +1 | I'm loyal to my captain first, everything else second. +2 | The ship is most important—crewmates and captains come and go. +3 | I'll always remember my first ship. +4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. +5 | I was cheated out of my fair share of the profits, and I want to get my due. +6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + +d6 | Flaw +1 | I follow orders, even if I think they're wrong. +2 | I'll say anything to avoid having to do extra work. +3 | Once someone questions my courage, I never back down no matter how dangerous the situation. +4 | Once I start drinking, it's hard for me to stop. +5 | I can't help but pocket loose coins and other trinkets I come across. +6 | My pride will probably lead to my destruction. + + + + + + Baldur's Gate Soldier + Athletics, Intimidation + + Description + • Skill Proficiencies: Athletics, Intimidation +• Tool Proficiencies: One type of gaming set, vehicles (land) +• Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Military Rank + You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. + + + + Baldur's Gate Feature: City Guard + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You may choose to currently serve in either the Flaming Fist or the Watch. If you do, you have responsibilities related to your post. For as long as you perform these responsibilities, you gain benefits. If you stop performing your responsibilities, though, you lose access to the benefits and might suffer further fallout. Should you lose these benefits, you may regain them by having an unpleasant conversation with your commanding officer and fulfilling your responsibilities for a month. + + + + Baldur's Gate Feature: Loyalty Test + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who might have criminal connections. You can also use this sense to get a feeling about who might fulfill their duties strictly by the book. + + + + Specialty + During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role: +d8 | Role +1 | Officer +2 | Scout +3 | Infantry +4 | Cavalry +5 | Healer +6 | Quartermaster +7 | Standard-bearer +8 | Support staff (cook, blacksmith, or the like) + + + + + Suggested Characteristics + The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred. +d8 | Personality Trait +1 | I'm always polite and respectful. +2 | I'm haunted by memories of war. I can't get the images of violence out of my mind. +3 | I've lost too many friends, and I'm slow to make new ones. +4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. +5 | I can stare down a hell hound without flinching. +6 | I enjoy being strong and like breaking things. +7 | I have a crude sense of humor. +8 | I face problems head-on. A simple, direct solution is the best path to success. + +d6 | Ideal +1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good) +2 | Responsibility. I do what I must and obey just authority. (Lawful) +3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) +4 | Might. In life as in war, the stronger force wins. (Evil) +5 | Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral) +6 | Nation. My city, nation, or people are all that matter. (Any) + +d6 | Bond +1 | I would still lay down my life for the people I served with. +2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. +3 | My honor is my life. +4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt it. +5 | Those who fight beside me are those worth dying for. +6 | I fight for those who cannot fight for themselves. + +d6 | Flaw +1 | The monstrous enemy we faced in battle still leaves me quivering with fear. +2 | I have little respect for anyone who is not a proven warrior. +3 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret. +4 | My hatred of my enemies is blinding and unreasoning. +5 | I obey the law, even if the law causes misery. +6 | I'd rather eat my armor than admit when I'm wrong. + + + + + + Baldur's Gate Urchin + Sleight Of Hand, Stealth + + Description + • Skill Proficiencies: Sleight of Hand, Stealth +• Tool Proficiencies: Disguise kit, Thieves' tools +• Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: City Secrets + You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. + + + + Baldur's Gate Feature: Gateguide Connection + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +Even though you might not be a member of the Gateguides crew, you've associated with enough of them that you know their torch-based code. From the lighting, placement, and type of torch arranged on or near a structure, you can gather a great deal of information about those who live or do business there, particularly if they deal fairly with strangers, have Guild or government connections, or have either helped or denied the Gateguides in the past. + + + + Suggested Characteristics + Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly. +d8 | Personality Trait +1 | I hide scraps of food and trinkets away in my pockets. +2 | I ask a lot of questions. +3 | I like to squeeze into small places where no one else can get to me. +4 | I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. +5 | I eat like a pig and have bad manners. +6 | I think anyone who's nice to me is hiding evil intent. +7 | I don't like to bathe. +8 | I bluntly say what others are hinting at or hiding. + +d6 | Ideal +1 | Respect. All people, rich or poor, deserve respect. (Good) +2 | Community. We have to take care of each other, because no one else is going to do it. (Lawful) +3 | Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic) +4 | Retribution. The rich need to be shown what life and death are like in the gutters. (Evil) +5 | People. I help the people who help me—that's what keeps us alive. (Neutral) +6 | Aspiration. I'm going to prove that I'm worthy of a better life. (Any) + +d6 | Bond +1 | My town or city is my home, and I'll fight to defend it. +2 | I sponsor an orphanage to keep others from enduring what I was forced to endure. +3 | I owe my survival to another urchin who taught me to live on the streets. +4 | I owe a debt I can never repay to the person who took pity on me. +5 | I escaped my life of poverty by robbing an important person, and I'm wanted for it. +6 | No one else should have to endure the hardships I've been through. + +d6 | Flaw +1 | If I'm outnumbered, I will run away from a fight. +2 | Gold seems like a lot of money to me, and I'll do just about anything for more of it. +3 | I will never fully trust anyone other than myself. +4 | I'd rather kill someone in their sleep than fight fair. +5 | It's not stealing if I need it more than someone else. +6 | People who can't take care of themselves get what they deserve. + + + + + + Black Fist Double Agent + Deception, Insight + + Description + You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace. +In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents. Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence. +• Skill Proficiencies: Deception, Insight +• Tool Proficiencies: Disguise kit, and one type of artisan's tools or gaming set +• Equipment: Disguise kit, common clothes, a Tears of Virulence emblem, a writ of free agency signed by the Lord Regent, a set of artisan's tools or gaming set you are proficient with, and a pouch with 15 gp (payment for services rendered). +Source: Adventurers League: Curse Of Strahd p. 2 + + + Lifestyle + Moderate + + + + Overview + You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace. +In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents. +Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence. + + + + Feature: Double Agent + You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents. Note: This feature is a variant of the Noble feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around. +2 | My eloquence and sophistication are tools I use to avoid arousing suspicion myself. +3 | I am a thrill-seeker, excited by covert and dangerous missions. +4 | I live by my wits and always check every lock twice, just to be certain. +5 | I never admit to my mistakes lest they be used against me. +6 | I take every effort to be unnoticeable and blend into the crowd. Passersby rarely give me a second look. +7 | I am prepared for any eventuality; including the day my usefulness as a spy comes to an end. +8 | I always make certain to know my enemy before acting, lest I bite off more than I can chew. + +d6 | Ideal +1 | Suspicious. In my experience, everybody has something to hide, and what they hide can usually hurt me. (Any) +2 | Secretive. I trade in secrets, and am not about to let any of mine slip. (Any) +3 | Hedonist. Life is short. I live my life to the fullest, as I know any day could be my last. (Chaotic) +4 | Selfless. I use my position to help the downtrodden avoid persecution from the authorities. (Good) +5 | Patriotic. I am a loyal supporter of Phlan and its leaders, and see my role as a solemn duty and necessary evil to prevent anarchy. (Lawful) +6 | Manipulative. I use my knowledge to blackmail and manipulate others to my own benefit. (Evil) + +d6 | Bond +1 | I was framed for a crime I did not commit, and seek to bring the true culprit to justice. +2 | I am a part of an underground network that smuggles innocent civilians out of the city prior to being raided by the authorities. +3 | I miss the glory days of Phlan, before the coming of the dragon. +4 | I seek to prove myself worthy of joining the Black Fist as a member of their order. +5 | My sister was killed by a Tear of Virulence, and now I feed them false information whenever possible. +6 | My family was wrongly imprisoned, and I act as an informant in order to secure their release. + +d6 | Flaw +1 | I think too highly of myself, and have an exaggerated sense of self-importance. +2 | I have difficulty trusting strangers. I see spies and informants everywhere. +3 | Years of getting away with minor crimes has left me believing that I am above the law, and have diplomatic immunity above my station. +4 | Years of seeing innocent people suffer have left me despondent and pessimistic for the future. +5 | My desire for vengeance often gets me into trouble. +6 | I am spendthrift, and share my wealth with the patrons of my favorite tavern. + + + + + + Boros Legionnaire + Athletics, Intimidation + + Description + As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example of the angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter's lofty promises, or were drawn in by the prospect of a life of action. +• Skill Proficiencies: Athletics, Intimidation +• Tool Proficiencies: One type of gaming set +• Languages: Choose one of Celestial, Draconic, Goblin, or Minotaur +• Equipment: A Boros insignia, a feather from an angel's wing, a tattered piece of a Boros banner (a souvenir from a famous battle), a set of common clothes, and a belt pouch containing 2 gp (Boros-minted 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 40 + + + Feature: Legion Station + You have an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures. + + + + Boros Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Boros Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Boros Guild Spells +Spell Level | Spells +Cantrip | fire bolt, sacred flame +1st | guiding bolt, heroism +2nd | aid, scorching ray +3rd | beacon of hope, blinding smite +4th | death ward, wall of fire +5th | flame strike + +Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire. + + + + Suggested Characteristics + The Boros Legion is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership's devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion's work. +Personality Traits +d8 | Personality Trait +1 | I approach every task with the same high degree of military precision. +2 | I am always the first into the fray. +3 | I bear any injury or indignity with stoic discipline. +4 | My righteous wrath is easily inflamed by the slightest iniquity. +5 | My honor is more important to me than my life. +6 | Dangerous work is best accomplished by an orderly group working with common purpose. +7 | I treat my weapons, uniform, and insignia with reverence, for they are gifts of the angels. +8 | I pace when standing and fidget incessantly when forced to sit. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good) +3 | Protection. It isn't right for innocents to suffer because of the arrogance of the powerful. (Good) +4 | Solidarity. It is most crucial to act with a single will, marching side by side in perfect accord. (Lawful) +5 | Order. Society functions only if people do their duty and respect the chain of command. (Lawful) +6 | Conviction. Anything worth doing is worth doing with your whole heart. (Lawful) + +Bonds +d6 | Bond +1 | I would lay down my life for Aurelia and the angels. +2 | I owe my life to the Boros captain who took me in when I was living on the streets. +3 | My fellow legionnaires are my family. +4 | I wield the same Boros weapon my grandparent did, for the honor of our family. +5 | I ran with the Rakdos in my youth, and I'm striving to atone for my past misdeeds. +6 | I do what I can to help out the spouse of a comrade who died in battle. + +Flaws +d6 | Flaw +1 | I act bravely when I'm in a group, but I'm a coward when I'm alone. +2 | I see everything in clear-cut black and white. +3 | I'm just a little fascinated by the ways of the Gruul. +4 | I trust the chain of command more than anything—more even than my closest friends. +5 | I'm slow to trust members of other guilds. +6 | I've been known to turn a blind eye to injustice, with the help of a modest bribe. + + + + + Contacts + The ordered structure of the Boros Legion offers abundant opportunities to make friends—and rivals—in higher places. You might have close friends in other guilds that share the Boros emphasis on order and community, or bitter enemies among the guilds that represent chaos and destruction. +Roll twice on the Boros Contacts table (for an ally and a rival) and once on the Non-Boros Contacts table. +Boros Contacts +d8 | Contact +1 | A former comrade in arms was promoted into the prestigious Sunhome Guard. +2 | One of my parents is a ranking Boros officer. +3 | A close friend serves aboard the Parhelion II, a flying fortress. +4 | I had a tangled affair with a Boros garrison captain. +5 | I have maintained a relationship with one of my instructors at Horizon Military Academy. +6 | I competed with a fellow student for the attention of a mentor at Horizon Military Academy. +7 | The person who recruited me into the legion changed the course of my life. +8 | A Boros angel knows my name. + +Non-Boros Contacts +d10 | Contact +1 | One of my siblings is an Azorius arrester. +2 | Roll an additional Boros contact; you can decide if the contact is an ally or a rival. +3 | I showed mercy to an injured, now-grateful Dimir spy. +4 | I suspect someone I know is a Golgari assassin, but I can't prove it. +5 | An adolescent relative ran off to join the Gruul in an act of rebellion and has not yet returned. +6 | I once befriended an Izzet scientist, and we're still cordial though the relationship ended messily. +7 | I owe a monetary debt to an Orzhov syndic. +8 | A Rakdos blood witch seems to enjoy harassing me. +9 | I tried to recruit a friend who ended up joining the Selesnya. +10 | I keep running into a particular Simic biomancer, and I enjoy the arguments that inevitably result. + + + + + How Do I Fit In? + As a member of the Boros Legion, you are subject to the orders of your superior officers. You go where the angels tell you to go, and you do what they command you to do, to the best of your ability. If you enjoy some measure of independence, it's either because you have proven yourself capable of working without close supervision or because you're a rebellious sort who is willing to disobey orders now and face the consequences later. +As a soldier on the street, you are tasked with bringing dangerous threats like the Rakdos and the Gruul in line. You might contend with Rakdos performances gone horribly out of control, Gruul raids on outlying neighborhoods, shipments of rot-infested vegetation from the Golgari undercity, and violent uprisings among the guildless. At the same time, you might have to worry about Dimir spies infiltrating your leadership, overzealous or corrupt Azorius senators abusing the law at the expense of justice, Izzet experiments leveling city blocks, and Simic creations that break out of laboratories and wreak havoc through the Tenth District. + + + + + Caravan Specialist + Animal Handling, Survival + + Description + You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds. +• Skill Proficiencies: Animal Handling, Survival +• Tool Proficiencies: Vehicles (land) +• Languages: One of your choice +• Equipment: A whip, a two-person tent, a regional map, a set of traveler's clothes, and a belt pouch containing 10 gp +Source: Adventurers League: Elemental Evil p. 2 + + + Lifestyle + Poor + + + + Overview + You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds. + + + + Feature: Wagonmaster + You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling. Note: This feature is a variant of the Outlander feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | Any group is only as strong as its weakest link. Everyone has to pull their own weight. +2 | There's always someone out there trying to take what I've got. Always be vigilant. +3 | Anything can be learned if you have the right teacher. Most folks just need a chance. +4 | Early to bed and early to rise; this much at least is under my control. +5 | You can listen to me or don't and wish you had. Everyone ends up on one side of that fence. +6 | Eventually my hard work will be rewarded. Maybe that time has finally come. +7 | A strong ox or horse is more reliable than most people I've met. +8 | I never had time for books, but wish I had. I admire folks who have taken the time to learn. + +d6 | Ideal +1 | Service. Using my talents to help others is the best way of helping myself. (Good) +2 | Selfish. What people don't know WILL hurt them, but why is that my problem? (Evil) +3 | Wanderer. I go where the road takes me. Sometimes that's a good thing... (Chaotic) +4 | Fittest. On the open road, the law of nature wins. Victims are the unprepared. (Lawful) +5 | Focused. I simply have a job to do, and I'm going to do it. (Neutral) +6 | Motivated. There's a reason I'm good at what I do, I pay attention to the details. (Any) + +d6 | Bond +1 | My brother has a farm In Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people. +2 | A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter. +3 | The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine. +4 | The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful. +5 | There's always a road I haven't traveled before. I'm always looking for new places to explore. +6 | Wealth and power mean little without the freedom to go where and when you want. + +d6 | Flaw +1 | I have trouble trusting people I've just met. +2 | I enjoy the open road. Underground and tight spaces make me very nervous. +3 | I expect others to heed my orders and have little respect or sympathy if they don't. +4 | I am very prideful and have trouble admitting when I'm wrong. +5 | Once I decide on a course of action, I do not waiver. +6 | I like to explore, and my curiosity will sometimes get me into trouble. + + + + + + + Charlatan + Deception, Sleight Of Hand + + Description + You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage +You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment–nothing more than a bit of fat with a sprinkle of silver dust–can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you can make them sound like the real deal. +• Skill Proficiencies: Deception, Sleight of Hand +• Tool Proficiencies: Disguise kit, Forgery kit +• Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp +Source: Player's Handbook p. 128 + + + Feature: False Identity + You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. + + + + Favorite Schemes + Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below. +d6 | Scam +1 | I cheat at games of chance. +2 | I shave coins or forge documents. +3 | I insinuate myself into people's lives to prey on their weakness and secure their fortunes. +4 | I put on new identities like clothes. +5 | I run sleight-of-hand cons on street corners. +6 | I convince people that worthless junk is worth their hard-earned money. + + + + + Suggested Characteristics + Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. +d8 | Personality Trait +1 | I fall in and out of love easily, and am always pursuing someone. +2 | I have a joke for every occasion, especially occasions where humor is inappropriate. +3 | Flattery is my preferred trick for getting what I want. +4 | I'm a born gambler who can't resist taking a risk for a potential payoff. +5 | I lie about almost everything, even when there's no reason to. +6 | Sarcasm and insults are my weapons of choice. +7 | I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. +8 | I pocket anything I see that might have some value. + +d6 | Ideal +1 | Independence. I am a free spirit—no one tells me what to do. (Chaotic) +2 | Fairness. I never target people who can't afford to lose a few coins. (Lawful) +3 | Charity. I distribute the money I acquire to the people who really need it. (Good) +4 | Creativity. I never run the same con twice. (Chaotic) +5 | Friendship. Material goods come and go. Bonds of friendship last forever. (Good) +6 | Aspiration. I'm determined to make something of myself. (Any) + +d6 | Bond +1 | I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. +2 | I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere. +3 | Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her. +4 | I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. +5 | A powerful person killed someone I love. Some day soon, I'll have my revenge. +6 | I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. + +d6 | Flaw +1 | I can't resist a pretty face. +2 | I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. +3 | I'm convinced that no one could ever fool me the way I fool others. +4 | I'm too greedy for my own good. I can't resist taking a risk if there's money involved. +5 | I can't resist swindling people who are more powerful than me. +6 | I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. + + + + + + City Watch + Athletics, Insight + + Description + You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe. +You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard. +Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands. +Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community. +• Skill Proficiencies: Athletics, Insight +• Languages: Any two of your choice +• Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp +Source: Sword Coast Adventurer's Guide p. 145 + + + Feature: Watcher's Eye + Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. + + + + Suggested Characteristics + Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. +Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes. + + + + + Clan Crafter + History, Insight + + Description + The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today. +You are most likely a dwarf, but not necessarily—particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation. +• Skill Proficiencies: History, Insight +• Tool Proficiencies: One type of artisan's tools +• Languages: Dwarvish or one of your choice if you already speak Dwarvish +• Equipment: A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp +Source: Sword Coast Adventurer's Guide p. 145 + + + Feature: Respect of the Stout Folk + As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance. + + + + Suggested Characteristics + Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.) +Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship. + + + + + Cloistered Scholar + History + + Description + As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge. +The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. +Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn. +• Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion +• Languages: any two of your choice +• Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp +Source: Sword Coast Adventurer's Guide p. 146 + + + Feature: Library Access + Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. +You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. +Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar. + + + + Suggested Characteristics + Use the tables for the sage background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar. +Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth - perhaps as a worthy goal in itself, or maybe as a means to a desirable end. + + + + + Cobalt Scholar (Sage) + Arcana, History + + Description + • Skill Proficiencies: Arcana, History +• Languages: Two of your choice +• Equipment: A Ink (1-ounce bottle), a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp +Source: Explorer's Guide to Wildemount p. 203 + + + Feature: Researcher + When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + + + Specialty + To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. +d8 | Field of Study +1 | Alchemist +2 | Astronomer +3 | Discredited academic +4 | Librarian +5 | Professor +6 | Researcher +7 | Wizard's apprentice +8 | Scribe + + + + + Suggested Characteristics + Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. +d8 | Personality Trait +1 | I use polysyllabic words that convey the impression of great erudition. +2 | I've read every book in the world's greatest libraries—or I like to boast that I have. +3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. +4 | There's nothing I like more than a good mystery. +5 | I'm willing to listen to every side of an argument before I make my own judgment. +6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. +7 | I am horribly, horribly awkward in social situations. +8 | I'm convinced that people are always trying to steal my secrets. + +d6 | Ideal +1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) +2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good) +3 | Logic. Emotions must not cloud our logical thinking. (Lawful) +4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) +5 | Power. Knowledge is the path to power and domination. (Evil) +6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) + +d6 | Bond +1 | It is my duty to protect my students. +2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. +3 | I work to preserve a library, university, scriptorium, or monastery. +4 | My life's work is a series of tomes related to a specific field of lore. +5 | I've been searching my whole life for the answer to a certain question. +6 | I sold my soul for knowledge. I hope to do great deeds and win it back. + +d6 | Flaw +1 | I am easily distracted by the promise of information. +2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. +3 | Unlocking an ancient mystery is worth the price of a civilization. +4 | I overlook obvious solutions in favor of complicated ones. +5 | I speak without really thinking through my words, invariably insulting others. +6 | I can't keep a secret to save my life, or anyone else's. + + + + + + Cormanthor Refugee + Nature, Survival + + Description + You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for nonhumans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps. +• Skill Proficiencies: Nature, Survival +• Tool Proficiencies: One type of artisan's tools +• Languages: Elven +• Equipment: A two-person tent, artisan's tools, a holy symbol, a set of traveler's clothes, a belt pouch containing 5 gp +Source: Adventurers League: Rage Of Demons p. 5 + + + Lifestyle + Poor + + + + Overview + You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for non-humans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps. + + + + Feature: Shelter of the Elven Clergy + The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle. Note: This feature is a variant of the Acolyte feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I long for a home that never really existed, whether in the camps, Hillsfar, or Myth Drannor. +2 | Though I am not an elf, I am a fervent, radical worshipper of the elven gods. +3 | I live in the moment, knowing my life could be turned upside down any day. +4 | I appreciate beauty in all of its forms. +5 | I hate the dark elves and the Netherese for each driving the elves out of Cormanthyr in the past. +6 | I am a forest bumpkin who grew up in a tent in the woods and is wholly ignorant of city life. +7 | I was raised alongside children of many other races. I harbor no racial prejudices at all. +8 | The elves have just the right word for so many things that cannot be expressed as well in other languages. I pepper my speech with elven words, phrases, and sayings. + +d6 | Ideal +1 | Patient. The elves have taught me to think and plan for the long-term. (Lawful) +2 | Rebellious. Governments and politicians drove my family to the camps. I subtly defy authority whenever I think I can get away with it. (Chaotic) +3 | Self - Absorbed. I've had to look out for number one so long that it has become second nature. (Any) +4 | Wanderlust. I want to see as much of the world beyond the camps as I can. (Any) +5 | Generous. I give everything I can to help those in need, regardless of who they are. (Good) +6 | To the Abyss with Them. The people of Hillsfar cast me out. I won't risk my hide to help them. (Evil) + +d6 | Bond +1 | The elves took me in when I had nowhere else to go. In return, I do what I can to help elves in need. +2 | I seek revenge against the people of Hillsfar for driving my family into the forest. +3 | My family lost everything when they were driven from Hillsfar. I strive to rebuild that fortune. +4 | The forest has provided me with food and shelter. In return, I protect forests and those who dwell within. +5 | I am deeply, tragically in love with someone whose racial lifespan is far longer or shorter than mine. +6 | Members of my extended family did not make it to the camps or have been kidnapped to fight in the Arena. I search for them tirelessly. + +d6 | Flaw +1 | I am very uncomfortable indoors and underground. +2 | I am haughty. I grew up among the elves and emulate them. Other races are crude in comparison. +3 | Elf this, elf that. I am sick and tired of the elves. +4 | I am a miser. Having lost everything once before, I clutch my possessions and wealth very tightly. +5 | I am a moocher. I am so used to others providing for me that I have come to expect everyone to do it. +6 | I believe the gods have cursed me, my family, and all of the Cormanthor refugees. We are all doomed, doomed I tell you! + + + + + + Courtier + Insight, Persuasion + + Description + In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. +You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford. +Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer. +• Skill Proficiencies: Insight, Persuasion +• Languages: Any two of your choice +• Equipment: A set of fine clothes and a pouch containing 5 gp +Source: Sword Coast Adventurer's Guide p. 146 + + + Feature: Court Functionary + Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. + + + + Suggested Characteristics + Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier. +The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization. + + + + + Criminal + Deception, Stealth + + Description + You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. +• Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: One type of gaming set, thieves' tools +• Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp +Source: Player's Handbook p. 129 + + + Feature: Criminal Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + + + Specialty + There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. +d8 | Specialty +1 | Blackmailer +2 | Burglar +3 | Enforcer +4 | Fence +5 | Highway robber +6 | Hired killer +7 | Pickpocket +8 | Smuggler + + + + + Suggested Characteristics + Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. +d8 | Personality Trait +1 | I always have a plan for when things go wrong. +2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. +3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. +4 | I would rather make a new friend than a new enemy. +5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. +6 | I don't pay attention to the risks in a situation. Never tell me the odds. +7 | The best way to get me to do something is to tell me I can't do it. +8 | I blow up at the slightest insult. + +d6 | Ideal +1 | Honor. I don't steal from others in the trade. (Lawful) +2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) +3 | Charity. I steal from the wealthy so that I can help people in need. (Good) +4 | Greed. I will do whatever it takes to become wealthy. (Evil) +5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) +6 | Redemption. There's a spark of good in everyone. (Good) + +d6 | Bond +1 | I'm trying to pay off an old debt I owe to a generous benefactor. +2 | My ill-gotten gains go to support my family. +3 | Something important was taken from me, and I aim to steal it back. +4 | I will become the greatest thief that ever lived. +5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. +6 | Someone I loved died because of a mistake I made. That will never happen again. + +d6 | Flaw +1 | When I see something valuable, I can't think about anything but how to steal it. +2 | When faced with a choice between money and my friends, I usually choose the money. +3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. +4 | I have a 'tell' that reveals when I'm lying. +5 | I turn tail and run when things look bad. +6 | An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + + Dimir Operative + Deception, Stealth + + Description + You're a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they're written in locked journals or hidden away in someone's mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission's sole purpose is to conceal the motivation behind another strike performed in a different part of the city, or simply to spread fear. +As part of your covert work for House Dimir, you maintain a false identity as a member of another guild. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within. +• Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: Disguise kit +• Languages: One of your choice +• Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this chapter for your secondary guild +Source: Guildmasters' Guide to Ravnica p. 46 + + + Feature: False Identity + You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild. +Whenever you choose, you can drop this identity and blend into the guildless masses of the city. +Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you. +d8 | Reason for Infiltration +1 | My parents belong to this guild, and I let them think I'm following in their footsteps. +2 | I've been assigned to track this guild's activities. +3 | I've been assigned to get close to an individual in this guild and learn their secrets. +4 | I've been assigned to recruit a new Dimir spy from the ranks of this guild. +5 | I was a member of this guild before the Dimir recruited me. +6 | I don't like what this guild stands for and want to destroy it from within. +7 | I secretly wish I could leave the Dimir and join this guild, but there is no escaping the Dimir. +8 | I chose this guild at random or on a lark. + + + + + Dimir Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Dimir Guild Spells +Spell Level | Spells +Cantrip | encode thoughts, mage hand +1st | disguise self, sleep +2nd | detect thoughts, pass without trace +3rd | gaseous form, meld into stone, nondetection +4th | arcane eye, freedom of movement +5th | modify memory + +Your magic is meant to be subtle and undetectable, but it might pull shadows or clouds of mist around you as you cast your spells. Using the encode thoughts cantrip described below, you can turn a creature's thoughts (including your own) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir. + + + + Suggested Characteristics + Skilled at infiltration, disguise, and deception, members of House Dimir appear inscrutable. Your true personality and ideals might never manifest, or they might mark you as a quirky member of your secondary guild. +Personality Traits +d8 | Personality Trait +1 | I'm good at hiding my true thoughts and feelings. +2 | When I'm in doubt about revealing something, I assume it's a secret, and I don't share it. +3 | I like to sound mysterious, because wisdom hidden grows deeper with time. +4 | I have no patience with people who get in my way. +5 | I love hearing about other people's nightmares. +6 | Combat is meant to be quick, clean, and one-sided. +7 | I like to stick to the shadows. +8 | I never show my anger. I just plot my revenge. + +Ideals +d6 | Ideal +1 | Guild. My true guild is all that really matters. (Any) +2 | Control. I like pulling the strings. (Lawful) +3 | Secrets. I collect secrets and never reveal them. (Any) +4 | Knowledge. I want to know as much as I can about this city and how it works. (Any) +5 | Independence. I value the freedom to pursue my own goals without interference. (Chaotic) +6 | Nihilism. I don't believe in anything, and anyone who does is a fool. (Neutral) + +Bonds +d6 | Bond +1 | I discovered a secret I can't let anyone else uncover—including my guild superiors. +2 | I formed a close friendship or romance with someone in the guild I'm infiltrating. +3 | The Dimir agent who recruited me was unmasked and killed. My revenge on the killers will be thorough and painful. +4 | I spend as much time as I can in the Ismeri Library because I'm certain an information hub operates behind its facade. I want its secrets! +5 | I'm utterly loyal to my superior in the guild, more than to the guild or its guildmaster. +6 | Someone has discovered my true identity. + +Flaws +d6 | Flaw +1 | I like secrets so much that I'm reluctant to share details of a plan even with those who need to know. +2 | I would let my friends die rather than reveal my true identity. +3 | I have trouble trusting anyone but myself. +4 | I have a particular vice that puts all my secrets at risk if I'm not careful. +5 | I'm pretty sure I've done something horrible that I can't remember because of the guild's mind magic. +6 | I put too much trust in the people who give me orders. + + + + + Contacts + As an agent of House Dimir working undercover, you have limited contacts within your guild. Your relationships within your secondary guild, in the guise of your false identity, are usually more extensive. +Roll once on the Dimir Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival. +Dimir Contacts +d8 | Contact +1 | I know a Dimir courier who relays messages to me from someone higher up the chain of command. +2 | I get orders from a shapeshifter I recognize only through a series of code phrases we exchange. +3 | An ostentatiously wealthy vampire is my secret guild superior, summoning me to a luxurious estate by means of coded messages. +4 | I have never met my guild contact, but I receive telepathic messages, usually in my dreams. +5 | I've never met my guild contact, but I get coded messages from a pattern of street lights and graffiti. +6 | I didn't discover the identity of my guild contact until after we had begun a romantic relationship. +7 | My superior maintains an elaborate identity as a young street urchin... unless it's all a lie, and I'm being sent on ridiculous missions by a twisted child. +8 | My sibling and I both get telepathic orders from a mysterious contact, and I'm starting to question the authenticity of my sibling's orders. + + + + + How Do I Fit In? + As a Dimir adventurer, you are a member of the guild's network of spies, thieves, assassins, and mind mages that lurks behind the facade of the public guild. On the surface, House Dimir presents the appearance of a network of couriers, investigators, media reporters, and archivists, dealing in information and spreading news. But you and your peers trade in secrets. You use secret symbols, runes, and signals to surreptitiously communicate with other Dimir agents, often in plain sight. +Like any good spy, you have multiple identities: your true face as an agent of House Dimir; a guildless identity; and a role as a member of another guild. Within that secondary guild, you might already be on a mission for House Dimir, assigned to spy on the guild, collect information about a person, or recruit another spy from the ranks of the guild. Or that guild could be a launching point for your real mission. Perhaps, for example, you were ordered to infiltrate the Azorius in hopes of gaining access to a notorious inmate in an Azorius prison. + + + + + Dissenter + Athletics, Intimidation, History, Religion + + Description + Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the five gods, some people rebel against the doctrines of the God-Pharaoh. They don't challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife. +Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just—and can fight to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people's best interests in mind when he ordered their society. +A character who is identified as a dissenter loses the benefit of the initiate's or vizier's background feature. In its place, the character gains the Shelter of Dissenters feature. +Source: Plane Shift: Amonkhet p. 11 + + + Overview + Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the five gods, some people rebel against the doctrines of the God-Pharaoh. They don't challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife. +Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just—and can fight to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people's best interests in mind when he ordered their society. +A character who is identified as a dissenter loses the benefit of the initiate's or vizier's background feature. In its place, the character gains the following feature: + + + + Feature: Shelter of Dissenters + If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters must help each other. You can find a place to hide, rest, or recuperate among other dissenters. They will help shield you from those who hunt you, possibly even risking their lives for you. + + + + + Dragon Casualty + Intimidation, Survival + + Description + When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord. While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured. +What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death. +• Skill Proficiencies: Intimidation, Survival +• Tool Proficiencies: Special (see origin below) +• Language: Draconic +• Equipment: A dagger, tattered rags, a loaf of moldy bread, a small cast-off scale belonging to Vorgansharax—the Maimed Virulence, and a pouch with 5 gp of various coins (salvaged during your escape from Phlan). +Source: Adventurers League: Curse Of Strahd p. 3 + + + Lifestyle + Wretched + + + + Overview + When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord. +While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured. +What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death. + + + + Origin + Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life. Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background. +d8 | Origin (Occupation) | Tool Proficiency +1 | Dockworker/Fisherman | Vehicles (water) +2 | Tradesperson/Merchant | Artisan's tools +3 | Black Fist Soldier | Gaming set or Vehicles (land) +4 | Adventurer/Visitor | Vehicles (land) +5 | Entertainer | Musical Instrument +6 | Scholar/Healer | Alchemist's Supplies or Herbalism kit +7 | Criminal | thieves' tools, forgery kit, or Disguise kit +8 | Unskilled Laborer | Gaming set + + + + + Feature: Dragonscarred + Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharaxse and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence. This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes. +You can parlay this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest. However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times. Note: This feature is a variant of the Far Traveler feature. + + + + Disfigurement (Optional) + In addition to extensive scarring, you may choose one of the following options to represent your disfigurement. This disfigurement is purely cosmetic, misshapen, and horrific to look upon. +d8 | Disfigurement +1 | Small non-functional wing(s). +2 | Misshapen, wing-like membranes along one or both arms. +3 | Elongated, claw-like hand(s). +4 | Elongated, claw-like feet. +5 | Painful green scales randomly embedded in skin. +6 | Bulbous, reptilian eye(s). +7 | Enlarged dorsal spines. +8 | Hair replaced with small irregular spines. + + + + + Suggested Characteristics + d8 | Personality Trait +1 | I am driven to escape my past, and rarely stay in one place long. +2 | I know secrets of the Maimed Virulence, but fear the harm that may befall me should others learn them. +3 | Speaking of my ordeal helps sooth the still open wounds in my soul. +4 | My former life is meaningless, and was ripped to shreds by the claws of Vorgansharax. All that matters now is what I do with the future. +5 | I have faced the worst a dragon can deliver and survived. I am fearless, and my resolve unshakable. +6 | I am haunted my tortured past, and wake at night screaming at half-remembered horrors. +7 | I sleep with my back to a wall or tree, and a weapon within arm's reach. +8 | I am slow to trust, but incredibly loyal to those who have earned it. + +d6 | Ideal +1 | Survivor. No matter the cost, I will take any action necessary to survive. (Any) +2 | Independence. When in trouble, the only person I can rely on is myself. (Chaotic) +3 | Compassionate. I have suffered long at the hands of a Dragon, and take pity and compassion on the suffering of others. (Good) +4 | Secretive. I am withdrawn, and hide my monstrous appearance for fear of drawing unwanted attention. (Chaotic) +5 | Justice. I have been wronged, and will not allow the same fate to befall others. (Lawful) +6 | Sycophant. During my ordeal, I became a willing servant of the Maimed Virulence, and spy on his behalf. (Evil) + +d6 | Bond +1 | I have sworn vengeance on the Maimed Virulence and those that follow him. +2 | I long to reunite with friends and family who may dwell among the Phlan Refugees, and protect them. +3 | While a prisoner of the Maimed Virulence, I overheard rumors of an item or treasure the Dragon seeks. I will have that treasure for myself! +4 | I seek to reclaim and rebuild my former life to the best of my ability. +5 | I have been reborn as a child of Vorgansharax. I will claim my birthright as his chosen heir and successor. +6 | I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor. + +d6 | Flaw +1 | I have been touched with dragon-greed, and have a lust for wealth which can never be satisfied. +2 | I secretly believe others are plotting to harm me. +3 | I no longer enjoy the simple pleasures in life. Food is but ashes and bile in my throat. +4 | Anyone who refuses to celebrate my celebrity does not deserve my company. +5 | I am paranoid and overly suspicious of others. Anyone may be an agent of the Maimed Virulence. +6 | Once I make up my mind, I follow my chosen course of action regardless of the consequences. + + + + + + Earthspur Miner + Athletics, Survival + + Description + You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you. +• Skill Proficiencies: Athletics, Survival +• Languages: Dwarvish and Undercommon +• Equipment: A shovel or a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp +Source: Adventurers League: Elemental Evil p. 3 + + + Lifestyle + Poor + + + + Overview + You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you. + + + + Feature: Deep Miner + You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves. Note: This feature is a variant of the Outlander feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | Nothing bothers me for long. +2 | I hate the horrors of the Underdark with a passion. They took my friends and family and almost got me. +3 | Anything worth doing takes time and patience. I have learned to plan and wait for the things I want and to be patient to achieve my goals. +4 | I can party with everyone. Whether with dwarves, or goliaths, or deep gnomes, I can find a way to have a good time. +5 | I'd rather be mining. This is okay; mining is better. +6 | I think that I will stumble upon great riches if I just keep looking. +7 | People who don't work with their hands and who live in houses are soft and weak. +8 | I wish I were more educated. I look up to people who are. + +d6 | Ideal +1 | Generosity. The riches of the earth are to be shared by all. (Good) +2 | Greed. Gems and precious metals, I want them all for myself. (Evil) +3 | Mooch. Property, schmoperty. If I need it, I take and use it. If I don't, I leave it for someone else. (Chaotic) +4 | Boundaries. Everything and everyone has its prescribed place; I respect that and expect others to do the same. (Lawful) +5 | Let it Be. I don't meddle in the affairs of others if I can avoid it. They're none of my business. (Neutral) +6 | Materialist. I want riches to improve my life. (Any) + +d6 | Bond +1 | The people of the Earthspur mines are my family. I will do anything to protect them. +2 | A deep gnome saved my life when I was injured and alone. I owe his people a great debt. +3 | I must behold and preserve the natural beauty of places below the earth. +4 | Gems hold a special fascination for me, more than gold, land, magic, or power. +5 | I want to explore new depths and scale new heights. +6 | Someday I'm going to find the mother lode, then I'll spend the rest of my life in luxury. + +d6 | Flaw +1 | I'm uncomfortable spending time under the open sky. I'd rather be indoors or underground. +2 | I'm not used to being around other people much and sometimes get grouchy about it. +3 | Good tools are more reliable than people. In a cave in, I would save a sturdy pick before a stranger. +4 | I jealously guard my secrets, because I think others will take advantage of me if they learn what I know. +5 | I am obsessed with getting rich. I always have a scheme brewing for making it big. +6 | I'm afraid of the dark. + + + + + + Entertainer + Acrobatics, Performance + + Description + You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. +• Skill Proficiencies: Acrobatics, Performance +• Tool Proficiencies: Disguise kit, one type of musical instrument +• Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp +Source: Player's Handbook p. 130 + + + Feature: By Popular Demand + You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. + + + + Specialty + A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer. +d10 | Routines +1 | Actor +2 | Dancer +3 | Fire-eater +4 | Jester +5 | Juggler +6 | Instrumentalist +7 | Poet +8 | Singer +9 | Storyteller +10 | Tumbler + + + + + Suggested Characteristics + Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty. +d8 | Personality Trait +1 | I know a story relevant to almost every situation. +2 | Whenever I come to a new place, I collect local rumors and spread gossip. +3 | I'm a hopeless romantic, always searching for that "special someone". +4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. +5 | I love a good insult, even one directed at me. +6 | I get bitter if I'm not the center of attention. +7 | I'll settle for nothing less than perfection. +8 | I change my mood or my mind as quickly as I change key in a song. + +d6 | Ideal +1 | Beauty. When I perform, I make the world better than it was. (Good) +2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) +3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) +4 | Greed. I'm only in it for the money and fame. (Evil) +5 | People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) +6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) + +d6 | Bond +1 | My instrument is my most treasured possession, and it reminds me of someone I love. +2 | Someone stole my precious instrument, and someday I'll get it back. +3 | I want to be famous, whatever it takes. +4 | I idolize a hero of the old tales and measure my deeds against that person's. +5 | I will do anything to prove myself superior to my hated rival. +6 | I would do anything for the other members of my old troupe. + +d6 | Flaw +1 | I'll do anything to win fame and renown. +2 | I'm a sucker for a pretty face. +3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. +4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. +5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. +6 | Despite my best efforts, I am unreliable to my friends. + + + + + + Faceless + Deception, Intimidation + + Description + Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you've chosen. Even so, that doesn't stop you. You've left your old face behind, taking on a new persona, becoming something more. +Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely focuses on detailing the hero behind the mask. +• Skill Proficiencies: Deception, Intimidation +• Tool Proficiencies: Disguise kit +• Languages: One of your choice +• Equipment: Disguise kit, a costume clothes, a pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 203 + + + Faceless Persona + A faceless character adventures behind the mask of a public persona. This persona is as natural to them as their hidden, true face, but it disguises their identity. Roll on the Faceless Persona table to determine your persona, or work with the DM to create a persona that's unique to your character and suits the tone of your game. + +d10 | Faceless Persona +1 | A flamboyant spy or brigand +2 | The incarnation of a nation or people +3 | A scoundrel with a masked guise +4 | A vengeful spirit +5 | The manifestation of a deity or your faith +6 | One whose beauty is greatly accented using makeup +7 | An impersonation of another hero +8 | The embodiment of a school of magic +9 | A warrior with distinctive armor +10 | A disguise with animalistic or monstrous characteristics, meant to inspire fear + + + + + Feature: Dual Personalities + Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weaknesses, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness. + + + + Suggested Characteristics + A faceless character usually plays their persona—the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves. +d8 | Personality Trait +1 | I'm earnest and uncommonly direct. +2 | I strive to have no personality—it's easier to forget what's hardly there. +3 | I treasure a memento of the person or instance that set me upon my path. +4 | I sleep just as much as I need to and on an unusual schedule. +5 | I think far ahead, a detachedness often mistaken for daydreaming. +6 | I cultivate a single obscure hobby or study and eagerly discuss it at length. +7 | I am ever learning how to be among others—when to stay quiet, when to laugh. +8 | I behave like an extreme opposite of my persona. + +d6 | Ideal +1 | Justice. Place in society shouldn't determine one's access to what is right. (Good) +2 | Security. Doing what must be done can't bring the innocent to harm. (Lawful) +3 | Confusion. Deception is a weapon. Strike from where your foes won't expect. (Chaotic) +4 | Infamy. My name will be a malediction, a curse that fulfills my will. (Evil) +5 | Incorruptibility. Be a symbol, and leave your flawed being behind. (Any) +6 | Anonymity. It's my deeds that should be remembered, not their instrument. (Any) + +d6 | Bond +1 | I do everything for my family. My first thought is keeping them safe. +2 | What I do, I do for the world. The people don't realize how much they need me. +3 | I've seen too many in need. I must not fail them as everyone else has. +4 | I stand in opposition, lest the wicked go unopposed. +5 | I am exceptional. I do this because no one else can, and no one can stop me. +6 | I do everything for those who were taken from me. + +d6 | Flaw +1 | I am callous about death. It comes to us all eventually. +2 | I never make eye contact or hold it unflinchingly. +3 | I have no sense of humor. Laughing is uncomfortable and embarrassing. +4 | I overexert myself, sometimes needing to recuperate for a day or more. +5 | I think far ahead, a detachedness often mistaken for daydreaming. +6 | I see morality entirely in black and white. + + + + + + Faction Agent + Insight + + Description + Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart. +As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction. +• Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction +• Languages: Any two of your choice +• Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp +Source: Sword Coast Adventurer's Guide p. 147 + + + Factions of the Sword Coast + The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities. + + + + Feature: Safe Haven + As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. + + + + Suggested Characteristics + Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.) +Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature. + + + + + + Far Traveler + Insight, Perception + + Description + Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born. +You aren't one of those folk. +You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share. +Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go. + +• Skill Proficiencies: Insight, Perception +• Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland +• Languages: Any one of your choice +• Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp +Source: Sword Coast Adventurer's Guide p. 148 + + + Feature: All Eyes on You + Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. +You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. + + + + Why Are You Here? + A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location. +d6 | Reason +1 | Emissary +2 | Exile +3 | Fugitive +4 | Pilgrim +5 | Sightseer +6 | Wanderer + + + + + Suggested Characteristics + d6 | Personality Trait +1 | I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own. +2 | I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. +3 | I have a strong code of honor or sense of propriety that others don't comprehend. +4 | I express affection or contempt in ways that are unfamiliar to others. +5 | I honor my deities through practices that are foreign to this land. +6 | I begin or end my day with small traditional rituals that are unfamiliar to those around me. + +d6 | Ideal +1 | Open. I have much to learn from the kindly folk I meet along my way. (Good) +2 | Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful) +3 | Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic) +4 | Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil) +5 | Inquisitive. Everything is new, but I have a thirst to learn. (Neutral) +6 | Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any) + +d6 | Bond +1 | So long as I have this token from my homeland, I can face any adversity in this strange land. +2 | The gods of my people are a comfort to me so far away from home. +3 | I hold no greater cause than my service to my people. +4 | My freedom is my most precious possession. I'll never let anyone take it from me again. +5 | I'm fascinated by the beauty and wonder of this new land. +6 | Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day. + +d6 | Flaw +1 | I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land. +2 | I pretend not to understand the local language in order to avoid interactions I would rather not have. +3 | I have a weakness for the new intoxicants and other pleasures of this land. +4 | I don't take kindly to some of the actions and motivations of the people of this land, because these folks are different from me. +5 | I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst. +6 | I have a weakness for the exotic beauty of the people of these lands. + + + + + + Fisher + History, Survival + + Description + You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end—a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon. +• Skill Proficiencies: History, Survival +• Languages: One of your choice +• Equipment: Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp +Source: Ghosts of Saltmarsh p. 29 + + + Feature: Harvest the Water + You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day. + + + + Fishing Tale + You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale. +d8 | Tale +1 | Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster. +2 | It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles. +3 | Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it. +4 | Ghost Fish. You are haunted by a ghostly fish that only you can see. +5 | Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam. +6 | It Swallowed the Sun. You once saw a fish leap from the water and turn day into night. +7 | Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since. +8 | Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically. + + + + + Suggested Characteristics + Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood. +Fisher Personality Traits +d8 | Personality Trait +1 | I am unmoved by the wrath of nature. +2 | My friends are my crew; we sink or float together. +3 | I need long stretches of quiet to clear my head. +4 | Rich folk don't know the satisfaction of hard work. +5 | I laugh heartily, feel deeply, and fear nothing. +6 | I work hard; nature offers no handouts. +7 | I dislike bargaining; state your price and mean it. +8 | Luck favors me, and I take risks others might not. + +Fisher Ideals +d6 | Ideal +1 | Camaraderie. Good people make even the longest voyage bearable. (Good) +2 | Luck. Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful) +3 | Daring. The richest bounty goes to those who risk everything. (Chaotic) +4 | Plunder. Take all that you can and leave nothing for the scavengers. (Evil) +5 | Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral) +6 | Hard Work. No wave can move a soul hard at work. (Any) + +Fisher Bonds +d6 | Bond +1 | I lost something important in the deep sea, and I intend to find it. +2 | Someone else's greed destroyed my livelihood, and I will be compensated. +3 | I will fish the many famous waters of this land. +4 | The gods saved me during a terrible storm, and I will honor their gift. +5 | My destiny awaits me at the bottom of a particular pond in the Feywild. +6 | I must repay my village's debt. + +Fisher Flaws +d6 | Flaw +1 | I am judgmental, especially of those I deem homebodies or otherwise lazy. +2 | I become depressed and anxious if I'm away from the sea too long. +3 | I have lived a hard life and find it difficult to empathize with others. +4 | I am inclined to tell long-winded stories at inopportune times. +5 | I work hard, but I play harder. +6 | I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits. + + + + + + Folk Hero + Animal Handling, Survival + + Description + You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. +• Skill Proficiencies: Animal Handling, Survival +• Tool Proficiencies: One type of artisan's tools, vehicles (land) +• Equipment: A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 131 + + + Feature: Rustic Hospitality + Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. + + + + Specialty + You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people. +d10 | Defining Event +1 | I stood up to a tyrant's agents. +2 | I saved people during a natural disaster. +3 | I stood alone against a terrible monster. +4 | I stole from a corrupt merchant to help the poor. +5 | I led a militia to fight of an invading army. +6 | I broke into a tyrant's castle and stole weapons to arm the people. +7 | I trained the peasantry to use farming implements as weapons against a tyrant's soldiers. +8 | A lord rescinded an unpopular decree after I led a symbolic act of protest against it. +9 | A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. +10 | Recruited into a lord's army, I rose to leadership and was commended for my heroism. + + + + + Suggested Characteristics + A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them. +d8 | Personality Trait +1 | I judge people by their actions, not their words. +2 | If someone is in trouble, I'm always ready to lend help. +3 | When I set my mind to something, I follow through no matter what gets in my way. +4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. +5 | I'm confident in my own abilities and do what I can to instill confidence in others. +6 | Thinking is for other people. I prefer action. +7 | I misuse long words in an attempt to sound smarter. +8 | I get bored easily. When am I going to get on with my destiny? + +d6 | Ideal +1 | Respect. People deserve to be treated with dignity and respect. (Good) +2 | Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) +3 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) +4 | Might. If I become strong, I can take what I want—what I deserve. (Evil) +5 | Sincerity. There's no good in pretending to be something I'm not. (Neutral) +6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) + +d6 | Bond +1 | I have a family, but I have no idea where they are. One day, I hope to see them again. +2 | I worked the land, I love the land, and I will protect the land. +3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. +4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. +5 | I protect those who cannot protect themselves. +6 | I wish my childhood sweetheart had come with me to pursue my destiny. + +d6 | Flaw +1 | The tyrant who rules my land will stop at nothing to see me killed. +2 | I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. +3 | The people who knew me when I was young know my shameful secret, so I can never go home again. +4 | I have a weakness for the vices of the city, especially hard drink. +5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. +6 | I have trouble trusting in my allies. + + + + + + Gambler + Deception, Insight + + Description + All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you're a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you're up, sometimes you're down. But the thing about gambling is that someone is always willing to take a bet. +• Skill Proficiencies: Deception, Insight +• Tool Proficiencies: One gaming set +• Languages: Any one of your choice +• Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp +Source: Acquisitions Incorporated p. 49 + + + Feature: Never Tell Me the Odds + Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination. + + + + Suggested Characteristics + Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them. +d8 | Personality Trait +1 | I plan for every contingency. Leave nothing to chance! +2 | Every copper wants to be a silver. Each bet is an opportunity. +3 | I'm one of Lady Luck's favored. Anything I try is destined to succeed. +4 | I've lost so much to gambling that I refuse to spend money on anything anymore. +5 | Nothing is certain. Planning is a coward's act. +6 | I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public. +7 | The perfect bet is out there somewhere. I just have to keep my eyes open. +8 | I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table. + +d6 | Ideal +1 | Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any) +2 | Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful) +3 | Bravery. If you want to succeed, you have to take risks. (Chaotic) +4 | Survival. You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any) +5 | Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good) +6 | Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil) + +d6 | Bond +1 | One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid. +2 | I'm loyal to the friend or family member who taught me how to gamble. +3 | The person who saved me from my gambling addiction is the only reason I'm alive today. +4 | A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash. +5 | A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me. +6 | Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets. + +d6 | Flaw +1 | I don't know when to quit. Especially when everyone else is telling me to. +2 | I save my sympathy for my friends, and I have no friends. +3 | You think we're in trouble now? Let me tell you how bad things are likely to get! +4 | You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed. +5 | I was once a terribly flawed person, like you. Let me tell you how you can save yourself. +6 | I'm a great gambler. I'm just bad at math and logic. + + + + + + Gate Urchin + Deception, Sleight Of Hand + + Description + All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you. +• Skill Proficiencies: Deception, Sleight of Hand +• Tool Proficiencies: Thieves' tools, one type of musical instrument +• Equipment: A battered alms box, a musical instrument, a cast-off military jacket, cap, or scarf, a set of common clothes, a belt pouch, and 10 gp +Source: Adventurers League: Rage Of Demons p. 6 + + + Lifestyle + Poor + + + + Overview + All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you. + + + + Feature: Red Plume and Mage Guild Contacts + You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments. Note: This feature is a variant of the Soldier feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I appreciate the simple things in life. a song, a warm meal, a sunny day. I don't need any more. +2 | My problems are always caused by others. I'm never to blame. +3 | I am afraid I could wind up back on the streets any day. +4 | I get along with everyone. +5 | I see people as marks for a con and have difficulty feeling true empathy for them. +6 | I have a real flair for matchmaking. I can find anyone a spouse! +7 | I think money is the true measure of appreciation and affection. Everything else is talk or an act. +8 | I don't like having a lot of stuff, just a few simple things I need. I don't like being tied down and tend to leave things behind when I don't need them anymore. + +d6 | Ideal +1 | Loyal. I never rat out any of my friends, even when the Red Plumes or the Rogues Guild ask. (Lawful) +2 | Adventurous. I don't like doing the same thing every day. I crave variety. (Chaotic) +3 | Strong. Only the strong survive. I respect those who are strong and powerful. (Any) +4 | Witty. Brains are better than brawn. I rely on my wits and respect others who do the same. (Any) +5 | Honest. Others can do what they want, but I won't lie or steal, even to feed my family. (Good) +6 | Ungrateful. Those who give, only do it to make themselves feel better. I steal from them. (Evil) + +d6 | Bond +1 | The Joydancers of Lliira gave me my instrument when I really needed food. I hate them for that. +2 | Busking has taught me to love music above all else. +3 | The Rogues Guild spared me when I did a job without cutting them in. I owe them a great debt. +4 | I know people hate the Red Plumes, but some of them were really good to me. I help Red Plumes whenever I can, and I respect them. They're just doing what they have to do to get by in this world. +5 | I will be wealthy some day. My descendants will live in comfort and style. +6 | I know how hard life on the streets is. I do everything I can for those who have less than me. + +d6 | Flaw +1 | Though I no longer live at the Gate, I am still always concerned about where I will get my next meal. +2 | Years of thieving have become habit. I sometimes steal from strangers without thinking about it. +3 | I am ashamed of my origins. I pretend I am higher-born and fear others will find out the truth. +4 | I think people who grew up in houses are soft, spoiled, and ungrateful. I frequently tell them so. +5 | I am still very uncomfortable wearing nice clothes, sleeping in a warm bed, and eating fine food. +6 | I do not trust anyone who has not had a hard life. + + + + + + Golgari Agent + Nature, Survival + + Description + You are a member of a teeming horde—one small part of a sprawling organism. Just as you are part of the swarm, the swarm is part of a larger ecosystem, a never-ending cycle of life, death, rot, and rebirth. You have spent your life in the slow churn of that ecosystem, in the dark places of the city where the messy parts of existence are on display. There is little squeamishness among the Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle. +• Skill Proficiencies: Nature, Survival +• Tool Proficiencies: Poisoner's kit +• Languages: Choose one of Elvish, Giant, or Kraul +• Equipment: A Golgari insignia, a poisoner's kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed coins +Source: Guildmasters' Guide to Ravnica p. 53 + + + Feature: Undercity Paths + You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren't in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe. + + + + Golgari Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Golgari Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Golgari Guild Spells +Spell Level | Spells +Cantrip | dancing lights, spare the dying +1st | entangle, ray of sickness +2nd | protection from poison, ray of enfeeblement, spider climb +3rd | animate dead, plant growth +4th | giant insect, grasping vine +5th | cloudkill, insect plague + +Golgari magic is often accompanied by a sickly green glow and a rotting stench. + + + + Suggested Characteristics + Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others by reminding them of death's inevitable approach. +Personality Traits +d8 | Personality Trait +1 | Remember, I could kill you in your sleep. Or put centipedes in your bedroll. +2 | I like to remind people of their inevitable demise. +3 | Sometimes I give voice to the whispers of the rot, which I hear but no one else does. +4 | I do my best to discourage anyone from approaching or talking to me. +5 | I have accepted my death. Hence, I don't fear it. +6 | Like roots growing through stone, I am relentless and determined in my action. +7 | I put my knowledge of anatomy to use by narrating the injuries my enemies suffer in grisly detail. +8 | Like a wild animal, I lash out viciously when I'm provoked—and I'm easily provoked. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Stoicism. All of us are part of the cyclical march of nature, which will continue with or without us. (Neutral) +3 | Nature. The natural world is more important than the edifices of the city and civilization. (Neutral) +4 | Interdependence. We are all part of nature's web. (Lawful) +5 | Ambition. The time of Golgari ascendance is at hand, and I intend to have a prominent place in the new world order. (Evil) +6 | Live and Let Live. Meddling in the affairs of other guilds is a great way to get squashed like a bug. (Neutral) + +Bonds +d6 | Bond +1 | I cherish the finger of a family member who was petrified by a medusa. +2 | I have an identical twin who is as different from me as any person could be. +3 | I want to lead one faction of the guild to a new position of dominance. +4 | I love spending time in the moss-covered building where I took part in my first reclamation mission. +5 | I found something in the sewer that must never come to light. +6 | I am forever grateful to the reclaimer who found me floating facedown in the sewer, moments from death. + +Flaws +d6 | Flaw +1 | Death comes for us all, so you can't expect me to take care of someone who can't fight it off. +2 | I assume that anyone outside the Golgari looks down on me. +3 | I feel a need for revenge against those who enjoy the privilege of living above ground. +4 | I don't bother to couch my opinions in flattering words. +5 | I can't help but pocket any trinket or coin I come across, no matter how worthless. +6 | I'm convinced that I'm better and stronger than members of other guilds, isolated as they are from the realities of life and death. + + + + + Contacts + To the extent that the Golgari Swarm acts like a single organism, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make meaningful connections with others. +Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table. +Golgari Contacts +d8 | Contact +1 | One of my parents is an elite assassin, a member of the Ochran. +2 | I learned combat from a kraul. +3 | I know a medusa who is stationed in the guildhall. +4 | I had a torrid romance with a spore druid responsible for a large rot farm. +5 | There's a troll in a remote area of the undercity who seems to find me interesting—and who knows more than you'd think. +6 | An elf lich is determined to see me become a lich someday, too. +7 | A medusa decided it would be more fun to recruit me into the guild than to kill me. +8 | I know a findbroker who can locate just about anything, for the right price. + +Non-Golgari Contacts +d10 | Contact +1 | An Azorius arrester I literally pulled out of the gutter will do anything for me. +2 | Someone joined the Gruul in a battle against the Boros once, and the sergeant of that Boros squad would love to prove that it was me. +3 | I had a romance with a Dimir agent whom I still feed secrets to. +4 | Roll an additional Golgari contact; you can decide if the contact is an ally or a rival. +5 | I joined the Gruul in a battle against the Boros once, and the chief of that small clan thanks me for turning the tide. +6 | An Izzet scientist resents that I sold a scrapped invention I found in the sewer. +7 | My undercity explorations led me into an Orzhov vault, and a spirit thinks I stole something valuable. +8 | I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me. +9 | A Selesnya druid and I share an interest in the same garden, and we have enjoyable arguments there. +10 | I regularly pick up refuse from beneath a Simic laboratory, and sometimes I talk to the researcher who dumps it there. + + + + + How Do I Fit In? + As part of the Golgari Swarm, you are a specialized instrument of the greater body. Your orders, when you have such, come from the guildmaster by way of his chancellors, who carry his messages throughout the guild. The swarm relies on you to advance the greater good by protecting some part, however small, of its teeming existence. That responsibility doesn't mean you're indispensable; your eventual death is part of your purpose and function, too, and you'll be replaced even as your body provides nutrients to further the swarm's growth. +A classic adventuring role for a member of the Golgari involves crawling through dungeon-like environments—the sewers and ancient vaults of the undercity—in search of treasures left behind by the dead. Sometimes you might be sent to find a specific item believed lost in a dangerous part of the undercity. At other times, you could be asked to collect samples of a specific fungus, retrieve a body floating in the muck of the sewers, or bring back whatever booty you can to help fill the swarm's coffers. +You might gain enough renown to become a member of the Ochran, assigned to a variety of tasks concerning thievery, assassination, or the protection of important figures in your guild. You might steal something because the guild needs it, or because its loss will bring harm to another guild, hastening that group's decline. You could be assigned to kill an outspoken and active enemy of the Golgari, such as an overzealous Boros captain whose raids into the undercity have approached dangerously close to the swarm's inner sanctum. Or you could serve as a bodyguard to one of Guildmaster Jarad's high chancellors, escorting this figure through the undercity while being ready to intervene at a moment's notice if things go wrong. +The shamans of the Golgari use their magic to accelerate the cycle of decay and regrowth. You might be sent to spread spores throughout an area that the Golgari want to claim as their territory or to convince the inhabitants of such a territory to abandon it. You might also contend with the ever-present threat of hostile monsters encroaching into Golgari-controlled regions. + + + + + Grinner + Deception, Performance + + Description + The Golden Grin began in the far-off land of Tal'Dorei, trading secret messages through a network of bards and minstrels to undermine an iron-fisted king's authoritarian rule. Today, Tal'Dorei is a relatively peaceful republic, and some Grinners have grown restless while waiting for tyranny to raise its ugly head again. A contingent of such Grinners traveled to the Menagerie Coast and set up a network of secret bases in the cities of the Clovis Concord, from which they are presently working their way into the highest echelons of the Dwendalian Empire. +You are a Grinner. Your goals are to spread freedom and inspire hope—or, in time, revolution—in the hearts of the oppressed. +• Skill Proficiencies: Deception, Performance +• Tool Proficiencies: One type of musical instrument, thieves' tools +• Equipment: A set of fine clothes, a disguise kit, a musical instrument of your choice, a gold-plated ring depicting a smiling face, and a pouch containing 15 gp +Source: Explorer's Guide to Wildemount p. 200 + + + Favorite Code-Song + All members of the Golden Grin have learned a handful of folk songs in their travels, and use those songs to send secret codes and alert fellow Grinners to danger. Choose a favorite song or roll on the Favorite Code-Songs table. +d6 | Favorite Code-Song +1 | Zan's Comin' Back. This hopeful Tal'Dorei folk song declares the inevitable return of a just ruler. Use it to seek out potential allies. +2 | Blow Fire Down the Coast. A rowdy fighting song from the Clovis Concord, this ditty talks of blasting up pirate ships. Use it to encourage battle. +3 | Hush! Onward Come the Dragons. This Tal'Dorei folk song recounts the terror in the days after the invasion of the red dragon called the Cinder King. Use it to encourage caution in speech and deed. +4 | Let the Sword Grow Rust. An antiwar anthem from Marquet, this song has uncertain origins. Use it to help quell violent encounters. +5 | Drink Deep, Li'l Hummingbird. A drinking rondo from the Menagerie Coast, this song tells the tale of a young person who drinks so heavily that they awaken to find they've stowed away on a ship. Use it to encourage alertness in social situations. +6 | Dirge for the Emerald Fire. This elven song supposedly has thousands of obscure verses. Use the first two verses to spread news of death or defeat. + + + + + Feature: Ballad of the Grinning Fool + Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more on the Menagerie Coast or in the lands of the Dwendalian Empire, you can play the "Ballad of the Grinning Fool" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion. +This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny. + + + + Suggested Characteristics + Grinners are trained in the art of secrecy and innuendo, and are skilled at hiding in plain sight by being the loudest and brightest person in the room. Their skills in subterfuge and combat lend themselves well to an adventuring lifestyle, and traveling with mercenaries and treasure hunters creates a convenient excuse to journey through lands bent under tyranny. +d8 | Personality Trait +1 | I love the spotlight. Everyone, look at me! +2 | Give me a drink and I'm your friend. +3 | Talk to me about yourself. I'm a hell of a listener. +4 | I hate to start fights, but I love to finish them. +5 | I can't sit still. +6 | I'm always humming an old tune from my past. +7 | When I don't have a reason to smile, I'm miserable. +8 | I'm lucky like you wouldn't believe. + +d6 | Ideal +1 | Revolution. Tyrants must fall, no matter the cost. (Chaotic) +2 | Compassion. The only way to make a better world is to perform small kindnesses. (Good) +3 | Justice. A nation built upon just foundations will uphold freedom for all. (Law) +4 | Expression. Music, joy, and laughter are the keys to freedom. (Good) +5 | Self-Determination. People should be free to do as they please. (Chaotic) +6 | Vigilance. A free people must be carefully taught, lest they be misled. (Neutral) + +d6 | Bond +1 | I lost someone important to an agent of the Dwendalian Empire. That regime will fall. +2 | The first people to be hurt by this war will be the common folk. I need to protect them. +3 | Music helped me through a dark time in my life. Now, I'll use music to change the world. +4 | I will be known as the greatest spy who ever lived. +5 | All life is precious to me. I know I can change the world without taking a humanoid life. +6 | The elite in their ivory towers don't understand how we suffer. I intend to show them. + +d6 | Flaw +1 | I've never lied once in my life. What? No, I'm not crossing my fingers! +2 | I do everything big! Subtlety? I don't know the meaning of subtlety! Oh, that's a problem? +3 | Being a spy in wartime is painful. I've seen so much suffering, I think I'm losing my mind. +4 | I can't focus on my mission. I just want to carouse and sing and play! +5 | Yeah, that's my name. Yeah, I'm a Grinner spy. Who cares about staying undercover? +6 | I can't afford to trust anyone. Not. Anyone. + + + + + + Gruul Anarch + Animal Handling, Athletics + + Description + The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist—the abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins. You are part of a savage society that clings desperately to the Old Ways—attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization's march of progress. +• Skill Proficiencies: Animal Handling, Athletics +• Tool Proficiencies: Herbalism kit +• Languages: Choose one of Draconic, Giant, Goblin, or Sylvan +• Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler's clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 60 + + + Feature: Rubblebelt Refuge + You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day. + + + + Gruul Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Gruul Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Gruul Guild Spells +Spell Level | Spells +Cantrip | fire bolt, produce flame +1st | compelled duel, speak with animals, thunderwave +2nd | beast sense, shatter +3rd | conjure animals, conjure barrage +4th | dominate beast, stoneskin +5th | destructive wave + +Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands. + + + + Suggested Characteristics + Gruul ways aren't the ways of civilized folk, and the Gruul have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica. +Personality Traits +d8 | Personality Trait +1 | Unlike people, the beasts of the wild are friends who won't stab me in the back. +2 | Go ahead and insult me—I dare you. +3 | I scorn those who can't survive away from the comforts of the city. +4 | Don't tell me I'm not allowed to do something. +5 | Laws are for people who are afraid to face their inner beasts. +6 | I smear the blood of my enemies over my skin. +7 | I was, in fact, raised by maaka. +8 | HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things.] + +Ideals +d6 | Ideal +1 | Clan. My clan is all that really matters. (Any) +2 | Anarchy. No person or law or custom can tell another what to do. (Chaotic) +3 | Nature. We weren't born tame or domesticated, so we shouldn't have to live that way. (Neutral) +4 | Might. The strongest are meant to dominate the weak. (Evil) +5 | Rage. AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic) +6 | Tradition. The Old Ways must be preserved and upheld. (Any) + +Bonds +d6 | Bond +1 | I am determined that one day I will lead my clan—or a new one. +2 | I would give my life for my clan chieftain. +3 | The chieftain of another clan has a grudge against me. +4 | I am devoted to a sacred site in the midst of the rubblebelt. +5 | My weapon is made from the first raktusk I ever hunted. +6 | GrrrRRAAAAGGHH! [I will do anything to prove myself greater than my siblings or ancestors.] + +Flaws +d6 | Flaw +1 | If you question my courage, I will never back down. +2 | HrrrGGGAAAARRuuuh! [My anger in battle led to the death of a loved one.] +3 | I'm as stubborn as a batterboar. +4 | I'm so convinced of my superiority over soft, civilized people that I'll take great risks to prove it. +5 | I'm easily manipulated by people I find attractive. +6 | I'm not actually all that angry. + + + + + Contacts + The members of the Gruul Clans rely on each other even as they vie for territory and glory. Their encounters with members of other guilds are more often violent than friendly, but occasional bonds do form. +Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul Contacts table. +Gruul Contacts +d8 | Contact +1 | One of my parents is a renowned warrior in my clan. +2 | My sibling has the ear of the clan chief. +3 | I have cousins in a different clan. +4 | When we were younger, I was romantically involved with a prominent warrior in my clan. +5 | A druid in my clan believes I have a destiny to fulfill. +6 | The warrior who trained me remembers me for my exceptional potential. +7 | My clan chief killed one of my parents, who had challenged the chief for leadership of the clan. Some combination of resentment and remorse stirs the clan chief to help me sometimes. +8 | I made a strong impression on Borborygmos. + +Non-Gruul Contacts +d10 | Contact +1 | An Azorius arrester thinks I can be reformed. +2 | A Boros soldier gives me gifts in exchange for information about other clans' movements. +3 | I once caught and released a Dimir spy. +4 | I consult with a Golgari shaman for spiritual guidance at times. +5 | Roll an additional Gruul contact; you can decide if the contact is an ally or a rival. +6 | An Izzet scientist blames the Gruul for the destruction of his life's work in a raid, but seems to think that I'm not like other Gruul. +7 | I foolishly borrowed money from an Orzhov syndic to indulge a shameful vice. +8 | A close friend left our clan and joined the Cult of Rakdos. +9 | A distant relative is trying to recruit me into the Selesnya Conclave. +10 | I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them. + + + + + How Do I Fit In? + In service of a simple goal, you have a simple part to play: Fight. Unleash your rage. Flatten buildings and defeat those who stand in your way. Be Gruul, in your own way. +You will frequently be summoned to participate in a raid your clan is launching against the city or against a group of its defenders. Your clan leader might also send you on a special mission, though it would almost certainly still qualify as a raid. You might join a small group of Gruul warriors on a dangerous charge deep into the settled streets to plunder a certain location, retrieve an item stolen from your clan, or assault a Boros garrison. +Sometimes your objective might be more esoteric. With prophecies of the return of Ilharg the Raze-Boar spreading like wildfire among the Gruul druids, you might be asked to carry out some task that the druids believe will speed his coming. Such a task might involve collecting a sacred relic held in an Orzhov vault or collecting sacrifices for a grand ceremony in the Raze-Boar's honor. + + + + + Guild Artisan + Insight, Persuasion + + Description + You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right. +• Skill Proficiencies: Insight, Persuasion +• Tool Proficiencies: One type of artisan's tools +• Languages: One of your choice +• Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp +Source: Player's Handbook p. 132 + + + Feature: Guild Membership + As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. +Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. +You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. + + + + Specialty + Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. +d20 | Guild Business +1 | Alchemists and apothecaries +2 | Armorers, locksmiths, and finesmiths +3 | Brewers, distillers, and vintners +4 | Calligraphers, scribes, and scriveners +5 | Carpenters, roofers, and plasterers +6 | Cartographers, surveyors, and chart-makers +7 | Cobblers and shoemakers +8 | Cooks and bakers +9 | Glassblowers and glaziers +10 | Jewelers and gemcutters +11 | Leatherworkers, skinners, and tanners +12 | Masons and stonecutters +13 | Painters, limners, and sign-makers +14 | Potters and tile-makers +15 | Shipwrights and sail-makers +16 | Smiths and metal-forgers +17 | Tinkers, pewterers, and casters +18 | Wagon-makers and wheelwrights +19 | Weavers and dyers +20 | Woodcarvers, coopers, and bowyers + + + + + Suggested Characteristics + Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness. +d8 | Personality Trait +1 | I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist. +2 | I'm a snob who looks down on those who can't appreciate fine art. +3 | I always want to know how things work and what makes people tick. +4 | I'm full of witty aphorisms and have a proverb for every occasion. +5 | I'm rude to people who lack my commitment to hard work and fair play. +6 | I like to talk at length about my profession. +7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. +8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. + +d6 | Ideal +1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) +2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) +3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) +4 | Greed. I'm only in it for the money. (Evil) +5 | People. I'm committed to the people I care about, not to ideals. (Neutral) +6 | Aspiration. I work hard to be the best there is at my craft. (Any) + +d6 | Bond +1 | The workshop where I learned my trade is the most important place in the world to me. +2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. +3 | I owe my guild a great debt for forging me into the person I am today. +4 | I pursue wealth to secure someone's love. +5 | One day I will return to my guild and prove that I am the greatest artisan of them all. +6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. + +d6 | Flaw +1 | I'll do anything to get my hands on something rare or priceless. +2 | I'm quick to assume that someone is trying to cheat me. +3 | No one must ever learn that I once stole money from guild coffers. +4 | I'm never satisfied with what I have—I always want more. +5 | I would kill to acquire a noble title. +6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. + + + + + + Harborfolk + Athletics, Sleight Of Hand + + Description + You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while. +• Skill Proficiencies: Athletics, Sleight of Hand +• Tool Proficiencies: One type of gaming set, vehicles (water) +• Equipment: Fishing tackle, dice set, playing card set, or Three-Dragon Ante set, a set of common clothes, rowboat, and a belt pouch containing 5 gp +Source: Adventurers League: Elemental Evil p. 4 + + + Lifestyle + Poor + + + + Overview + You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while. + + + + Feature: Harborfolk + You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are). Note: This feature is a variant of the Folk Hero feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I am curious. I want to know why things are the way they are and why people do the things that they do. +2 | I can't sing, but that never stops me from doing it, loudly. Everyone loves a good sea chanty! +3 | I think the High Blade is doing a terrific job, don't you? +4 | I'm very excited that the House Built on Gold is being restored. I am a zealous worshipper of Waukeen. +5 | I am quite superstitious. I see portents in everyday occurrences. +6 | I resent the rich and enjoy thwarting their plans and spoiling their fun in small ways. +7 | I have a sea story to fit every occasion. +8 | I'm a fisher, but I secretly detest eating fish. I will do anything to avoid it. + +d6 | Ideal +1 | Calm. For all things, there is a tide. I set sail when it is right, and mend my nets when it is not. (Lawful) +2 | Windblown. I go where the winds blow. No man or woman tells me where or when to sail. (Chaotic) +3 | Aspiring. I will gain the favor of a Zor or Zora patron, maybe even one of the Blades! (Any) +4 | Salty. I want people to look to me as an expert on plying Mulmaster Harbor. (Any) +5 | Selfless. We are all children of the sea. I help everyone in peril afloat and ashore. (Good) +6 | Let them Drown. I refuse to risk my hide to help others. They wouldn't help me if roles were reversed. (Evil) + +d6 | Bond +1 | I once lost everything but my rowboat. I'll do anything to protect it. +2 | My brother was in the Soldiery, but he was killed. I really look up to the men and women who serve. +3 | The Cloaks killed my friend for spellcasting. I'll get them back somehow, someday. +4 | The High House of Hurting helped me when I was hurt and asked nothing in return. I owe them my life. +5 | I was robbed in the Zhent ghetto once. It will not happen again. +6 | I would do anything to protect the other harborfolk. They are my family. + +d6 | Flaw +1 | I drink too much, which causes me to miss the tide. +2 | I killed a drunk member of the City Watch in a brawl. I am terrified that they might find out. +3 | I oversell myself and make promises I can't keep when I want to impress someone. +4 | Book learning is a waste of time. I have no patience for people who don't speak from experience. +5 | I almost always cheat. I can't help myself. +6 | I am a secret informant for the Hawks. I send them reports about everything I see and hear, even what my friends and allies are up to. + + + + + + Haunted One + + + Description + You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can't be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you. +• Skill Proficiencies: Choose two of Arcana, Investigation, Religion, or Survival +• Languages: Choose two languages, one of which is exotic (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon) +• Equipment: Monster hunter's pack, a set of common clothes, one trinket of special significance (choose one or roll on the Gothic Trinkets table), and 1 sp +Source: Curse of Strahd p. 209 + + + Feature: Heart of Darkness + Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. + + + + Harrowing Event + Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll 1d10. +d10 | Harrowing Event +1 | A monster that slaughtered dozens of innocent people spared your life, and you don't know why. +2 | You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night. +3 | An apparition that has haunted your family for generations now haunts you. You don't know what it wants, and it won't leave you alone. +4 | Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror. +5 | An oni took your sibling one cold, dark night, and you were unable to stop it. +6 | You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered. +7 | A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts. +8 | You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche. +9 | A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away. +10 | You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams. + + + + + Suggested Characteristics + You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life. +d8 | Personality Trait +1 | I don't run from evil. Evil runs from me. +2 | I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. +3 | I spend money freely and live life to the fullest, knowing that tomorrow I might die. +4 | I live for the thrill of the hunt. +5 | I don't talk about the thing that torments me. I'd rather not burden others with my curse. +6 | I expect danger around every corner. +7 | I refuse to become a victim, and I will not allow others to be victimized. +8 | I put no trust in divine beings. + +d6 | Ideal +1 | I try to help those in need, no matter what the personal cost. (Good) +2 | I'll stop the spirits that haunt me or die trying. (Any) +3 | I kill monsters to make the world a safer place, and to exorcise my own demons. (Good) +4 | I have a dark calling that puts me above the law. (Chaotic) +5 | I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful) +6 | I'm a monster that destroys other monsters, and anything else that gets in my way. (Evil) + +d6 | Bond +1 | I keep my thoughts and discoveries in a journal. My journal is my legacy. +2 | I would sacrifice my life and my soul to protect the innocent. +3 | My torment drove away the person I love. I strive to win back the love I've lost. +4 | A terrible guilt consumes me. I hope that I can find redemption through my actions. +5 | There's evil in me, I can feel it. It must never be set free. +6 | I have a child to protect. I must make the world a safer place for him (or her). + +d6 | Flaw +1 | I have certain rituals that I must follow every day. I can never break them. +2 | I assume the worst in people. +3 | I feel no compassion for the dead. They're the lucky ones. +4 | I have an addiction. +5 | I am a purveyor of doom and gloom who lives in a world without hope. +6 | I talk to spirits that no one else can see. + + + + + + Hermit + Medicine, Religion + + Description + You lived in seclusion–either in a sheltered community such as a monastery, or entirely alone–for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for. +• Skill Proficiencies: Medicine, Religion +• Tool Proficiencies: Herbalism kit +• Languages: One of your choice +• Equipment: A Map or Scroll Case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp +Source: Player's Handbook p. 134 + + + Feature: Discovery + The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. +Work with your DM to determine the details of your discovery and its impact on the campaign. + + + + Specialty + What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion. +d8 | Life of Seclusion +1 | I was searching for spiritual enlightenment. +2 | I was partaking of communal living in accordance with the dictates of a religious order. +3 | I was exiled for a crime I didn't commit. +4 | I retreated from society after a life-altering event. +5 | I needed a quiet place to work on my art, literature, music, or manifesto. +6 | I needed to commune with nature, far from civilization. +7 | I was the caretaker of an ancient ruin or relic. +8 | I was a pilgrim in search of a person, place, or relic of spiritual significance. + + + + + Suggested Characteristics + Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society. +d8 | Personality Trait +1 | I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. +2 | I am utterly serene, even in the face of disaster. +3 | The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. +4 | I feel tremendous empathy for all who suffer. +5 | I'm oblivious to etiquette and social expectations. +6 | I connect everything that happens to me to a grand, cosmic plan. +7 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. +8 | I am working on a grand philosophical theory and love sharing my ideas. + +d6 | Ideal +1 | Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) +2 | Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) +3 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) +4 | Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) +5 | Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) +6 | Self-Knowledge. If you know yourself, there's nothing left to know. (Any) + +d6 | Bond +1 | Nothing is more important than the other members of my hermitage, order, or association. +2 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. +3 | I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. +4 | I entered seclusion because I loved someone I could not have. +5 | Should my discovery come to light, it could bring ruin to the world. +6 | My isolation gave me great insight into a great evil that only I can destroy. + +d6 | Flaw +1 | Now that I've returned to the world, I enjoy its delights a little too much. +2 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. +3 | I am dogmatic in my thoughts and philosophy. +4 | I let my need to win arguments overshadow friendships and harmony. +5 | I'd risk too much to uncover a lost bit of knowledge. +6 | I like keeping secrets and won't share them with anyone. + + + + + + Hillsfar Merchant + Insight, Persuasion + + Description + Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer. +• Skill Proficiencies: Insight, Persuasion +• Tool Proficiencies: Vehicles (land) and vehicles (water) +• Equipment: A set of fine clothes, a signet ring, a letter of introduction from your family's trading house, and a purse containing 25 gp +Source: Adventurers League: Rage Of Demons p. 7 + + + Lifestyle + Wealthy + + + + Overview + Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer. +Choose one of the following features: + + + + Feature: Factor + Although you've left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days. Note: This feature is a variant of the Noble Knight's Retainers feature. + + + + Alternate Feature: Trade Contact + You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas. Note: This feature is a variant of the Criminal Contact and Researcher features. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I fill my evenings with wine or mead and song. +2 | I greatly admire gladiators and enjoy the Arena. +3 | I take my wealth for granted. It seldom occurs to me that others aren't rich themselves. +4 | I leave broken hearts all around the Moonsea and up and down the Sword Coast. +5 | I work hard and seldom make time for fun. +6 | I am a particularly devout and pray often. +7 | The Red Plumes caught me once. I hate them. +8 | I ask a lot of questions to get information about those with whom I am working and dealing. + +d6 | Ideal +1 | Frugal. I spend my money very carefully. (Lawful) +2 | Profligate. I tend to spend extravagantly. (Chaotic) +3 | Honest. I deal with others above board. (Any) +4 | Sharp. I seek to make the best deal possible. (Any) +5 | Charitable. I give generously to others. (Good) +6 | Greedy. I do not share my wealth with others. (Evil) + +d6 | Bond +1 | I am fiercely loyal to those with whom I work. +2 | I must uphold the good name of my family. +3 | I will prove myself to my family as an adventurer. +4 | Deals are sacrosanct. I never go back on my word. +5 | I love making deals and negotiating agreements. +6 | I guard my wealth jealously. + +d6 | Flaw +1 | I am a braggart. I promote myself shamelessly. +2 | I am vain. I always wear the latest fashions. +3 | I am a glutton. I eat and drink to excess. +4 | I am a snob. I want only the finest things in life. +5 | I am lazy. I want others to take care of everything. +6 | I am overconfident. I overestimate my abilities. + + + + + + Hillsfar Smuggler + Perception, Stealth + + Description + Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs. +Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price. +• Skill Proficiencies: Perception, Stealth +• Languages: One racial language +• Tool Proficiencies: Forgery kit +• Equipment: A forgery kit, a set of common clothes, a belt pouch, and 5 gp +Source: Adventurers League: Rage Of Demons p. 8 + + + Lifestyle + Modest + + + + Overview + Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs. +Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price. + + + + Feature: Secret Passage + You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you're calling in a favor, you can't be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes. Note: This feature is a variant of the Sailor feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | When I'm not smuggling, I gamble. +2 | I just love Halfling cooking and baking! +3 | I party with dwarves whenever I can. +4 | I'm a terrible singer, but I love to do it. +5 | I was raised to honor Chauntea and still do. +6 | The blood sports of the Arena sicken me. +7 | I think non-humans are really interesting. +8 | I exaggerate the tales of my exploits. + +d6 | Ideal +1 | Fair. I think everyone deserves to be treated fairly. I don't play favorites. (Lawful) +2 | Impulsive. Planning is often a waste of time. No plan survives contact with reality. It's easier to dive in and deal with the consequences. (Chaotic) +3 | Curious. I want to learn as much as I can about the people and places I encounter. (Any) +4 | Prepared. I think success depends on preparing as much as possible in advance. (Any) +5 | Respectful. I think everyone deserves to be treated with respect and dignity, regardless of their race, creed, color, or origin. (Good) +6 | Corrupt. I will break the law or act dishonestly if the money is right. (Evil) + +d6 | Bond +1 | I am loyal to the Rogues Guild and would do anything for them. +2 | I love the city of Hillsfar and my fellow Hillsfarians, despite the recent problems. +3 | I admire the elves. I help them whenever I can. +4 | A gnome helped me once. I pay the favor forward. +5 | I enjoy tricking the Red Plumes at every opportunity. +6 | I smuggled agricultural goods for non-human farmers. I try to help them when I can. + +d6 | Flaw +1 | My hatred for the Red Plumes burns so brightly that I have difficulty suppressing It around them. +2 | The Red Plumes caught me once before, and I was branded for my crime. If they catch me again, for any offense, the punishment will be dire. +3 | I treat all Hillsfarans poorly. I am disgusted with their failure to revolt against the Great Law of Humanity. +4 | I have difficulty trusting strangers. Anyone could be a spy for the authorities. +5 | I am greedy. There Isn't much I won't do for money. +6 | I'm an informant for the Red Plumes. They let me continue my activities, so long as I pass them information about illegal activity in Hillsfar. + + + + + + House Agent + Investigation, Persuasion + + Description + You have sworn fealty to a dragonmarked house. If you have a dragonmark, you're likely a member of one of the house's influential families; otherwise you're an outsider who hopes to make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative. +• Skill Proficiencies: Investigation, Persuasion +• Tool Proficiency: Two proficiencies from the House Tool Proficiencies table +• Equipment: A set of fine clothes, house signet ring, identification papers, and a purse containing 20 gp. +House Tool Proficiencies +Your House | Proficiencies +Cannith | Alchemist's supplies and tinker's tools +Deneith | One gaming set and vehicles (land) +Ghallanda | Brewer's supplies and cook's utensils +Jorasco | Alchemist's supplies and herbalism kit +Kundarak | Thieves' tools and tinker's tools +Lyrandar | Navigator's tools and vehicles (sea and air) +Medani | Disguise kit and thieves' tools +Orien | One gaming set and vehicles (land) +Phiarlan | Disguise kit and one musical instrument +Sivis | Calligrapher's supplies and forgery kit +Tharashk | One gaming set and thieves' tools +Thuranni | One musical instrument and poisoner's kit +Vadalis | herbalism kit and vehicles (land) +Source: Eberron: Rising from the Last War p. 53, Wayfinder's Guide to Eberron p. 94 + + + Role + You always gather information for your house, but when a baron give you a specific mission, what sort of work do you do? The House Agent Role table gives possibilities. +House Agent Role +d8 | Role +1 | Acquisition +2 | Investigation +3 | Research & Development +4 | Security +5 | Intimidation +6 | Exploration +7 | Negotiation +8 | Covert Operations + + + + + Feature: House Connections + As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house. + + + + Suggested Characteristics + House agents are diverse. Consider the house you serve and the work you do when choosing characteristics. +Personality Traits +d6 | Personality Trait +1 | I'm always looking to improve efficiency. +2 | I love to share trivia about my house's business. +3 | I never forget an insult against me or my house. +4 | I'm enthusiastic about everything my house does. +5 | I represent my house and take pride in my looks. +6 | I'm critical of monarchies and limits on the houses. + +Ideals +d6 | Ideal +1 | Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) +2 | Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) +3 | Innovation. Abandon old traditions and find better ways to do things. (Chaotic) +4 | Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) +5 | Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) +6 | Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + +Bonds +d6 | Bond +1 | My house is my family. I would do anything for it. +2 | I love someone from another house, but the relationship is forbidden. +3 | Someone I love was killed by a rival faction within my house, and I will have revenge. +4 | I don't care about the house as a whole, but I would do anything for my old mentor. +5 | My house must evolve, and I'll lead the evolution. +6 | I'm determined to impress the leaders of my house, and to become a leader myself. + +Flaws +d6 | Flaw +1 | I'm fixated on following official protocols. +2 | I'm obsessed with conspiracy theories and worried about secret societies and hidden demons. +3 | My house and bloodline make me the best! +4 | My secret could get me expelled from my house. +5 | My religious beliefs aren't widespread in my house. +6 | I'm working for a hidden faction in my house that gives me secret assignments. + + + + + + Inheritor + Survival + + Description + You are the heir to something of great value—not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you—by force, if need be. +• Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion +• Languages: Any one of your choice +• Tool Proficiencies: Your choice of a gaming set or a musical instrument +• Equipment: Your inheritance, a set of traveler's clothes, the tool you choose for this background's tool proficiency (gaming set or musical instrument), and a pouch containing 15 gp +Source: Sword Coast Adventurer's Guide p. 150 + + + Feature: Inheritance + Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. +The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. +When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you. +d8 | Object or item: +1 | A document such as a map, a letter, or a journal +2-3 | a trinket (see "Trinkets" in chapter 5 of the Player's Handbook) +4 | an article of clothing +5 | a piece of jewelry +6 | an arcane book or formulary +7 | a written story, song, poem, or secret +8 | a tattoo or other body marking + + + + + Suggested Characteristics + Use the tables for the folk hero background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor. +Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of. + + + + + Initiate + Athletics, Intimidation + + Description + You are an initiate, on the path to completing the trials of the five gods in the hope of earning a glorified death in the final Trial of Zeal. Some combination of your natural aptitude, your crop's needs, and your teachers' assessment while you were an acolyte led you to focus your training in one particular area of specialization—hand-to-hand combat, long-range combat, or spellcasting. But only a well-rounded initiate can be called truly worthy of the afterlife. +If you are a hand-to-hand specialist, consider the barbarian, fighter, monk, paladin, or rogue classes. As a long-range combat specialist, you might be a fighter, a ranger, or a rogue. If you are a spellcasting specialist, you might be a bard, sorcerer, or wizard. And beyond this initial choice, you might consider multiclassing or using feats to round out your skills in all three areas. +• Skill Proficiencies: Athletics, Intimidation +• Tool Proficiencies: One type of gaming set, vehicles (land) +• Equipment: A simple puzzle box, a scroll containing the basic teachings of the five gods, a gaming set, a set of common clothes, and a belt pouch containing 15 gp. If you have completed any trials before the start of the campaign, you also have any cartouches you have earned +Source: Plane Shift: Amonkhet p. 8 + + + Feature: Trials of the Five Gods + Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun—training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See "Trials of the Five Gods" for more information about undertaking the trials and their rewards. +The five gods are the effective rulers of Amonkhet. They are not the creators of the plane, but they are its stewards while the people of Naktamun await the return of the God-Pharaoh. The five gods believe they were created by the God-Pharaoh, who charged them with teaching the people the ways of the God-Pharaoh, and with protecting them until he comes. +The five gods embody the five virtues the God-Pharaoh wishes to cultivate in those who will become his Eternals in the afterlife. Each god is responsible for modeling and teaching one of those virtues to the acolytes and initiates of Naktamun, and then testing those initiates to ensure that they have mastered their teachings. Thus, they are present during the acolytes' first lessons, during the Ceremony of Measuring, during the initiates' intense training, and at each of the trials that are part of an initiate's journey. +In the absence of the God-Pharaoh, only the gods can determine whether initiates have proven themselves worthy of the glory of the afterlife. The gods in turn prove their own worthiness by executing their duties infallibly. They make the trials as challenging as possible to ensure that only the most worthy are selected. + + + + Suggested Characteristics + An initiate's life is focused on the trials, but it doesn't need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight—the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate's mind, but it is the culmination of a life well-lived—not a replacement for it. +d8 | Personality Trait +1 | I always have a joke on hand when the mood gets too serious. +2 | I use sarcasm and insults to keep a distance between myself and my crop-mates, because I don't want to get attached to them. +3 | I'll settle for nothing less than perfection—in myself, in my cropmates, in everything. +4 | I'm so focused on the glorious afterlife that nothing in this life can shake my calm resolve. +5 | I enjoy using my skills to help those who lack those same skills. +6 | I train hard so that I can play hard at the end of the day. I fully expect to play even harder in the glorious afterlife, but I'm not in a hurry to get there. +7 | I'm perfectly happy letting others pick up the slack for me while I take it easy. +8 | I'm constantly sizing up everyone around me, thinking about what kind of opponent they'll be in the final trial. + +d6 | Ideal +1 | Solidarity. The thing that matters most of all is that we're there for each other. (Lawful) +2 | Knowledge. The world is a puzzle—a mystery waiting to be solved. (Neutral) +3 | Strength. All that matters to me is my own perfection. Let everyone else seek that perfection in their own way. (Any) +4 | Ambition. I'm going to prove that I deserve only the best—of everything. (Evil) +5 | Zeal. Anything worth doing is worth throwing my whole self into. (Any) +6 | Redemption. I will train all the harder to make up for the doubt I entertained when I was younger. (Any) + +d6 | Bond +1 | One of my crop-mates is my dearest friend, and I hope we will face each other in the final trial. +2 | I am in love with a vizier. +3 | I am particularly drawn to one of the five gods, and I want nothing more than to win that god's particular favor. +4 | I am more devoted to Naktamun and its people than I am to any of the ideals of the gods. +5 | My weapon was a gift from a beloved trainer who died in an accident. +6 | I carry a memento of my time as an acolyte, and I treasure it above all other things. + +d6 | Flaw +1 | I'm easily distracted by an attractive person, which could be the death of me in the trials. +2 | I really wanted to be a vizier, and I'm angry at the god who didn't choose me. +3 | Training for a lifetime to die in the end seems like a big waste of energy. +4 | I'm not at all sure I'll be able to grant a glorified death to any of my crop-mates. +5 | I have a lasting grudge against one of my crop-mates, and each of us wants to see the other fail. +6 | I think I've figured out that this world is not what it seems. Something dark is going on here. + + + + + + Inquisitor + Investigation, Religion + + Description + Historically, inquisitors were cathar detectives who investigated crimes both mundane and supernatural. They were known for traveling to remote parishes plagued by unexplained murders, and for exposing werewolves living among normal humans. During Avacyn's absence, when the archangel was trapped within the demonic prison known as the Helvault, the inquisitors led a series of brutal forays into Kessig and the Gavony Moorland. They executed suspected lycanthropes with little or no proof, and punished accused heretics in unsanctioned trials. With Avacyn's madness, this savage form of inquisition has become the norm, and inquisitors who still pry into dark mysteries have become a minority. +• Skill Proficiencies: Investigation, Religion +• Tool Proficiencies: Thieves' tools, one type of artisan's tools +• Equipment: A holy symbol, a set of traveler's clothes, and a belt pouch containing 15 gp +Source: Plane Shift: Innistrad p. 12 + + + Feature: Legal Authority + As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgement and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you. + + + + + Iron Route Bandit + Animal Handling, Stealth + + Description + The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations. +• Skill Proficiencies: Animal Handling, Stealth +• Tool Proficiencies: One type of gaming set, vehicles (land) +• Equipment: A set of dark common clothes, pack saddle, burglar's pack, and a belt pouch containing 5 gp +Source: Adventurers League: Curse Of Strahd p. 5 + + + Lifestyle + Poor + + + + Overview + The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations. + + + + Feature: Black-Market Breeder + You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them. Note: This is a variant of the Criminal Contact feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | If people leave their gear unsecured, they must not want it very much. +2 | I feel more comfortable sleeping under the open sky. +3 | I always pre-plan my escape should things go bad; I always like to have an exit strategy. +4 | I tend to give animal owners breeding and care advice whether or not they want it. +5 | I lost a pet as a child and sadly reflect on it to this day. +6 | I always form a powerful, emotional bond with my mount. +7 | I recoil at the thought of killing someone else's pet or mount. +8 | I prefer to hang to the back of a scuffle or discussion. Better to have my enemies in front of me. + +d6 | Ideal +1 | Loyalty. Never bite the hand that feeds. (Good) +2 | Unpredictability. Keep your enemy guessing and off-balance like a confused deer. (Chaotic) +3 | Power. I strive to become leader of the pack at all costs. (Lawful) +4 | Freedom. I bow to no one I don't respect. (Chaotic) +5 | Resourcefulness. Our wits are our most valuable resource in troubled times. (Any) +6 | Unity. Lone wolves fail where the pack succeeds. (Any) + +d6 | Bond +1 | I cannot leave a harmed animal behind; I must save it or put it out of its misery. +2 | I leave behind my own personal calling cards when I do a job. +3 | I do not trust people who do not have a pet, mount, or furry companion. +4 | The pelt I wear on my back was from an animal that died saving my life, I will always cherish it. +5 | If my pet does not like you, I do not like you! +6 | Once you've ridden with me and fought by my side, I'll be there for you odds be damned. + +d6 | Flaw +1 | I talk to animals; I believe they understand me, even if they do not. +2 | I growl at and bite anyone who gets too close to my food while I am eating. +3 | I strongly dislike enclosed spaces and require intoxication or firm encouragement to enter them. +4 | I robbed the wrong caravan once. The owner is a powerful merchant who holds a grudge. +5 | I'm an inveterate gambler. +6 | I judge people based on how well they stand their ground in a fight. I got not time for cowards... + + + + + + Izzet Engineer + Arcana, Investigation + + Description + Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the Izzet League. Though you're likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities. +• Skill Proficiencies: Arcana, Investigation +• Tool Proficiencies: One type of artisan's tools +• Languages: Choose one of Draconic, Goblin, or Vedalken +• Equipment: An Izzet insignia, one set of artisan's tools, the charred and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 66 + + + Feature: Urban Infrastructure + The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture—primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders. +You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions. + + + + Izzet Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Izzet Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Izzet Guild Spells +Spell Level | Spells +Cantrip | produce flame, shocking grasp +1st | chaos bolt, create or destroy water, unseen servant +2nd | heat metal, rope trick +3rd | call lightning, elemental weapon, glyph of warding +4th | conjure minor elementals, divination, Otiluke's resilient sphere +5th | animate objects, conjure elemental + +Your spells tend to be loud, flashy, or explosive, even when the effect is unremarkable. For example, when you open the portal of a rope trick spell, the portal might be outlined by harmless, showy sparkles. +If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body. The mizzium apparatus described in chapter 5 is a magical version of this gear. +The chaos bolt spell is a favorite of Izzet spellcasters because of its unpredictable nature. + + + + Suggested Characteristics + Members of the Izzet League embody some combination of chaotic, frenetic energy with intellectual curiosity, in varying proportions. Some are committed to academic pursuits, and others just like explosions. +Personality Traits +d8 | Personality Trait +1 | I have a hard time staying focused on... oh, and my brain tends to jump from one... did I mention focus? +2 | I get really excited about my ideas and I can't wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is! +3 | It's not magic—or anything, really—if you do it only halfway. Whatever I do, I give it all I've got. +4 | I do what my gut tells me. +5 | Life's an experiment, and I can't wait to see what happens. +6 | I pepper my speech with the incomprehensible jargon of my trade, like mizzium droplets inserted into a weird-field suspension. +7 | Great ideas are fine, but great results are what counts. +8 | If you can guess what I'm about to do, that means I've run out of imagination. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Creativity. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic) +3 | Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any) +4 | Science. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system. (Lawful) +5 | Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic) +6 | Power. Someday I'll find or create the magic that will make me the most powerful being in Ravnica. (Evil) + +Bonds +d6 | Bond +1 | I have dedicated my life to finding a solution to a scientific problem. +2 | I'll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me. +3 | I'm convinced it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it. +4 | I have the schematics for an invention that I hope to build one day, once I have the necessary resources. +5 | A fellow student and I are racing to solve the same scientific puzzle. +6 | I would do anything the guildmaster told me to do. + +Flaws +d6 | Flaw +1 | If there's a plan, I'll probably forget it. If I don't forget it, I'll probably ignore it. +2 | I get bored easily, and if nothing is happening I'll make something happen. +3 | Nothing is ever simple, and if it seems simple, I'll find a way to make it complicated. +4 | I tend to ignore sleep for days when I'm conducting research, often at the expense of my own health and safety. +5 | I'm convinced there's not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect. +6 | I'm incapable of admitting a flaw in my logic. + + + + + Contacts + The laboratories of the Izzet League are constantly starting up new projects and dissolving old ones, so it's easy for even the lowliest attendant to make friends (and enemies) in laboratories across Ravnica. +Roll twice on the Izzet Contacts table (for an ally and a rival) and once on the Non-Izzet Contacts table. +Izzet Contacts +d8 | Contact +1 | An older relative is a member of the guild's board of directors. +2 | I know a sprite who carries important messages among the guild's laboratories. +3 | A sibling is the head of a laboratory doing exotic research. +4 | A former colleague is now an attendant in a laboratory in the central guildhall. +5 | I'm in regular communication with an instructor who set me on the course of my life and research. +6 | I had a romance with a chemister working in the Blistercoils. +7 | As an attendant, I had a fierce rivalry with another attendant for our supervisor's attention. +8 | The guildmaster, Niv-Mizzet, took note of one of my experiments! + +Non-Izzet Contacts +d10 | Contact +1 | An Azorius inspector seems interested in my work. +2 | I was ready to join the Boros before I decided on Izzet, and I sometimes still hear from the sergeant who tried to recruit me. +3 | One of my former assistants turned out to be a Dimir spy. We're not on friendly terms anymore, but we have a habit of running into each other. +4 | A Golgari assassin killed a bitter rival of mine, leaving me with conflicted feelings. +5 | I helped a minor Gruul chieftain acquire an Izzet weapon. +6 | Roll an additional Izzet contact; you can decide if the contact is an ally or a rival. +7 | An Orzhov banker financed my laboratory's current work and expects great returns. +8 | I have a cousin in the Cult of Rakdos, and we get along quite well. +9 | A former attendant from the same laboratory ran off to join the Selesnya, and we get into a big argument every time we run into each other. +10 | I compare notes and techniques with a Simic scientist over lunch sometimes. + + + + + How Do I Fit In? + Whatever your role in the Izzet League, you are expected to contribute to its research in some way. That contribution might involve participating in tests, whether as an assistant, a researcher, or a subject. You might be one of the soldiers who protects a laboratory, or a laborer responsible for lifting heavy pieces of equipment into place. Everyone's contribution matters, even if the Izzet know that some matter more than others. + + + + + Knight of the Order + Persuasion + + Description + You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities. +Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause. +The "Knightly Orders of Faerûn" sidebar details several of the orders that are active at present and is designed to help inform your decision about which group you owe allegiance to. +• Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order +• Tool Proficiencies: Your choice of a gaming set or a musical instrument +• Languages: Any one of your choice +• Equipment: One set of traveler's clothes, a signet, banner, or seal representing your place or rank in the order, and a pouch containing 10 gp +Source: Sword Coast Adventurer's Guide p. 151 + + + Knightly Orders of Faerûn + Many who rightfully call themselves "knight" earn that title as part of an order in service to a deity, such as Kelemvor's Eternal Order or Mystra's Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerûn who hear the word "knight" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations. + + + + Feature: Knightly Regard + You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals. +This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. + + + + Suggested Characteristics + Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order. +Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order. + + + + + Luxonborn (Acolyte) + Insight, Religion + + Description + • Skill Proficiencies: Insight, Religion +• Languages: Two of your choice +• Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp +Source: Explorer's Guide to Wildemount p. 203 + + + Feature: Shelter of the Faithful + As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. +You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. + + + + Suggested Characteristics + Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. +d8 | Personality Trait +1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. +2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. +3 | I see omens in every event and action. The gods try to speak to us, we just need to listen. +4 | Nothing can shake my optimistic attitude. +5 | I quote (or misquote) sacred texts and proverbs in almost every situation. +6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. +7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. +8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. + +d6 | Ideal +1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) +2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) +3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) +4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) +5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) +6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) + +d6 | Bond +1 | I would die to recover an ancient relic of my faith that was lost long ago. +2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. +3 | I owe my life to the priest who took me in when my parents died. +4 | Everything I do is for the common people. +5 | I will do anything to protect the temple where I served. +6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. + +d6 | Flaw +1 | I judge others harshly, and myself even more severely. +2 | I put too much trust in those who wield power within my temple's hierarchy. +3 | My piety sometimes leads me to blindly trust those that profess faith in my god. +4 | I am inflexible in my thinking. +5 | I am suspicious of strangers and expect the worst of them. +6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. + + + + + + Marine + Athletics, Survival + + Description + You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry. +• Skill Proficiencies: Athletics, Survival +• Tool Proficiencies: Vehicles (water, land) +• Equipment: A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp +Source: Ghosts of Saltmarsh p. 31 + + + Feature: Steady + You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists. + + + + Hardship Endured + Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character. +d6 | Hardship +1 | Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. +2 | Captured. You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke. +3 | Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead. +4 | Juggernaut. No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory. +5 | Stowaway. For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own. +6 | Leave None Behind. You carried an injured marine for miles to avoid capture and death. + + + + + Suggested Characteristics + Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals. +Marine Personality Traits +d8 | Personality Trait +1 | I speak rarely but mean every word I say. +2 | I laugh loudly and see the humor in stressful situations. +3 | I prefer to solve problems without violence, but I finish fights decisively. +4 | I enjoy being out in nature; poor weather never sours my mood. +5 | I am dependable. +6 | I am always working on some project or other. +7 | I become cantankerous and quiet in the rain. +8 | When the sea is within my sight, my mood is jovial and optimistic. + +Marine Ideals +d6 | Ideal +1 | Teamwork. Success depends on cooperation and communication. (Good) +2 | Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful) +3 | Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic) +4 | Might. The strong train so that they might rule those who are weak. (Evil) +5 | Bravery. To act when others quake in fear—this is the essence of the warrior. (Any) +6 | Perseverance. No injury or obstacle can turn me from my goal. (Any) + +Marine Bonds +d6 | Bond +1 | I face danger and evil to offset an unredeemable act in my past. +2 | I. Will. Finish. The. Job. +3 | I must set an example of hope for those who have given up. +4 | I'm searching for a fellow marine captured by an elusive enemy. +5 | Fear leads to tyranny, and both must be eradicated. +6 | My commander betrayed my unit, and I will have revenge. + +Marine Flaws +d6 | Flaw +1 | I grow combative and unpredictable when I drink. +2 | I find civilian life difficult and struggle to say the right thing in social situations. +3 | My intensity can drive others away. +4 | I hold grudges and have difficulty forgiving others. +5 | I become irrational when innocent people are hurt. +6 | I sometimes stay up all night listening to the ghosts of my fallen enemies. + + + + + + Mercenary Veteran + Athletics, Persuasion + + Description + As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.) +Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way. +• Skill Proficiencies: Athletics, Persuasion +• Tool Proficiencies: One type of gaming set, vehicles (land) +• Equipment: A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp). +Source: Sword Coast Adventurer's Guide p. 152 + + + Mercenaries of the North + Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are smallscale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below. + + + + Feature: Mercenary Life + You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook). + + + + Suggested Characteristics + Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary. +Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting. + + + + + Mulmaster Aristocrat + Deception, Performance + + Description + From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen. +• Skill Proficiencies: Deception, Performance +• Tool Proficiencies: One type of artistic artisan's tools and one musical instrument +• Equipment: One set of artisan's tools or musical instrument, a set of fine clothes, and a purse containing 10 gp +Source: Adventurers League: Elemental Evil p. 5 + + + Lifestyle + Wealthy + + + + Overview + From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen. + + + + Feature: Highborn + Mulmaster is run by and for its aristocracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances. Note: This feature is a variant of the Noble feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | My ambitions are boundless. I will be a Zor or Zora one day! +2 | I must always look my best. +3 | Beauty is everywhere. I can find it in even the homeliest person and the most horrible tragedy. +4 | Decorum must be preserved at all costs. +5 | I will not admit I am wrong if I can avoid it. +6 | I am extremely well-educated and frequently remind others of that fact. +7 | I take what I can today, because I do not know what tomorrow holds. +8 | My life is full of dance, song, drink, and love. + +d6 | Ideal +1 | Generous. I have a responsibility to help and protect the less fortunate. (Good) +2 | Loyal. My word, once given, is my bond. (Lawful) +3 | Callous. I am unconcerned with any negative effects my actions may have on the lives and fortunes of others. (Evil) +4 | Impulsive. I follow my heart. (Chaotic) +5 | Ignorant. Explanations bore me. (Neutral) +6 | Isolationist. I am concerned with the fortunes of my friends and family. Others must see to themselves. (Any) + +d6 | Bond +1 | I have dedicated my wealth and my talents to the service of one of the city's many temples. +2 | My family and I are loyal supporters of High Blade Jaseen Drakehorn. Our fortunes are inexorably tied to hers. I would do anything to support her. +3 | Like many families who were close to High Blade Selfaril Uoumdolphin, mine has suffered greatly since his fall. We honor his memory in secret. +4 | My family plotted with Rassendyll Uoumdolphin brother usurped brother as High Blade. Betrayal is the quickest route to power. +5 | Wealth and power are nothing. Fulfillment can only be found in artistic expression. +6 | It's not how you feel, who you know, or what you can do - it's how you look, and I look fabulous. + +d6 | Flaw +1 | I have difficulty caring about anyone or anything other than myself. +2 | Having grown up with wealth, I am careless with my finances. I overspend and am overly generous. +3 | The ends (my advancement) justify any means. +4 | I must have what I want and will brook no delay. +5 | My family has lost everything. I must keep up appearances, lest we become a laughingstock. +6 | I have no artistic sense. I hide that fact behind extreme opinions and have become a trendsetter. + + + + + + Myriad Operative (Criminal) + Deception, Stealth + + Description + • Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: One type of gaming set, thieves' tools +• Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp +Source: Explorer's Guide to Wildemount p. 203 + + + Feature: Criminal Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + + + Specialty + There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. +d8 | Specialty +1 | Blackmailer +2 | Burglar +3 | Enforcer +4 | Fence +5 | Highway robber +6 | Hired killer +7 | Pickpocket +8 | Smuggler + + + + + Suggested Characteristics + Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. +d8 | Personality Trait +1 | I always have a plan for when things go wrong. +2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. +3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. +4 | I would rather make a new friend than a new enemy. +5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. +6 | I don't pay attention to the risks in a situation. Never tell me the odds. +7 | The best way to get me to do something is to tell me I can't do it. +8 | I blow up at the slightest insult. + +d6 | Ideal +1 | Honor. I don't steal from others in the trade. (Lawful) +2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) +3 | Charity. I steal from the wealthy so that I can help people in need. (Good) +4 | Greed. I will do whatever it takes to become wealthy. (Evil) +5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) +6 | Redemption. There's a spark of good in everyone. (Good) + +d6 | Bond +1 | I'm trying to pay off an old debt I owe to a generous benefactor. +2 | My ill-gotten gains go to support my family. +3 | Something important was taken from me, and I aim to steal it back. +4 | I will become the greatest thief that ever lived. +5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. +6 | Someone I loved died because of a mistake I made. That will never happen again. + +d6 | Flaw +1 | When I see something valuable, I can't think about anything but how to steal it. +2 | When faced with a choice between money and my friends, I usually choose the money. +3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. +4 | I have a 'tell' that reveals when I'm lying. +5 | I turn tail and run when things look bad. +6 | An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + + Noble + History, Persuasion + + Description + You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. +Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn't stand on its own—it's connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you. +Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them? +What's your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family? +Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family? +These details help establish your family and your title as features of the world of the campaign. +• Skill Proficiencies: History, Persuasion +• Tool Proficiencies: One type of gaming set +• Languages: One of your choice +• Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp +Source: Player's Handbook p. 135 + + + Feature: Position of Privilege + Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. + + + + Suggested Characteristics + Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. +d8 | Personality Trait +1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. +2 | The common folk love me for my kindness and generosity. +3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. +4 | I take great pains to always look my best and follow the latest fashions. +5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. +6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. +7 | My favor, once lost, is lost forever. +8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. + +d6 | Ideal +1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) +2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) +3 | Independence. I must prove that I can handle myself without coddling from my family. (Chaotic) +4 | Power. If I can attain more power, no one will tell me what to do. (Evil) +5 | Family. Blood runs thicker than water. (Any) +6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) + +d6 | Bond +1 | I will face any challenge to win the approval of my family. +2 | My house's alliance with another noble family must be sustained at all costs. +3 | Nothing is more important than the other members of my family. +4 | I am in love with the heir of a family that my family despises. +5 | My loyalty to my sovereign is unwavering. +6 | The common folk must see me as a hero of the people. + +d6 | Flaw +1 | I secretly believe that everyone is beneath me. +2 | I hide a truly scandalous secret that could ruin my family forever. +3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. +4 | I have an insatiable desire for carnal pleasures. +5 | In fact, the world does revolve around me. +6 | By my words and actions, I often bring shame to my family. + + + + + + Orzhov Representative + Intimidation, Religion + + Description + The prospect of immense wealth is the promise of membership in the Orzhov Syndicate. All of the guild's endeavors channel wealth from Ravnican society into the ranks of the Orzhov—and concentrates the spoils at the top of the hierarchy. As a functionary in that system, your best hope is to claim as much as possible of the money that passes through your hands on its way up, so that you can work your way into a more prominent position. +Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value. +• Skill Proficiencies: Intimidation, Religion +• Languages: Two of your choice +• Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and a belt pouch containing 1 pp (an Orzhov-minted 10-zino coin) +Source: Guildmasters' Guide to Ravnica p. 72 + + + Feature: Leverage + You can exert leverage over one or more individuals below you in the guild's hierarchy and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater positions of power. + + + + Orzhov Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Orzhov Guild Spells +Spell Level | Spells +Cantrip | friends, guidance +1st | command, illusory script +2nd | enthrall, ray of enfeeblement, zone of truth +3rd | bestow curse, speak with dead, spirit guardians +4th | blight, death ward, Leomund's secret chest +5th | geas + +Your magic tends to manifest as swirling shadows, brilliant light, or sometimes the momentary appearance of shadowy spirit forms. Your spells might draw the blood of your enemies, or even directly touch their souls. + + + + Suggested Characteristics + Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished. +Personality Traits +d8 | Personality Trait +1 | I am always willing to act in accordance with the financial incentive offered. +2 | Debts are never meant to be forgiven. +3 | I am accustomed to enjoying the finest pleasures money can buy. +4 | No one could doubt that I am a cut above the masses of pitiful peasants that infest the city. +5 | I can't stand to spend a zib more than necessary to purchase what I need. +6 | I hate it when people try to make light of a serious situation. +7 | I want to make sure everyone is aware of how wealthy, powerful, and important I am. +8 | I can't think of anything to look forward to. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Wealth. I will do whatever it takes to become as rich as the oligarchs. (Evil) +3 | Power. One day, I will be the one giving orders. (Evil) +4 | Prestige. I want to be admired, respected, feared, or even hated for my position and wealth. (Evil) +5 | Stability. The economy functions best when chaos is kept under control and everyone knows their place. (Lawful) +6 | Eternity. I want to live forever—in the flesh as long as possible, and as a spirit afterward. (Any) + +Bonds +d6 | Bond +1 | The unbearable weight of my debt has driven me to desperation. +2 | I'm duty-bound to obey the dictates of an ancestor on the Ghost Council. +3 | I value my worldly goods more highly than my mortal life. +4 | An oligarch publicly humiliated me, and I will exact revenge on that whole family. +5 | My faith in the Obzedat never wavers. +6 | I want to prove myself more worthy than an older sibling and thereby ensure that I inherit a greater share of my parents' wealth. + +Flaws +d6 | Flaw +1 | I hold a scandalous secret that could ruin my family forever—but could also earn me the favor of the Ghost Council. +2 | I'm convinced that everyone I know is plotting against me. +3 | I'll brave any risk if the monetary reward is great enough. +4 | I am convinced that I am far more important than anyone else is willing to acknowledge. +5 | I have little respect for anyone who isn't wealthy. +6 | I'll take any opportunity to steal from wealthier people, even for worthless trinkets. + + + + + Contacts + The Orzhov Syndicate operates according to a strict hierarchy built on a network of connections among old, wealthy families. Your family might provide important contacts, while your family's activities in crime, banking, or debt collection could tie you to members of other guilds. +Roll twice on the Orzhov Contacts table (for an ally and a rival) and once on the Non-Orzhov Contacts table. +Orzhov Contacts +d8 | Contact +1 | The spirit of an ancestor has taken an interest in me. +2 | An older cousin has the ear of a powerful oligarch. +3 | I know a knight who is responsible for collecting debts from powerful people. +4 | A vampire pontiff tried to use me as a pawn in past schemes. +5 | A silent spirit follows me around. +6 | A sibling has keys to parts of Vizkopa Bank. +7 | A giant thinks I'm adorable. +8 | I regularly offer tribute to an angel, and the angel has been kind to me in turn. + +Non-Orzhov Contacts +d10 | Contact +1 | An Azorius arrester is always snooping into my family's business transactions. +2 | A Boros paladin saved my life, to my everlasting shame. +3 | I know a shopkeeper who is secretly a Dimir agent and tries to make sure that I keep that secret hidden. +4 | I'm fascinated by the culture of the Golgari kraul, and I have formed a friendship with one of their death priests. +5 | A Gruul druid hates me but would never dare to touch me. +6 | I know an Izzet engineer who is desperate to pay off a debt accrued by a deceased relative. +7 | Roll an additional Orzhov contact; you can decide if the contact is an ally or a rival. +8 | My childhood friend is now a Rakdos torturer. We still meet for drinks occasionally. +9 | I have the key to a vault where a Selesnya druid is hiding an item of secret shame. +10 | I was married to a Simic bioengineer. + + + + + How Do I Fit In? + The structure of the Orzhov Syndicate means that you are always doing the bidding of someone higher up the ladder than you are. Ultimately, your role in the guild is defined by whatever the people (and spirits) above you decide for you. +For most of your career, you can expect to engage in some aspect of the day-to-day criminal operations of the guild. That can mean throwing your weight around to enforce the will of the guild or using religious authority to extort offerings from the people. But it can also mean doing various errands for your superiors, from bearing messages to carrying out assassinations. + + + + + Outlander + Athletics, Survival + + Description + You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. +• Skill Proficiencies: Athletics, Survival +• Tool Proficiencies: One type of musical instrument +• Languages: One of your choice +• Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 136 + + + Feature: Wanderer + You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. + + + + Specialty + You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. +d10 | Origin +1 | Forester +2 | Trapper +3 | Homesteader +4 | Guide +5 | Exile or outcast +6 | Bounty hunter +7 | Pilgrim +8 | Tribal nomad +9 | Hunter-gatherer +10 | Tribal marauder + + + + + Suggested Characteristics + Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders. +d8 | Personality Trait +1 | I'm driven by a wanderlust that led me away from home. +2 | I watch over my friends as if they were a litter of newborn pups. +3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. +4 | I have a lesson for every situation, drawn from observing nature. +5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. +6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. +7 | I feel far more comfortable around animals than people. +8 | I was, in fact, raised by wolves. + +d6 | Ideal +1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) +2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) +3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) +4 | Might. The strongest are meant to rule. (Evil) +5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) +6 | Glory. I must earn glory in battle, for myself and my clan. (Any) + +d6 | Bond +1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. +2 | An injury to the unspoiled wilderness of my home is an injury to me. +3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. +4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. +5 | I suffer awful visions of a coming disaster and will do anything to prevent it. +6 | It is my duty to provide children to sustain my tribe. + +d6 | Flaw +1 | I am too enamored of ale, wine, and other intoxicants. +2 | There's no room for caution in a life lived to the fullest. +3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. +4 | I am slow to trust members of other races, tribes, and societies. +5 | Violence is my answer to almost any challenge. +6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. + + + + + + Phlan Insurgent + Stealth, Survival + + Description + The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped. +Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying. +• Skill Proficiencies: Stealth, Survival +• Tool Proficiencies: One type of artisan's tools, vehicles (land) +• Equipment: A bag of caltrops (bag of 20), a small trinket that connects you to the life you once had before the occupation of Phlan, a healer's kit, a set of dark common clothes that includes a cloak and hood, and a belt pouch containing 5 gp +Source: Adventurers League: Curse Of Strahd p. 6 + + + Lifestyle + Poor + + + + Overview + The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped. +Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying. + + + + Origin + Removed from your life as a townsperson, you've adapted to rough life in the wilds surrounding Phlan. The trade you practiced still influences your outlook, the manner in which you approach situations, and the way you contribute to the resistance movement against the Maimed Virulence. You can roll on the following table to determine what your occupation was before the fall, or choose one that best fits your character (select from either the general column or the specific column, but not both). +d8 | Origin (General) | Origin (Specific) +1 | Fisher | Stojanow River Worker +2 | Hunter | Twilight Marsh Worker +3 | Craftsperson | Mantor's Library Scribe +4 | Priest/Priestess | Clergy of Ilmater +5 | Cook | Laughing Goblin Server +6 | City Watch | Black Fist Guard +7 | Servant | House Sokol Retainer +8 | Unskilled Laborer | Bay of Phlan Dockworker + + + + + Feature: Guerrilla + You've come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge--or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use. Note: This feature is a variant of the Outlander feature. + + + + Suggested Characteristics + You have given up the life you knew as a citizen of Phlan. However, the Maimed Virulence's invasion resonates deep inside you. Perhaps you have a few friends or family members who were able to escape with you. Or, perhaps, everyone you held dear either perished or went missing during the fall. You may know of someone who is, against all odds, surviving within the thicket and you long to liberate them from a life of peril within the town. +d8 | Personality Trait +1 | My patience knows no bounds, so long as my goal is in sight. +2 | In life and in struggle, the ends justify my actions. +3 | If you aren't helping me, you'd best at least stay out of my way. +4 | I long for the life that was taken away from me. +5 | Friends and family perished, tragically, before my eyes. I hope never to undergo that again. +6 | Making the right choices in life are important to me. The choices I make might save not just my life, but the lives of others as well. +7 | I can never allow my foes to get the drop on me. +8 | Time is a precious resource that I must spend wisely. + +d6 | Ideal +1 | Leadership. The oppressed need someone to inspire them to courageous acts. (Good) +2 | Unpredictability. Keeping the enemy guessing and off-balance is my tactical strength. (Chaos) +3 | Determination. Threats to my home must be eliminated at all costs. (Any) +4 | Freedom. Those who are enslaved and unjustly imprisoned deserve my aid. (Good) +5 | Resourcefulness. Our wits are our most valuable resource in troubled times. (Any) +6 | Unity. Working together, we can overcome all obstacles, even the most seemingly insurmountable ones. (Any) + +d6 | Bond +1 | I'll never let my fellow insurgents down. They are my only remaining friends. +2 | I was separated from a loved one during my escape from town. I will find them. +3 | One of the Tears of the Virulence was a trusted friend, until the day they betrayed the city. They will pay harshly for their transgressions. +4 | An item I hold close is my last remaining connection to the family I lost during the fall. +5 | The dragon who took my past life away from me will feel the full extent of my vengeance. +6 | The knowledge in Mantor's Library is an irreplaceable treasure that must be protected. + +d6 | Flaw +1 | I have no respect for those who flee. I harbor a deep grudge against the citizens who abandoned Phlan. +2 | Ale is the only way I can escape the desperation of my circumstances. +3 | It doesn't take much to get me into a fight. +4 | Being an insurgent means doing things that aren't always ethical. I'm still learning to live with that. +5 | My desire to liberate Phlan oftentimes clouds my judgment, despite my best efforts. +6 | I relentlessly despise the Maimed Virulence and his allies. I'd abandon other goals in order to strike out at them. + + + + + + Phlan Refugee + Insight, Athletics + + Description + Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back. +• Skill Proficiencies: Insight, Athletics +• Tool Proficiencies: One type of artisan's tools +• Languages: One of your choice +• Equipment: A set of artisan's tools (one of your choice), a token of the life you once knew, a set of traveler's clothes, and a belt pouch containing 15 gp +Source: Adventurers League: Elemental Evil p. 6 + + + Lifestyle + Modest + + + + Overview + Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back. + + + + Feature: Phlan Survivor + Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos. Note: This feature is a variant of the Folk Hero feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I may have lost everything I worked for most of my life, but there's work to be done, no time to linger on the past. +2 | I worked hard to get where I am and I refuse to let a little hardship stop me from succeeding. +3 | I protect those around me, you never know when one of them will be useful. +4 | I have always gotten ahead by giving, why change now? +5 | I prepare for everything, it paid off in Phlan and it will pay off again. +6 | I will reclaim my home, though the path may be long, I will never give up hope. +7 | I never cared for personal hygiene, and am amazed that It bothers others. +8 | I am always willing to volunteer my services, just as long as don't have to do anything. + +d6 | Ideal +1 | Justice. Corruption brought Phlan down, I will not tolerate that any longer. (Lawful) +2 | Acceptance. Stability is a myth, to think you can control your future is futile. (Chaotic) +3 | Hope. I am guided by a higher power and I trust that everything will be right in the end. (Good) +4 | Restraint. I hate those who caused my loss. It is all I can do not to lash out at them. (Any) +5 | Strength. As shown in Phlan, the strong survive. If you are weak you deserve what you get (Evil) +6 | Openness. I am always willing to share my life story with anyone who will listen. (Any) + +d6 | Bond +1 | I have the chance at a new life and this time I am going to do things right. +2 | The Lord Regent brought this suffering upon his people. I will see him brought to justice. +3 | I await the day I will be able to return to my home in Phlan. +4 | I will never forget the debt owed to Glevith of the Welcomers. I will be ready to repay that debt when called upon. +5 | There was someone I cared about in Phlan, I will find out what happened to them. +6 | Some say my life wasn't worth saving, I will prove them wrong. + +d6 | Flaw +1 | I used the lives of children to facilitate my escape from Phlan. +2 | I am a sucker for the underdog, and always bet on the loosing team. +3 | I am incapable of standing up for myself. +4 | I will borrow money from friends with no intention to repay it. +5 | I am unable to keep secrets. A secret is just an untold story. +6 | When something goes wrong, it's never my fault. + + + + + + Plaintiff + Medicine, Persuasion + + Description + Sure, accidents happen. But they seem to happen an awful lot when Acquisitions Incorporated operatives are on the scene. Naturally, nothing ever happens when there are no witnesses left behind. But sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was. +You were a victim of a legal incident that was ostensibly the fault of Acquisitions Incorporated. At least that's what the local magistrate said. But before a final ruling could be handed down, Acquisitions Incorporated offered you a job! Don't know how to swing a sword? They promised to teach you! Think you have what it takes to sling spells? They've got masters who'll have you throwing fire in no time! +With the promise of untold treasures and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and acknowledge you understand past outcomes don't guarantee future results. +• Skill Proficiencies: Medicine, Persuasion +• Tool Proficiencies: One type of artisan's tools +• Languages: Any one of your choice +• Equipment: One set of artisan's tools, fine clothes, 20 gp +Source: Acquisitions Incorporated p. 50 + + + Feature: Legalese + Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment. + + + + Suggested Characteristics + Plaintiffs come in many varieties. Some are innocent bystanders who want only fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout. + +d8 | Personality Trait +1 | I can't believe I have a chance to join Acquisitions Incorporated! The fun I'm going to have! +2 | I've been wronged my entire life, and the world owes me. +3 | I have always tried to make the best of a bad situation. +4 | The law doesn't protect the honest and the hard working. I'm going to do whatever needs to be done to make things right. +5 | I'm always in the wrong place at the wrong time. +6 | My superiors are smarter and wiser than I am. I do what I'm told. +7 | Never pass up the opportunity to make an easy bit of coin. That's my motto. +8 | I'm beginning to feel like the gods are not on my side. + + +d6 | Ideal +1 | Justice. Those who break the law need to answer for their crimes. (Lawful) +2 | Freedom. People must have the freedom to do what they want and pursue their dreams. (Chaotic) +3 | Greed. Everyone I see is getting theirs, so I'm surely going to get mine. (Evil) +4 | Chaos. You're out of order! And you're out of order! This whole realm is out of order! (Chaotic) +5 | Humility. I'm just a small part of a larger whole. So is everyone else. (Neutral) +6 | Responsibility. We all have our roles to play. I'll hold up my end of the bargain. (Any) + + +d6 | Bond +1 | Others hurt in the same accident that hurt me are my new family. I'll make sure they're taken care of. +2 | The rulers of this place were kind to me, and they have my lifelong devotion. +3 | My parents worry about me, but I'll make them proud. +4 | The only bond that matters is the one holding my money pouch to my belt. +5 | The other new hires at Acquisitions Incorporated are my allies. We have each other's backs. +6 | My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work. + + +d6 | Flaw +1 | The person who gains the most reward for the least effort wins. +2 | Three magic beans for just one cow? What a deal! +3 | I have only one vice, but it controls my life. +4 | Sleep is for the weak. We need to keep training more if we're going to be ready for the challenges ahead. +5 | Until my songs are sung in every tavern in this realm, I won't be satisfied. +6 | If people find me unpleasant, that's their problem. + + + + + + Rakdos Cultist + Acrobatics, Performance + + Description + You're an entertainer at heart, a performer with a flair for the dramatic and a love of the spotlight. You've spent years honing your craft, mastering a demanding set of skills so you can perform them with panache and make them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the streets—this is what you live for. +You're also a member of a cult devoted to an ancient demon who delights in violence and chaos. It just so happens that Rakdos loves a good show, and your highest aspiration is to please the Defiler, the Lord of Riots, with your own performance. +• Skill Proficiencies: Acrobatics, Performance +• Tool Proficiencies: One type of musical instrument +• Languages: Choose either Abyssal or Giant +• Equipment: A Rakdos insignia, a musical instrument (one of your choice), a costume clothes, a hooded lantern made of wrought iron, a 10-foot length of chain with sharply spiked links, a tinderbox, 10 torch, a set of common clothes, a belt pouch containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice +Source: Guildmasters' Guide to Ravnica p. 79 + + + A Flair for the Dramatic + Rakdos performance styles typically fuse standard circus-style acrobatics with fire, wrought-iron spikes and hooks, and monsters. You can roll a d8 or choose from the options in the Performance Options table to determine your preferred style of performance. +Performance Options +d8 | Type of Performer +1 | Spikewheel acrobat +2 | Lampooning satirist +3 | Fire juggler +4 | Marionette puppeteer +5 | Pain artist +6 | Noise musician +7 | Nightmare clown +8 | Master of ceremonies + + + + + Feature: Fearsome Reputation + People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Azorius. + + + + Rakdos Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Rakdos Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Rakdos Guild Spells +Spell Level | Spells +Cantrip | fire bolt, vicious mockery +1st | burning hands, dissonant whispers, hellish rebuke +2nd | crown of madness, enthrall, flaming sphere +3rd | fear, haste +4th | confusion, wall of fire +5th | dominate person + +Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture of harmless flame and shadowy shapes. When you manipulate an opponent's mind, a flaming symbol of Rakdos might momentarily appear like a mask over the target's face. + + + + Suggested Characteristics + Members of demonic cults aren't generally known as the kindest or most mentally stable individuals, so you're likely to have something in your nature that distinguishes you from the law-abiding citizens of Ravnica. +Personality Traits +d8 | Personality Trait +1 | I revel in mayhem, the more destructive the better. +2 | When violence breaks out, I lose myself in rage, and it's sometimes hard to stop. +3 | Everything is funny to me, and the most hilarious and bloodiest things leave me cackling with sadistic glee. +4 | I derive genuine pleasure from the pain of others. +5 | I enjoy testing other people's patience. +6 | I can't stand it when things are predictable, so I like to add a little chaos to every situation. +7 | I throw my weight around to make sure I get my way. +8 | I enjoy breaking delicate works of art. And fingers, which are sort of the same. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Hedonism. Death comes for everyone, so take as much pleasure as you can from every moment of life. (Neutral) +3 | Creativity. I strive to find more ways to express my art through pain—my own as well as others'. (Chaotic) +4 | Freedom. No one tells me what to do. (Chaotic) +5 | Equality. I want to see Ravnica remade, with no guilds and no hierarchies. (Chaotic) +6 | Spectacle. People are inspired by the greatness they see in art. (Any) + +Bonds +d6 | Bond +1 | I have belonged to the same performance troupe for years, and these people mean everything to me. +2 | A blood witch told me I have a special destiny to fulfill, and I'm trying to figure out what it is. +3 | I'm secretly hoping that I can change the cult from the inside, using my influence to help rein in the wanton violence. +4 | I own something that Rakdos once touched (it's seared black at the spot), and I cherish it. +5 | I want to be better at my chosen form of performance than any other member of my troupe. +6 | I am devoted to Rakdos and live to impress him. + +Flaws +d6 | Flaw +1 | My family is prominent in another guild. I enjoy my wild life, but I don't want to embarrass them. +2 | I couldn't hide my emotions and opinions even if I wanted to. +3 | I throw caution to the wind. +4 | I resent the rich and powerful. +5 | When I'm angry, I lash out in violence. +6 | There's no such thing as too much pleasure. + + + + + Contacts + The Cult of Rakdos is anything but organized. Individuals frequently move from one performance troupe to another. Almost all members of the cult know former castmates now in different troupes, which allows for the possibility of a widespread network of contacts. +Roll twice on the Rakdos Contacts table (for an ally and a rival) and once on the Non-Rakdos Contacts table. +Rakdos Contacts +d8 | Contact +1 | I was part of a two-person act until my former partner moved to a different troupe. +2 | My sibling and I ran away from home and joined the Cult of Rakdos together. We're very close. +3 | A childhood friend of mine is an attendant in Rix Maadi, the Rakdos guildhall. +4 | My parents brought me into the guild and taught me my trade. +5 | There's a lesser demon in the cult who thinks he owes me a favor, and who am I to argue? +6 | The master of ceremonies in my troupe is well connected with other troupes. +7 | I had a romance with a pain artist in another troupe. +8 | Rakdos himself has witnessed me perform. + +Non-Rakdos Contacts +d10 | Contact +1 | I know an Azorius elocutor who has a very amusing dark side. +2 | A Boros captain really wants to "redeem" me. +3 | I think a member of my troupe is a Dimir agent. +4 | I once convinced a Golgari medusa to participate in a show. We've been on good terms ever since. +5 | I came from the Gruul and still have relatives there. +6 | An Izzet technician provides pyrotechnics for my performances. +7 | An Orzhov oligarch has taken an interest in my career, like a patron of the arts. +8 | Roll an additional Rakdos contact; you can decide if the contact is an ally or a rival. +9 | A Selesnya healer attends my performances regularly. +10 | A Simic biomancer provides mutant monsters to add a taste of the bizarre to our shows. + + + + + How Do I Fit In? + The Cult of Rakdos encourages independent action on the part of its members. Its goal is fomenting chaos, and it firmly believes in putting its own house in disorder before carrying that mission into the larger city. So your role is to execute your vision of grand satire and disruptive performance art, as you aspire to outdo your guild mates and attract the attention of Rakdos himself. +You work as part of a troupe, with your artistic talents used in service to a ringmaster's vision. But your performance is your own, and no one expects you to follow a script. In fact, if you go through a performance without doing something you haven't done before, you're clearly not trying hard enough. + + + + + Revelry Pirate (Sailor) + Athletics, Perception + + Description + • Skill Proficiencies: Athletics, Perception +• Tool Proficiencies: Navigator's tools, vehicles (water) +• Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp +Source: Explorer's Guide to Wildemount p. 203 + + + Feature: Ship's Passage + When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. + + + + Suggested Characteristics + Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. +d8 | Personality Trait +1 | My friends know they can rely on me, no matter what. +2 | I work hard so that I can play hard when the work is done. +3 | I enjoy sailing into new ports and making new friends over a flagon of ale. +4 | I stretch the truth for the sake of a good story. +5 | To me, a tavern brawl is a nice way to get to know a new city. +6 | I never pass up a friendly wager. +7 | My language is as foul as an otyugh nest. +8 | I like a job well done, especially if I can convince someone else to do it. + +d6 | Ideal +1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) +2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) +3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) +4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) +5 | People. I'm committed to my crewmates, not to ideals. (Neutral) +6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any) + +d6 | Bond +1 | I'm loyal to my captain first, everything else second. +2 | The ship is most important—crewmates and captains come and go. +3 | I'll always remember my first ship. +4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. +5 | I was cheated out of my fair share of the profits, and I want to get my due. +6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + +d6 | Flaw +1 | I follow orders, even if I think they're wrong. +2 | I'll say anything to avoid having to do extra work. +3 | Once someone questions my courage, I never back down no matter how dangerous the situation. +4 | Once I start drinking, it's hard for me to stop. +5 | I can't help but pocket loose coins and other trinkets I come across. +6 | My pride will probably lead to my destruction. + + + + + + Rival Intern + History, Investigation + + Description + You were an intern at a rival of Acquisitions Incorporated, and you gained a healthy respect for not just the job and the franchising opportunities, but for the ruthless and efficient way Acquisitions Incorporated goes about its business. Why deal with the rest, when you can work for the best? +Perhaps the rival did not treat you as well as you were hoping, or you washed out of that organization. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you're now bringing your talents to the company, ready to put your skills to use. +• Skill Proficiencies: History, Investigation +• Tool Proficiencies: One type of artisan's tools +• Languages: Any one of your choice +• Equipment: One set of artisan's tools, a ledger from your previous employer containing a small piece of useful information, a set of fine clothes, and a belt pouch containing 10 gp +Source: Acquisitions Incorporated p. 51 + + + Feature: Inside Informant + You have connections to your previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM's discretion. + + + + Suggested Characteristics + If you were happy with your previous internship, the parting of ways might have been amicable. If not, it might have involved armed guards removing you from the premises. If you were passed over at your previous position, it might have left you a blend of seething rage, practiced nonchalance, and keen knowledge of where the bodies are buried (perhaps literally). +d8 | Personality Trait +1 | My previous employer didn't respect me, and now I'll do whatever I can to gain respect. +2 | The job is important, but the relationships I forge with my coworkers are even more so. +3 | The job is everything to me. Who needs relaxation, hobbies, and a social life? +4 | I know I'm not the best and brightest, but if I put my best self forward, I can overcome anything. +5 | My former boss was an idiot. So was my boss before that. And before that. I'm sure those were all coincidences. +6 | This company is so much better than my previous one. It will always be the best until they stop paying me. +7 | I know this dagger belongs to the company, but I'm sure they won't miss it. Or this flask. Or this armor. +8 | It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me. + +d6 | Ideal +1 | Advancement. Money and power can be gained more easily within an organization. I plan to gain as much as possible. (Evil) +2 | Structure. Life goes much more smoothly when you follow the rules and work within a system. (Lawful) +3 | Uncertainty. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaotic) +4 | Justice. I can't stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. (Lawful) +5 | Pleasure. What's the use of working hard and making money if you can't enjoy the finer things in life? (Any) +6 | Power. Money is fine, but real power means never having to say you're sorry. (Evil) + +d6 | Bond +1 | I have a family member in need. I consider them in everything I do. +2 | My peers keep me grounded. +3 | My past mistakes cost someone else dearly. I have to rectify that. +4 | A childhood mentor put me on my current path. If I succeed, I want to repay that mentor in some way. +5 | I value an oath of loyalty I took to a group of friends over everything else in my life. +6 | Although I don't get along well with people, my pet means the world to me. + +d6 | Flaw +1 | I know what's best. Trust me. +2 | Flaw? I have no flaws. I'm perfect. +3 | My loyalties are... fluid. +4 | If anything goes wrong, it must be someone else's fault. Let me explain that in detail. +5 | There's right and there's wrong, and there's no gray area in between. +6 | Our superiors might not like what you're doing. I'm going to have to put that in my report. + + + + + + Sage + Arcana, History + + Description + You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. +• Skill Proficiencies: Arcana, History +• Languages: Two of your choice +• Equipment: A Ink (1-ounce bottle), a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 137 + + + Feature: Researcher + When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + + + Specialty + To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. +d8 | Field of Study +1 | Alchemist +2 | Astronomer +3 | Discredited academic +4 | Librarian +5 | Professor +6 | Researcher +7 | Wizard's apprentice +8 | Scribe + + + + + Suggested Characteristics + Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. +d8 | Personality Trait +1 | I use polysyllabic words that convey the impression of great erudition. +2 | I've read every book in the world's greatest libraries—or I like to boast that I have. +3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. +4 | There's nothing I like more than a good mystery. +5 | I'm willing to listen to every side of an argument before I make my own judgment. +6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. +7 | I am horribly, horribly awkward in social situations. +8 | I'm convinced that people are always trying to steal my secrets. + +d6 | Ideal +1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) +2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good) +3 | Logic. Emotions must not cloud our logical thinking. (Lawful) +4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) +5 | Power. Knowledge is the path to power and domination. (Evil) +6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) + +d6 | Bond +1 | It is my duty to protect my students. +2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. +3 | I work to preserve a library, university, scriptorium, or monastery. +4 | My life's work is a series of tomes related to a specific field of lore. +5 | I've been searching my whole life for the answer to a certain question. +6 | I sold my soul for knowledge. I hope to do great deeds and win it back. + +d6 | Flaw +1 | I am easily distracted by the promise of information. +2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. +3 | Unlocking an ancient mystery is worth the price of a civilization. +4 | I overlook obvious solutions in favor of complicated ones. +5 | I speak without really thinking through my words, invariably insulting others. +6 | I can't keep a secret to save my life, or anyone else's. + + + + + + Sailor + Athletics, Perception + + Description + You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. +Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? +What were your duties on board–boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run? +• Skill Proficiencies: Athletics, Perception +• Tool Proficiencies: Navigator's tools, vehicles (water) +• Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 139 + + + Feature: Ship's Passage + When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. + + + + Suggested Characteristics + Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. +d8 | Personality Trait +1 | My friends know they can rely on me, no matter what. +2 | I work hard so that I can play hard when the work is done. +3 | I enjoy sailing into new ports and making new friends over a flagon of ale. +4 | I stretch the truth for the sake of a good story. +5 | To me, a tavern brawl is a nice way to get to know a new city. +6 | I never pass up a friendly wager. +7 | My language is as foul as an otyugh nest. +8 | I like a job well done, especially if I can convince someone else to do it. + +d6 | Ideal +1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) +2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) +3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) +4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) +5 | People. I'm committed to my crewmates, not to ideals. (Neutral) +6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any) + +d6 | Bond +1 | I'm loyal to my captain first, everything else second. +2 | The ship is most important—crewmates and captains come and go. +3 | I'll always remember my first ship. +4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. +5 | I was cheated out of my fair share of the profits, and I want to get my due. +6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + +d6 | Flaw +1 | I follow orders, even if I think they're wrong. +2 | I'll say anything to avoid having to do extra work. +3 | Once someone questions my courage, I never back down no matter how dangerous the situation. +4 | Once I start drinking, it's hard for me to stop. +5 | I can't help but pocket loose coins and other trinkets I come across. +6 | My pride will probably lead to my destruction. + + + + + + Secret Identity + Deception, Stealth + + Description + Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you. +• Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: Disguise kit, Forgery kit +• Equipment: A disguise kit, a forgery kit, a set of common clothes, a belt pouch, 5 gp +Source: Adventurers League: Rage Of Demons p. 9 + + + Lifestyle + Modest + + + + Overview + Even though you are a non-human, despite Hillsfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you. + + + + Feature: Secret Identity + You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy Note: This feature is a variant of the Charlatan feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | Despite its problems, I love Hillsfar, it's the greatest city in the world. The only one for me. +2 | I move from place to place, never staying anywhere long and leaving nothing behind. +3 | I think flattery is the best way to direct attention away from me. +4 | I don't make friends easily. They're a liability I cannot afford. +5 | Risk and danger are exhilarate me. Pulling off schemes and deceptions is a rush. +6 | The First Lord is right, humans are superior. I really admire them, despite the atrocities. +7 | I avoid people of my own race, as well as things associated with my race, lest they give me away. +8 | I live for the Arena. I admire gladiators and enjoy the thrill of blood on the sands! + +d6 | Ideal +1 | Quisling. Supporting the rulers of the land and following the laws is the road to salvation. (Lawful) +2 | Scoflaw. The laws and lawmakers are corrupt. I follow laws only when it suits me. (Chaotic) +3 | Optimist. Everyone Is basically good. Though the government is misguided it will all be okay. (Any) +4 | Secretive. I am in the habit of not talking about myself. My business is none of yours. (Any) +5 | Heroic. I do everything I can to help non-humans, regardless of the personal cost to me. (Good) +6 | Depraved. I have lost my moral compass. The ends justify most any means. (Evil) + +d6 | Bond +1 | The humans of Hillsfar have inflicted terrible harm on me, my family, and my race. I will have revenge. +2 | I am part of an underground network that smuggles non-humans into and out of the city. +3 | I am a partisan. I commit minor acts of defiance against the First Lord and Red Plumes when I can. +4 | I am a spy. I report on events in and around Hillsfar. +5 | My secret identity is the only thing protecting me from the Arena. I will stop at nothing to maintain it. +6 | I am madly in love with a human who does not know my true identity, and I fear rejection if I reveal it. + +d6 | Flaw +1 | After years of denying who I am, I now despise myself and other members of my pathetic race. +2 | Years of hiding have made me somewhat paranoid. I trust no one. +3 | I've been lying so often and for so long that I can't help it anymore. I frequently lie for no reason at all. +4 | I am ashamed. I failed to protect a member of my family who was seized and thrown into the Area. +5 | I am struggling with maintaining my secret identity. I subconsciously want to get caught and therefore sometimes let my secret identity slip. +6 | Years of successfully deceiving others have made me cocky. I think no one can see through my lies. + + + + + + Selesnya Initiate + Nature, Persuasion + + Description + You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat'Selesnya. As a member of the Selesnya Conclave, you are surrounded by people and other creatures who share your worldview and your longing for deeper spiritual communion with the world, and you have a fervent desire to share the joy you have experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of the other guilds—with military force if necessary. +• Skill Proficiencies: Nature, Persuasion +• Tool Proficiencies: One type of artisan's tools or one musical instrument +• Languages: Choose one of Elvish, Loxodon, or Sylvan +• Equipment: A Selesnya insignia, a healer's kit, robes, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 86 + + + Feature: Conclave's Shelter + As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort. +In addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells. + + + + Selesnya Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Selesnya Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Selesnya Guild Spells +Spell Level | Spells +Cantrip | druidcraft, friends +1st | animal friendship, charm person +2nd | aid, animal messenger, calm emotions, warding bond +3rd | plant growth, speak with plants +4th | aura of life, conjure minor elementals +5th | awaken, commune with nature + +Members of the Selesnya Conclave refer to their magic as "doruvati," a Sylvan word meaning "gift." When you use these gifts of Mat'Selesnya, graceful swirls of green and silver light dance in the air around you, and phantasmal green leaves might waft through the air. A sensation of gentle warmth and the smell of spring flowers or autumn leaves might accompany your spells. + + + + Suggested Characteristics + Most members of the Selesnya Conclave are true believers—the tight-knit community allows little room for the cynical or disillusioned. They are spiritual, empathetic, and generally peaceful—unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community. +Personality Traits +d8 | Personality Trait +1 | I never raise my voice or lose my temper. +2 | I feel the pains and joys of everyone around me, friend or foe. +3 | I would rather make a friend than thwart an enemy. +4 | I'm always straining to peer into another reality that seems to be just beyond my senses. +5 | I'm uneasy if I can't see plants growing or feel soil beneath my feet. +6 | Seeing illness or injury in any creature saddens me. +7 | I have much to be proud of, but I am still just one strand in the grand, interwoven tapestry of life. +8 | Nature offers rich and abundant metaphors for understanding the complexities of life. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Harmony. Nothing is more beautiful than voices and actions aligned in common purpose. (Good) +3 | Order. Like a well-pruned tree, society thrives when everything is kept in good order. (Lawful) +4 | Life. Preserving life and nature is always a worthwhile endeavor. (Good) +5 | Humility. Ambition and pride are the roots of strife. (Good) +6 | Evangelism. When all have joined the Selesnya Conclave, Ravnica will finally know peace. (Any) + +Bonds +d6 | Bond +1 | I would give my life in the defense of the small enclave where I first encountered Mat'Selesnya. +2 | I love beasts and plants of all kinds, and am loath to harm them. +3 | A healer nursed me to recovery from a mortal illness. +4 | I'll sing the invitation of Mat'Selesnya with my dying breath. +5 | I cherish a leaf from Vitu-Ghazi that changes color with the seasons, even though it is no longer attached to the tree. +6 | Every member of the conclave is my kin, and I would fight for any one of them. + +Flaws +d6 | Flaw +1 | I'm terrified of getting into a fight where my side is outnumbered. +2 | I assume that people mean well until they prove otherwise. +3 | I enjoy comfort and quiet, and prefer to avoid extra effort. +4 | I have a fierce temper that doesn't reflect the inner calm I seek. +5 | I'm convinced that everyone else in the conclave has a deeper connection to the Worldsoul than I do. +6 | I'm trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits. + + + + + Contacts + The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other guilds, and often these new guild members maintain friendships with former guild mates. +Roll twice on the Selesnya Contacts table (for an ally and a rival) and once on the Non-Selesnya Contacts table. +Selesnya Contacts +d8 | Contact +1 | A wise centaur trainer believed in me even though I was a terrible student. +2 | A good friend has risen to become a Ledev guardian. +3 | I left my former guild and joined the Selesnya along with a close friend. +4 | The dryad at the head of my enclave has taken an interest in my activities. +5 | A sibling is an instructor at the guild's training grounds. +6 | One of my parents is a votary, tasked with protecting the temple gardens at the Vitu-Ghazi guildhall. +7 | I had a romance with a well-known Selesnya healer. +8 | Trostani, the head of the guild and the voice of Mat'Selesnya, once welcomed me into her presence. + +Non-Selesnya Contacts +d10 | Contact +1 | I left the Azorius, and a former colleague still resents me for that act. +2 | A good friend, eager for action, left the Selesnya and joined the Boros. +3 | I had a relationship with a guild mate who turned out to be a Dimir agent. +4 | I know a disgruntled Golgari assassin who is ripe for recruitment. +5 | I'm friendly with a Gruul centaur who almost joined us a few years back. +6 | I once had a heated public argument with an Izzet chemister, and neither of us is allowed back into that restaurant. +7 | I paid off my debt to the Orzhov Syndicate, but my good friend was not so lucky and remains indebted to that guild. +8 | At a time of terrible grief in my life, a Rakdos performer made a mockery of my pain, leaving me with mixed feelings of sadness and humor. +9 | Roll an additional Selesnya contact; you can decide if the contact is an ally or a rival. +10 | I have a sibling in the Simic Combine, and we argue every time we see each other. + + + + + How Do I Fit In? + Although the guild teaches the importance of subjugating the individual will to the good of the conclave, it also celebrates the diversity of individuals, in the same sense that a field that produces different crops is healthier than one that yields a single crop. That principle applies to your skills as an adventurer. As long as your efforts are directed toward advancing the goals of the guild rather than your private agenda, you're allowed to put your talents to work in your unique way. +That said, you must never lose sight of the fact that you are part of a larger community. That includes the whole guild, of course, but your ties to community start with your vernadi (enclave) and its voda (dryad leader). The dryads want to know what you're doing and what purpose it serves, and they act to curtail your actions—or even expel you from the guild—if they determine that you aren't serving Selesnya's best interests. + + + + + Shade Fanatic + Deception, Intimidation + + Description + You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor. You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar. +• Skill Proficiencies: Deception, Intimidation +• Tool Proficiencies: Forgery kit +• Languages: Netherese +• Equipment: A forgery kit, a transparent cylinder of shadow that has no opening, a signet ring, a set of fine clothes, and 15 gp +Source: Adventurers League: Rage Of Demons p. 10 + + + Lifestyle + Modest + + + + Overview + You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor. +You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar. + + + + Feature: Secret Society + You have a special way of communicating with others who feel the same way you do about the Shade. When you enter a village or larger city you can identify contact who will give you information on those that would hinder your goals and those would help you simply because of your desire to see the Shade Enclave return in all its glory. Note: This feature is a variant of the Criminal feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I am a bully; I try to hide it though. +2 | I let my actions speak for themselves +3 | I am important; I will not let anyone forget that. +4 | You are either with me or against me. +5 | I know it is only a time before I am betrayed by those I care for. +6 | I never understand why people get so emotional. +7 | They are out to get me. It is only my cunning that keeps me ahead of them +8 | Everyone has a choice, the one I make is always right though. + +d6 | Ideal +1 | Hope. I know even if I need do evil acts, history will be my redemption. (Chaos) +2 | Dedicated. I can do anything I put my mind to (Lawful) +3 | Exciting. I have found the truth of the Shadovar and want to share it with everyone. (Any) +4 | Frugal. I horde my possessions knowing that someday I will be called upon to give everything I have to the cause (Any) +5 | Eloquent. I use my words to sway others to my beliefs. (Any) +6 | Compassionate. It is through love that others will join in our cause. (Good) + +d6 | Bond +1 | They say the Shade broke the bonds of mortality; I want to find out how. +2 | The whispers in my head remind me that there is power to be found in the shadows. +3 | For the glory of Netheril, I will grow in power. +4 | I once lived in Hillsfar, I was chased out before I was able to say farewell. +5 | My true love was a killed by the Red Plumes; I plot to make them suffer. +6 | I had a loved one die in the arena at Hillsfar; I am out to prove I am stronger than them! + +d6 | Flaw +1 | I always over exaggerate my abilities. +2 | I cannot bear to let those I care for out of my sight. +3 | I am incapable of standing up for myself. +4 | The group I am with has committed atrocities; I am always worried their actions will become public. +5 | I always enjoy a good mug of ale... or five. +6 | I know what I do is wrong, but am afraid to speak up about it. + + + + + + Shipwright + History, Perception + + Description + You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it. +• Skill Proficiencies: History, Perception +• Tool Proficiencies: Carpenter's tools, Vehicles (water) +• Equipment: A set of well-loved carpenter's tools, a blank book, Ink (1-ounce bottle), an ink pen, a set of traveler's clothes, and a leather pouch with 10 gp +Source: Ghosts of Saltmarsh p. 33 + + + Feature: I'll Patch It! + Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 x your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired. + + + + Life at Sea + Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character. +d6 | Sea's Influence +1 | Grand Designs. You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design. +2 | Solid and Sound. You patched up a war galley and prevented it from sinking. The local navy regards you as a friend. +3 | Favored. You insisted on thicker planking for a merchant vessel's hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant's distant mansion. +4 | Master of Armaments. You specialized in designing and mounting defenses for the navy. You easily recognize and determine the quality of such items. +5 | Low Places. You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals' ships in exchange for coin and favors. +6 | Mysteries of the Deep. You experienced an encounter with a possibly divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you. + + + + + Suggested Characteristics + Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous. +Shipwright Personality Traits +d8 | Personality Trait +1 | I love talking and being heard more than I like to listen. +2 | I'm extremely fond of puzzles. +3 | I thrive under pressure. +4 | I love sketching and designing objects, especially boats. +5 | I'm not afraid of hard work—in fact, I prefer it. +6 | A pipe, an ale, and the smell of the sea: paradise. +7 | I have an endless supply of cautionary tales related to the sea. +8 | I don't mind getting my hands dirty. + +Shipwright Ideals +d6 | Ideal +1 | Crew. If everyone on deck pitches in, we'll never sink. (Good) +2 | Careful Lines. A ship must be balanced according to the laws of the universe. (Lawful) +3 | Invention. Make what you need out of whatever is at hand. (Chaotic) +4 | Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil) +5 | Reflection. Muddied water always clears in time. (Any) +6 | Hope. The horizon at sea holds the greatest promise. (Any) + +Shipwright Bonds +d6 | Bond +1 | I must visit all the oceans of the world and behold the ships that sail there. +2 | Much of the treasure I claim will be used to enrich my community. +3 | I must find a kind of wood rumored to possess magical qualities. +4 | I repair broken things to redeem what's broken in myself. +5 | I will craft a boat capable of sailing through the most dangerous of storms. +6 | A kraken destroyed my masterpiece; its teeth shall adorn my hearth. + +Shipwright Flaws +d6 | Flaw +1 | I don't know when to throw something away. You never know when it might be useful again. +2 | I get frustrated to the point of distraction by shoddy craftsmanship. +3 | Though I am an excellent crafter, my work tends to look as though it belongs on a ship. +4 | I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping. +5 | I'm judgmental of those who are not skilled with tools of some kind. +6 | I sometimes take things that don't belong to me, especially if they are very well made. + + + + + + Simic Scientist + Arcana, Medicine + + Description + Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life. That's the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance—but for it to keep up with the pace of advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine's defenses against the schemes and ambitions of the other guilds, so much the better. +• Skill Proficiencies: Arcana, Medicine +• Languages: Two of your choice +• Equipment: A Simic insignia, a set of common clothes, a book of research notes, an ink pen, a Ink (1-ounce bottle), a oil (flask) (made from blubber), a acid (vial) (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 93 + + + Clades and Projects + As a Simic researcher, you are part of a clade—a diverse group of individuals combining disparate talents in pursuit of a common goal—or a researcher on a specialized, short-term project focused on addressing an immediate need. You can roll a d6 or choose from the options in the Research Options table to determine your area of research. +Research Options +d6 | Clade/Project +1 | Hull Clade, focused on protection and durability +2 | Fin Clade, focused on movement +3 | Gyre Clade, focused on cyclical patterns and metamagic +4 | Guardian Project, focused on creating guard monsters and super soldiers +5 | Crypsis Project, focused on intelligence and counterintelligence +6 | Independent research in a new area + + + + + Feature: Researcher + When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets. +Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + + + Simic Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Simic Guild Spells +Spell Level | Spells +Cantrip | acid splash, druidcraft +1st | detect poison and disease, expeditious retreat, jump +2nd | alter self, enhance ability, enlarge/reduce +3rd | gaseous form, water breathing, wind wall +4th | freedom of movement, polymorph +5th | creation + +When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature. + + + + Suggested Characteristics + The bizarre science of the Simic Combine attracts a certain type of personality and encompasses a set of beliefs about the nature of life. Simic members' bonds and flaws derive from their scientific research—including their creation of new life forms, which they can become very attached to. +Personality Traits +d8 | Personality Trait +1 | I can't wait to see what I become next! +2 | I am convinced that everything inclines toward constant improvement. +3 | I'm eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest. +4 | I assume that everyone needs even the most basic concepts explained to them. +5 | I describe everything that happens as if it were going into my research notes (and it often is). +6 | I am insatiably curious about the seemingly infinite forms and adaptations of life. +7 | I can't resist prying into anything forbidden, since it must be terribly interesting. +8 | I employ a highly technical vocabulary to avoid imprecision and ambiguity in my communication. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Change. All life is meant to progress toward perfection, and our work is to hurry it along—no matter what must be upended along the way. (Chaotic) +3 | Knowledge. Understanding the world is more important than what you do with your knowledge. (Neutral) +4 | Greater Good. I want to reshape the world into higher forms of life so that all can enjoy evolution. (Good) +5 | Logic. It's foolish to let emotions and principles interfere with the conclusions of logic. (Lawful) +6 | Superiority. My vast intellect and strength are directed toward increasing my sway over others. (Evil) + +Bonds +d6 | Bond +1 | I helped create a krasis that I love like a pet and would carry with me everywhere... except it's the size of a building, and it might eat me. +2 | In my laboratory, I discovered something that I think could eliminate half the life on Ravnica. +3 | The other researchers in my clade are my family—a big, eccentric family including members and parts of many species. +4 | The laboratory where I did my research contains everything that is precious to me. +5 | I will get revenge on the shortsighted fool who killed my precious krasis creation. +6 | Everything I do is an attempt to impress someone I love. + +Flaws +d6 | Flaw +1 | I have a rather embarrassing mutation that I do everything I can to keep hidden. +2 | I'm more interested in taking notes on monstrous anatomy than in fighting monsters. +3 | Every social situation I'm in seems to lead to my asking rude personal questions. +4 | I'm supremely confident in my ability to adapt to any situation and handle any danger. +5 | I'll take any risk to earn recognition for my scientific brilliance. +6 | I have a tendency to take shortcuts in my research and any other tasks I have to complete. + + + + + Contacts + The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic members are former members of other guilds. +Roll twice on the Simic Contacts table (for an ally and a rival) and once on the Non-Simic Contacts table. +Simic Contacts +d8 | Contact +1 | My research builds on my parents' work and takes it in interesting new directions. +2 | If a serious problem confounds me, I can count on my mentor to provide clarity of thought. +3 | A former laboratory colleague went on to work on the Guardian Project. +4 | A former colleague has ventured into fields of research that are possibly immoral and almost certainly illegal. +5 | A former lover is now the supervisor of a prominent clade. +6 | My sibling has become an almost unrecognizable mutant. +7 | An old friend has retreated into a secluded life as an ascetic deepsage, devoted to contemplating philosophical principles. +8 | My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica. + +Non-Simic Contacts +d10 | Contact +1 | My older sibling is upset that I didn't follow them into the Azorius. +2 | A Boros sergeant is always asking questions about my work, but I suspect they're genuinely curious. +3 | A friend in my clade thinks I don't know they're a Dimir agent. +4 | I helped a Golgari spore druid with the fertilization and growth of their fungus field. +5 | I can't fathom what could have made my childhood friend run off and join the Gruul. +6 | I love comparing notes with my friend in the Izzet, though our fields of research are very different. +7 | I borrowed a lot of money from an Orzhov syndic to help finance my research. +8 | A Rakdos ringmaster has taken an interest in my research which, come to think of it, might make a nice sideshow act. +9 | I left the Selesnya—and a lover—behind when I joined the Simic. +10 | Roll an additional Simic contact; you can decide if the contact is an ally or a rival. + + + + + How Do I Fit In? + As a Simic adventurer, your mission likely aligns with the Adaptationist philosophy; the disagreements and tensions among the guilds will soon erupt into open conflict, and your guild needs your help to ensure that the Simic survive. That help might come in the form of defending against Golgari incursions into Simic zonots or shielding Simic research from Azorius intrusion. It could also involve more subtle, diplomatic work to maintain balance among the guilds, or subterfuge aimed at undermining another guild's grab for power. +Self-improvement is also an important part of your mission. Anything you can do to make yourself more capable—whether learning a new spell or adopting a new hybridizing mutation—gives the Simic a stronger weapon in its arsenal. The combine must change to survive, and that means individual members of the guild must grow and adapt as well. + + + + + Smuggler + Athletics, Deception + + Description + On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river. +• Skill Proficiencies: Athletics, Deception +• Tool Proficiencies: Vehicles (water) +• Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp +Source: Ghosts of Saltmarsh p. 34 + + + Feature: Down Low + You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret. + + + + Claim to Fame + Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived to tell the story—and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character. +d6 | Accomplishment +1 | Spirit of the Whale. You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile. +2 | Cart and Sword. You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants. +3 | The Recruit. You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here. +4 | River of Shadows. Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home. +5 | Gold-Hearted. You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture. +6 | Playing Both Sides. You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery. + + + + + Suggested Characteristics + In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted. +Smuggler Personality Traits +d8 | Personality Trait +1 | I love being on the water but hate fishing. +2 | I think of everything in terms of monetary value. +3 | I never stop smiling. +4 | Nothing rattles me; I have a lie for every occasion. +5 | I love gold but won't cheat a friend. +6 | I enjoy doing things others believe to be impossible. +7 | I become wistful when I see the sun rise over the ocean. +8 | I am no common criminal; I am a mastermind. + +Smuggler Ideals +d6 | Ideal +1 | Wealth Heaps of coins in a secure vault is all I dream of. (Any) +2 | Smuggler's Code I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful) +3 | All for a Coin I'll do nearly anything if it means I turn a profit. (Evil) +4 | Peace and Prosperity I smuggle only to achieve a greater goal that benefits my community. (Good) +5 | People For all my many lies, I place a high value on friendship. (Any) +6 | Daring I am most happy when risking everything. (Any) + +Smuggler Bonds +d6 | Bond +1 | My vessel was stolen from me, and I burn with the desire to recover it. +2 | I intend to become the leader of the network of smugglers that I belong to. +3 | I owe a debt that cannot be repaid in gold. +4 | After one last job, I will retire from the business. +5 | I was tricked by a fellow smuggler who stole something precious from me. I will find that thief. +6 | I give most of my profits to a charitable cause, and I don't like to brag about it. + +Smuggler Flaws +d6 | Flaw +1 | Lying is reflexive, and I sometimes engage in it without realizing. +2 | I tend to assess my relationships in terms of profit and loss. +3 | I believe everyone has a price and am cynical toward those who present themselves as virtuous. +4 | I struggle to trust the words of others. +5 | Few people know the real me. +6 | Though I act charming, I feel nothing for others and don't know what friendship is. + + + + + + Soldier + Athletics, Intimidation + + Description + War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. +When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company. +• Skill Proficiencies: Athletics, Intimidation +• Tool Proficiencies: One type of gaming set, vehicles (land) +• Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 140 + + + Feature: Military Rank + You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. + + + + Specialty + During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role: +d8 | Role +1 | Officer +2 | Scout +3 | Infantry +4 | Cavalry +5 | Healer +6 | Quartermaster +7 | Standard-bearer +8 | Support staff (cook, blacksmith, or the like) + + + + + Suggested Characteristics + The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred. +d8 | Personality Trait +1 | I'm always polite and respectful. +2 | I'm haunted by memories of war. I can't get the images of violence out of my mind. +3 | I've lost too many friends, and I'm slow to make new ones. +4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. +5 | I can stare down a hell hound without flinching. +6 | I enjoy being strong and like breaking things. +7 | I have a crude sense of humor. +8 | I face problems head-on. A simple, direct solution is the best path to success. + +d6 | Ideal +1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good) +2 | Responsibility. I do what I must and obey just authority. (Lawful) +3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) +4 | Might. In life as in war, the stronger force wins. (Evil) +5 | Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral) +6 | Nation. My city, nation, or people are all that matter. (Any) + +d6 | Bond +1 | I would still lay down my life for the people I served with. +2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. +3 | My honor is my life. +4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt it. +5 | Those who fight beside me are those worth dying for. +6 | I fight for those who cannot fight for themselves. + +d6 | Flaw +1 | The monstrous enemy we faced in battle still leaves me quivering with fear. +2 | I have little respect for anyone who is not a proven warrior. +3 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret. +4 | My hatred of my enemies is blinding and unreasoning. +5 | I obey the law, even if the law causes misery. +6 | I'd rather eat my armor than admit when I'm wrong. + + + + + + Stojanow Prisoner + Deception, Perception + + Description + Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life. +Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death. +• Skill Proficiencies: Deception, Perception +• Tool Proficiencies: One type of gaming set, thieves' tools +• Equipment: A small knife, a set of common clothes, a trinket from the life you stayed behind to defend, a belt pouch with 10 gp +Source: Adventurers League: Curse Of Strahd p. 8 + + + Lifestyle + Poor + + + + Overview + "We need to leave, now!" Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life. +Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death. + + + + Feature: Ex-Convict + The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area. Note: This feature is a variant of the Courtier feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I am a bully; others will suffer as I have. +2 | I always say yes even when I mean no; it's just easier. +3 | I aim to misbehave. +4 | I go out of my way to frustrate or anger those in power. +5 | I strive to obey the law. I will never again make the mistake of going against authority. +6 | I always plan everything out. The one time I let others plan things it did not end well for me. +7 | I take blame to protect others from pain. +8 | I hoard information, you never know what may come in handy. + +d6 | Ideal +1 | Loss. I freely give those who offend me what was so brutally denied me, death. (Chaos) +2 | Dedication. I never betray those who trust me. (Law) +3 | Vengeance. I use any means to get information I need; I have been well taught. (Evil) +4 | Redemption. Everyone deserves a second chance. (Good) +5 | Resilience. I can survive any challenge (Any) +6 | Leadership. The best teams are made up of those that society has discarded. + +d6 | Bond +1 | I take up arms to help establish a free Phlan. +2 | The horrors of my time in Stojanow haunt my dreams, only after a day of hard work can I find sleep. +3 | I am indebted to those who freed me from prison, I will repay this debt. +4 | My torturer survived the attack that set me free, I will find him/her. +5 | I will not rest while others suffer fates similar to mine. +6 | I am searching for a way to heal the scars of Stojanow, both physical and emotional. + +d6 | Flaw +1 | During stressful times, I find myself crying for no reason. +2 | My nerve endings are shot from the interrogations; I am numb to all but the harshest touch. +3 | I am incapable of standing up for myself. +4 | I folded under the torture, and gave information that I promised would be kept secret. My life would be in jeopardy if others found out. +5 | Survival is worth more than friendship. +6 | The ghosts from my past hinder my actions. + + + + + + Ticklebelly Nomad + Animal Handling, Nature + + Description + You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant's Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest. +In your migrations, your people have come to know the stone giant tribes that populate the Giant's Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills. +• Skill Proficiencies: Animal Handling, Nature +• Tool Proficiencies: Herbalism kit +• Languages: Giant +• Equipment: Herbalism kit, a small article of jewelry that is distinct to your tribe, a hunting trap, a set of common clothes, and a belt pouch containing 5 gp +Source: Adventurers League: Curse Of Strahd p. 9 + + + Lifestyle + Poor + + + + Overview + You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant's Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest. +In your migrations, your people have come to know the stone giant tribes that populate the Giant's Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills. + + + + Feature: At Home in the Wild + The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn't shield or conceal you from scrying, mental probing, nor from threats that don't necessarily require the five senses to find you. Note: This feature is a variant of the Folk Hero feature. + + + + Suggested Characteristics + Ticklebelly nomads only venture into civilization when necessary. You are social within your tribe, with tribes of other nomads, and even with the stone giant tribes that populate the Giant's Cairn. However, other communities tend to either put you on your guard or put you in a state of wonder. Was it this wonder that enticed you into a life of adventuring? On the other hand, you are fiercely protective of and dedicated to your tribe. Perhaps it was this dedication that led you to venture out; either of your own will or at the behest of your tribe's leaders. +d8 | Personality Trait +1 | I eagerly inject myself into the unknown. +2 | Villages, towns, and cities do not suit me. I'd rather be out in the wilderness any day. +3 | I accomplish my tasks efficiently, using as few resources as possible. +4 | It's difficult for me to remain in one place for long. +5 | I loudly brag about my tribe every chance I get. +6 | Having walked among giants, I am fearless in the face of bigger creatures. +7 | I am quiet and reserved, but observant. Nothing escapes my attention. +8 | My word is my bond. I see a promise to completion, even if it conflicts with my beliefs. + +d6 | Ideal +1 | Kinship. Family is most important in life. Though I may be far from my own, the bonds of family must be protected in others' lives as well. (Good) +2 | Preservation. Nature must not be despoiled by encroaching civilization. (Any) +3 | Wanderlust. One must expand their horizons by seeing the world and exploring. (Chaos) +4 | Isolation. My tribe and its ways must be protected and shielded from outside influence. (Neutral) +5 | Protection. Threats to the land and to the people must be dealt with at any and all costs. (Law) +6 | Belonging: All creatures have a place in the world, so I strive to help others find theirs. (Good) + +d6 | Bond +1 | I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled. +2 | The dragon cultists that invaded my homeland stole away one of my tribe's people. I will not know rest until I've found them. +3 | The dragon's presence in the hills destroyed valuable territory and resulted in deaths within my tribe. The creature must pay for what it has done. +4 | I carry a trinket that spiritually and emotionally ties me to my people and my home. +5 | I discovered a strange relic in the hills during my tribe's wanderings. I must discover what it is. +6 | One of the stone giant clans from the Giant's Cairn has graced me with a mark of kinship. + +d6 | Flaw +1 | I throw myself and my friends into situations rarely ever thinking about consequences. +2 | Unfamiliar people and surroundings put me on edge. +3 | I have absolutely no patience for slowpokes and those who prove indecisive. +4 | My desire to experience new things causes me to make unsafe choices. +5 | I am overly protective of nature, sometimes to the detriment of my companions and myself. +6 | My lack of worldliness often proves my undoing in social, commercial, and hostile situations. + + + + + + Trade Sheriff + Investigation, Persuasion + + Description + You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement. You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces. +• Skill Proficiencies: Investigation, Persuasion +• Tool Proficiencies: Thieves' tools +• Languages: Elvish +• Equipment: Thieves' tools, a gray cloak, Sheriff's insignia (badge) a set of fine clothes, and 17 gp +Source: Adventurers League: Rage Of Demons p. 11 + + + Lifestyle + Modest + + + + Overview + You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement. +You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces. + + + + Feature: Investigative Services + You are part of a small force outside of Hillsfar. You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade. Note: This feature is a variant of the soldier feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I am always polite and respectful +2 | I let my actions speak for themselves +3 | I am haunted by my past having seen the murder of a close friend or family member and it is the one case I always needed to solve but have not been able to. +4 | I am quick to judge and slow to vindicate +5 | I can be very persuasive and am able to ask quest ions where others might not be able to. +6 | I have a quirky personality that seems to take others off their guard. +7 | My sense of humor is considered by most to be awkward. +8 | Everyone has a choice, and they can always make the right choice, mine! + +d6 | Ideal +1 | Hope. my job is to speak for the victim (Good) +2 | Dedicated. Once I start an investigation, until told to do so, I do not quit, not matter where it leads. (Lawful) +3 | Nation. My city, nation, or people are all that matter. (Any) +4 | Mercenary. When I do investigations, I expect answers immediately. (Any) +5 | Eloquent. I use my words to sway others to give me answers. (Good) +6 | Might. It is through threats and force that I get my answers. (Lawful) + +d6 | Bond +1 | To this day an unsolved case will always leave me haunted and bother me. +2 | Through the might of my personality I will solve an investigation or puzzle. +3 | It is my right to believe what I will, just try and stop me. +4 | I need to prove my worth to my fellow Sheriffs +5 | Someone I cared for died under suspicious circumstances. I will find out what happened to them and bring their killer to justice. +6 | I speak for those that cannot speak for themselves. + +d6 | Flaw +1 | I always over exaggerate my abilities. +2 | I cannot bear to let those I care for out of my sight. +3 | I took a bribe to tank an investigation and I would do anything to keep it secret. +4 | I have little respect for those that are of "low" intelligence/race. +5 | I always enjoy a good mug of ale... or five to cover up my past. +6 | I speak for the First Lord of Hillsfar and make sure everyone knows it. + + + + + + Urban Bounty Hunter + + + Description + Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed. +You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar—any place that's large enough to have a steady supply of potential quarries. +As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives—but on the other hand, you can take down much more formidable targets with the help of your companions. +• Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and Stealth +• Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves' tools +• Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp +Source: Sword Coast Adventurer's Guide p. 153 + + + Feature: Ear to the Ground + You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. + + + + Suggested Characteristics + Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter. +For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable. + + + + + Urchin + Sleight Of Hand, Stealth + + Description + You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. +You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life? +• Skill Proficiencies: Sleight of Hand, Stealth +• Tool Proficiencies: Disguise kit, Thieves' tools +• Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 141 + + + Feature: City Secrets + You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. + + + + Suggested Characteristics + Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly. +d8 | Personality Trait +1 | I hide scraps of food and trinkets away in my pockets. +2 | I ask a lot of questions. +3 | I like to squeeze into small places where no one else can get to me. +4 | I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. +5 | I eat like a pig and have bad manners. +6 | I think anyone who's nice to me is hiding evil intent. +7 | I don't like to bathe. +8 | I bluntly say what others are hinting at or hiding. + +d6 | Ideal +1 | Respect. All people, rich or poor, deserve respect. (Good) +2 | Community. We have to take care of each other, because no one else is going to do it. (Lawful) +3 | Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic) +4 | Retribution. The rich need to be shown what life and death are like in the gutters. (Evil) +5 | People. I help the people who help me—that's what keeps us alive. (Neutral) +6 | Aspiration. I'm going to prove that I'm worthy of a better life. (Any) + +d6 | Bond +1 | My town or city is my home, and I'll fight to defend it. +2 | I sponsor an orphanage to keep others from enduring what I was forced to endure. +3 | I owe my survival to another urchin who taught me to live on the streets. +4 | I owe a debt I can never repay to the person who took pity on me. +5 | I escaped my life of poverty by robbing an important person, and I'm wanted for it. +6 | No one else should have to endure the hardships I've been through. + +d6 | Flaw +1 | If I'm outnumbered, I will run away from a fight. +2 | Gold seems like a lot of money to me, and I'll do just about anything for more of it. +3 | I will never fully trust anyone other than myself. +4 | I'd rather kill someone in their sleep than fight fair. +5 | It's not stealing if I need it more than someone else. +6 | People who can't take care of themselves get what they deserve. + + + + + + Uthgardt Tribe Member + Athletics, Survival + + Description + Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe. +Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization. +You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer. +See the "Uthgardt Lands" section of chapter 2 for details on each tribe's territory and its activities that will help you choose your affiliation. +• Skill Proficiencies: Athletics, Survival +• Languages: Any one of your choice +• Tool Proficiencies: One type of musical instrument or artisan's tools +• Equipment: A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp +Source: Sword Coast Adventurer's Guide p. 153 + + + Barbarian Tribes of Faerûn + Though this section details the Uthgardt specifically, either it or the outlander background from the Player's Handbook can be used for a character whose origin lies with one of the other barbarian tribes in Faerûn. +You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the Reghed Glacier in the far North near Icewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes in the Chondalwood, or the magic-hating human tribes of the sweltering jungles of Chult. + + + + Feature: Uthgardt Heritage + You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there. +Additionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle. + + + + Suggested Characteristics + Use the tables for the outlander background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe. +Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds - great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred - are sacred to you. +Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for. + + + + + City Watch / Investigator + Insight, Investigation + + Description + • Skill Proficiencies: Insight, Investigation +• Languages: Any two of your choice +• Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp +Source: Sword Coast Adventurer's Guide p. 145 + + + Feature: Watcher's Eye + Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. + + + + Suggested Characteristics + Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. +Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes. + + + + + Criminal / Spy + Deception, Stealth + + Description + • Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: One type of gaming set, thieves' tools +• Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp +Source: Player's Handbook p. 130 + + + Feature: Spy Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + + + Specialty + There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. +d8 | Specialty +1 | Blackmailer +2 | Burglar +3 | Enforcer +4 | Fence +5 | Highway robber +6 | Hired killer +7 | Pickpocket +8 | Smuggler + + + + + Suggested Characteristics + Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. +d8 | Personality Trait +1 | I always have a plan for when things go wrong. +2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. +3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. +4 | I would rather make a new friend than a new enemy. +5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. +6 | I don't pay attention to the risks in a situation. Never tell me the odds. +7 | The best way to get me to do something is to tell me I can't do it. +8 | I blow up at the slightest insult. + +d6 | Ideal +1 | Honor. I don't steal from others in the trade. (Lawful) +2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) +3 | Charity. I steal from the wealthy so that I can help people in need. (Good) +4 | Greed. I will do whatever it takes to become wealthy. (Evil) +5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) +6 | Redemption. There's a spark of good in everyone. (Good) + +d6 | Bond +1 | I'm trying to pay off an old debt I owe to a generous benefactor. +2 | My ill-gotten gains go to support my family. +3 | Something important was taken from me, and I aim to steal it back. +4 | I will become the greatest thief that ever lived. +5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. +6 | Someone I loved died because of a mistake I made. That will never happen again. + +d6 | Flaw +1 | When I see something valuable, I can't think about anything but how to steal it. +2 | When faced with a choice between money and my friends, I usually choose the money. +3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. +4 | I have a 'tell' that reveals when I'm lying. +5 | I turn tail and run when things look bad. +6 | An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + + Entertainer / Gladiator + Acrobatics, Performance + + Description + • Skill Proficiencies: Acrobatics, Performance +• Tool Proficiencies: Disguise kit, one type of musical instrument +• Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp +Source: Player's Handbook p. 131 + + + Feature: By Popular Demand + You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. + + + + Specialty + A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer. +d10 | Routines +1 | Actor +2 | Dancer +3 | Fire-eater +4 | Jester +5 | Juggler +6 | Instrumentalist +7 | Poet +8 | Singer +9 | Storyteller +10 | Tumbler + + + + + Suggested Characteristics + Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty. +d8 | Personality Trait +1 | I know a story relevant to almost every situation. +2 | Whenever I come to a new place, I collect local rumors and spread gossip. +3 | I'm a hopeless romantic, always searching for that "special someone". +4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. +5 | I love a good insult, even one directed at me. +6 | I get bitter if I'm not the center of attention. +7 | I'll settle for nothing less than perfection. +8 | I change my mood or my mind as quickly as I change key in a song. + +d6 | Ideal +1 | Beauty. When I perform, I make the world better than it was. (Good) +2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) +3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) +4 | Greed. I'm only in it for the money and fame. (Evil) +5 | People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) +6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) + +d6 | Bond +1 | My instrument is my most treasured possession, and it reminds me of someone I love. +2 | Someone stole my precious instrument, and someday I'll get it back. +3 | I want to be famous, whatever it takes. +4 | I idolize a hero of the old tales and measure my deeds against that person's. +5 | I will do anything to prove myself superior to my hated rival. +6 | I would do anything for the other members of my old troupe. + +d6 | Flaw +1 | I'll do anything to win fame and renown. +2 | I'm a sucker for a pretty face. +3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. +4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. +5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. +6 | Despite my best efforts, I am unreliable to my friends. + + + + + + Guild Artisan / Guild Merchant + Insight, Persuasion + + Description + • Skill Proficiencies: Insight, Persuasion +• Tool Proficiencies: One type of artisan's tools +• Languages: One of your choice +• Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp +Source: Player's Handbook p. 133 + + + Feature: Guild Membership + As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. +Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. +You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. + + + + Specialty + Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. +d20 | Guild Business +1 | Alchemists and apothecaries +2 | Armorers, locksmiths, and finesmiths +3 | Brewers, distillers, and vintners +4 | Calligraphers, scribes, and scriveners +5 | Carpenters, roofers, and plasterers +6 | Cartographers, surveyors, and chart-makers +7 | Cobblers and shoemakers +8 | Cooks and bakers +9 | Glassblowers and glaziers +10 | Jewelers and gemcutters +11 | Leatherworkers, skinners, and tanners +12 | Masons and stonecutters +13 | Painters, limners, and sign-makers +14 | Potters and tile-makers +15 | Shipwrights and sail-makers +16 | Smiths and metal-forgers +17 | Tinkers, pewterers, and casters +18 | Wagon-makers and wheelwrights +19 | Weavers and dyers +20 | Woodcarvers, coopers, and bowyers + + + + + Suggested Characteristics + Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness. +d8 | Personality Trait +1 | I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist. +2 | I'm a snob who looks down on those who can't appreciate fine art. +3 | I always want to know how things work and what makes people tick. +4 | I'm full of witty aphorisms and have a proverb for every occasion. +5 | I'm rude to people who lack my commitment to hard work and fair play. +6 | I like to talk at length about my profession. +7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. +8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. + +d6 | Ideal +1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) +2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) +3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) +4 | Greed. I'm only in it for the money. (Evil) +5 | People. I'm committed to the people I care about, not to ideals. (Neutral) +6 | Aspiration. I work hard to be the best there is at my craft. (Any) + +d6 | Bond +1 | The workshop where I learned my trade is the most important place in the world to me. +2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. +3 | I owe my guild a great debt for forging me into the person I am today. +4 | I pursue wealth to secure someone's love. +5 | One day I will return to my guild and prove that I am the greatest artisan of them all. +6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. + +d6 | Flaw +1 | I'll do anything to get my hands on something rare or priceless. +2 | I'm quick to assume that someone is trying to cheat me. +3 | No one must ever learn that I once stole money from guild coffers. +4 | I'm never satisfied with what I have—I always want more. +5 | I would kill to acquire a noble title. +6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. + + + + + + Noble / Knight + History, Persuasion + + Description + • Skill Proficiencies: History, Persuasion +• Tool Proficiencies: One type of gaming set +• Languages: One of your choice +• Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp +Source: Player's Handbook p. 136 + + + Variant Noble (Knight) + A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature instead of the Position of Privilege feature. +As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart-in a chaste sort of devotion. + + + + Feature: Retainers + You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. One of your retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood (This person could be your bond.). Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on). +Your retainers can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. + + + + Suggested Characteristics + Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. +d8 | Personality Trait +1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. +2 | The common folk love me for my kindness and generosity. +3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. +4 | I take great pains to always look my best and follow the latest fashions. +5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. +6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. +7 | My favor, once lost, is lost forever. +8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. + +d6 | Ideal +1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) +2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) +3 | Independence. I must prove that I can handle myself without coddling from my family. (Chaotic) +4 | Power. If I can attain more power, no one will tell me what to do. (Evil) +5 | Family. Blood runs thicker than water. (Any) +6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) + +d6 | Bond +1 | I will face any challenge to win the approval of my family. +2 | My house's alliance with another noble family must be sustained at all costs. +3 | Nothing is more important than the other members of my family. +4 | I am in love with the heir of a family that my family despises. +5 | My loyalty to my sovereign is unwavering. +6 | The common folk must see me as a hero of the people. + +d6 | Flaw +1 | I secretly believe that everyone is beneath me. +2 | I hide a truly scandalous secret that could ruin my family forever. +3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. +4 | I have an insatiable desire for carnal pleasures. +5 | In fact, the world does revolve around me. +6 | By my words and actions, I often bring shame to my family. + + + + + + Sailor / Pirate + Athletics, Perception + + Description + • Skill Proficiencies: Athletics, Perception +• Tool Proficiencies: Navigator's tools, vehicles (water) +• Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 139 + + + Feature: Bad Reputation + No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. + + + + Suggested Characteristics + Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. +d8 | Personality Trait +1 | My friends know they can rely on me, no matter what. +2 | I work hard so that I can play hard when the work is done. +3 | I enjoy sailing into new ports and making new friends over a flagon of ale. +4 | I stretch the truth for the sake of a good story. +5 | To me, a tavern brawl is a nice way to get to know a new city. +6 | I never pass up a friendly wager. +7 | My language is as foul as an otyugh nest. +8 | I like a job well done, especially if I can convince someone else to do it. + +d6 | Ideal +1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) +2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) +3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) +4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) +5 | People. I'm committed to my crewmates, not to ideals. (Neutral) +6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any) + +d6 | Bond +1 | I'm loyal to my captain first, everything else second. +2 | The ship is most important—crewmates and captains come and go. +3 | I'll always remember my first ship. +4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. +5 | I was cheated out of my fair share of the profits, and I want to get my due. +6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + +d6 | Flaw +1 | I follow orders, even if I think they're wrong. +2 | I'll say anything to avoid having to do extra work. +3 | Once someone questions my courage, I never back down no matter how dangerous the situation. +4 | Once I start drinking, it's hard for me to stop. +5 | I can't help but pocket loose coins and other trinkets I come across. +6 | My pride will probably lead to my destruction. + + + + + + Vizier + History, Religion + + Description + You are a vizier, a servant of your god. You perform tasks that are essential to facilitating the initiates' journey, so the gods reward you with entry into the afterlife with the God-Pharaoh's blessing. You hope to achieve the most honored status in the afterlife by being the best possible servant to your god. +As a vizier, you can have any class, but you are especially likely to be a cleric, a druid (particularly if you serve Rhonas), or a paladin. +• Skill Proficiencies: History, Religion +• Tool Proficiencies: One type of artisan's tools, one type of musical instrument +• Equipment: A set of artisan's tools or a musical instrument (one of your choice), a scroll of your god's teachings, a vizier's cartouche, a set of fine clothes, and a pouch containing 25 gp +Source: Plane Shift: Amonkhet p. 10 + + + Feature: Voice of Authority + Your voice is the voice of your god, at least in theory. Your job might include training and instructing initiates, and they are required to obey you. In any circumstance, an initiate is expected to defer to your voice and obey your commands. If you abuse this authority, though, your god might personally punish you. + + + + Suggested Characteristics + A vizier's characteristics strongly reflect the ideals and personality of the god they serve. +d10 | Personality Trait +1 | Everything I do, I do gracefully and deliberately, and with complete confidence. (Oketra) +2 | Nothing can shake my rock-hard focus. (Oketra) +3 | When I am at peace, I am an oasis of perfect calm in the world. When I am roused to anger, I am an embodiment of terror. (Kefnet) +4 | I enjoy teasing acolytes and initiates with juicy tidbits of knowledge wrapped up in fiendishly difficult puzzles. (Kefnet) +5 | I have the utmost faith in myself and my abilities. (Rhonas) +6 | I get restless when life in the city feels too tame, too safe. (Rhonas) +7 | I enjoy solitude as an opportunity to plan my victory. (Bontu) +8 | I use satire as a way to undermine the teachings of the other gods. (Bontu) +9 | I love, fight, and feast with equal zeal. (Hazoret) +10 | I think of those in my care as my family, in a way that most people have trouble understanding. (Hazoret) + +d6 | Ideal +1 | Solidarity. The worthy must respect the worthy. In the afterlife, all will be united in goal and action. (Oketra) +2 | Knowledge. The worthy shall cultivate a nimble mind, so as to perceive the wonders beyond imagination that wait in the afterlife. (Kefnet) +3 | Strength. The worthy shall hone a strong body that can withstand the boundless energies of the afterlife. (Rhonas) +4 | Ambition. The worthy shall strive for greatness, for supremacy in life leads to supremacy in the afterlife. (Bontu) +5 | Zeal. The worthy shall rush to the God-Pharaoh's side with relentless passion, rising to overcome every obstacle in their way. (Hazoret) +6 | Naktamun. The life of the city is ordered according to the plan of the God-Pharaoh, and that order must be preserved at all costs. + +d6 | Bond +1 | My loyalty to my companions embodies the ideal of loyalty to my god. (Oketra) +2 | The teachings of my god are more precious to me than any possession. (Kefnet) +3 | I would do anything to defend the temple of my god from any harm or desecration. (Rhonas) +4 | I am committed to the service of my god—because it's my sure ticket into the afterlife. (Bontu) +5 | I love my god and never want my service to end. (Hazoret) +6 | I have a close friend or lover who is also a vizier. + +d6 | Flaw +1 | I am in love with an initiate, and I want to shield this person from death in the trials. +2 | I secretly wish I had not been chosen as a vizier, so I could participate in the trials as an initiate. +3 | I secretly question whether the gods care at all about us or what we do. +4 | A vizier of another god seeks my death in retribution for a past insult. +5 | I am terrified of what lies beyond the Gate to the Afterlife. +6 | I secretly believe the God-Pharaoh's return will not bring blessing to this world. + + + + + + Volstrucker Agent + Deception, Stealth + + Description + The Volstrucker are a clandestine organization of arcane assassins and enforcers in the service of the Cerberus Assembly. Their operatives bear no official title, but are referred to in hushed tones as "scourgers" by residents of large Dwendalian cities such as Zadash and Rexxentrum. +You are a Volstrucker agent. Your duty is to silence dissidents who would undermine the will of King Dwendal—and more importantly, the will of the Assembly. +• Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: Poisoner's kit +• Languages: One of your choice +• Equipment: A set of common clothes, a black cloak with a hood, a poisoner's kit, and a pouch containing 10 gp +Source: Explorer's Guide to Wildemount p. 202 + + + Tragedy + Happy people aren't selected to join the Volstrucker. The Cerberus Assembly preys upon talented individuals who have been broken by tragedy—in some cases, tragedy that the Volstrucker has arranged for. A slightly broken mind is more easily reshaped and reeducated. Choose the tragedy that set you on this path, or roll on the Tragedies table. +d6 | Tragedy +1 | Familicide. Through deceit or manipulation, the Volstrucker convinced you to slaughter your own family. +2 | Amnesia. You were forced to study magic so potent that it strained your mind beyond mortal limits, stealing away the memories of your past. +3 | Capture. You were captured and tortured by agents of the Kryn Dynasty, and barely escaped. +4 | Starvation. A terrible blight afflicted your rural village, and many of your friends and family members starved to death. You survived, but only barely. +5 | Disfigurement. One of your arcane experiments went wrong and scarred or dismembered you so gravely that others now shun you. Only the Volstrucker showed you kindness after that day. +6 | Vicissitude. You were once the scion of a wealthy family who lost their entire fortune in the blink of an eye. + + + + + Feature: Shadow Network + You have access to the Volstrucker shadow network, which allows you to communicate with other members of the order over long distances. If you write a letter in a special arcane ink, address it to a member of the Volstrucker, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to. +The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10 gp per page. + + + + Suggested Characteristics + Agents of the Volstrucker are groomed to follow orders without question and to kill without mercy. The trauma that brings one into the order can fester even more strongly against the darkness of a Volstrucker agent's assignments. Officially, no one ever leaves the order—but those desperate enough do whatever it takes to gain some measure of freedom. +d6 | Personality Trait +1 | I prefer to keep my thoughts to myself. +2 | I indulge vice in excess to quiet my conscience. +3 | I've left emotion behind me. I'm now perfectly placid. +4 | Some event from the past keeps worming its way into my mind, making me restless. +5 | I always keep my word—except when I'm commanded to break it. +6 | I laugh off insults and never take them personally. + +d6 | Ideal +1 | Order. The will of the crown is absolute. (Law) +2 | True Loyalty. The Cerberus Assembly is greater than any power, even the crown. (Law) +3 | Death. The penalty for disloyalty is death. (Evil) +4 | Determination. I cannot fail. Not ever. (Neutral) +5 | Fear. People should not respect power. They should fear it. (Evil) +6 | Escape. The Volstrucker are pure evil! I can't atone for what I've done for them, but I can escape with my life. (Any) + +d4 | Bond +1 | The job is all that matters. I will see it through. +2 | My orders are important, but my comrades are worth more than anything. I would die for them. +3 | Everything I've done, I've done to protect someone close to me. +4 | If the empire falls, all of civilization falls with it. I will hold back chaos and barbarism at any cost. + +d4 | Flaw +1 | I drink to dull the pain in the back of my head. +2 | I go a bit mad when I see blood. +3 | I can hear the voices of everyone I've killed. I see their faces. I can't be free of these ghosts. +4 | Fear is a powerful motivator. I will do whatever it takes to prevent those who know what I am from seeing me fail, and from those I care about from knowing what I am. + + + + + + Waterdhavian Noble + History, Persuasion + + Description + You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich. +Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy? +Work with your DM to come up with the family you are part of—there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility. +• Skill Proficiencies: History, Persuasion +• Languages: Any one of your choice +• Tool Proficiencies: One type of gaming set or musical instrument +• Equipment: A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp +Source: Sword Coast Adventurer's Guide p. 154 + + + Feature: Kept in Style + While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. +This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward. + + + + Suggested Characteristics + Use the tables for the noble background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family. +Like other nobles, you were born and raised in a different world from the one that most folk know - one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house. + + + + diff --git a/FightClub5eXML/Sources/classes/class-artificer.xml b/FightClub5eXML/Sources/classes/class-artificer.xml new file mode 100755 index 0000000..e8cc721 --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-artificer.xml @@ -0,0 +1,2340 @@ + + + + Artificer (UA) + 8 + Constitution, Intelligence, Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight Of Hand + 2 + Intelligence + + + Starting Artificer (UA) + As a 1st-level Artificer (UA), you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, medium + • Weapons: simple + • Tools: {@item Thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice + • Skills: Choose 2 from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight Of Hand + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a handaxe and a light hammer or (b) any two simple weapons + • a light crossbow and crossbow bolts (20) + • (a) scale mail or (b) studded leather armor + • thieves' tools and a dungeoneer's pack + + Source: Unearthed Arcana: Artificer p. 1 + + + light, medium + simple + {@item Thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice + + + Artificer (UA) Specialist + At 1st level, you choose the type of Artificer (UA) Specialist you are from the list of available specialisations. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Artificer (UA) Specialist: Alchemist + An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Alchemist: Alchemical Formula + At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels. + To use any of these options, your Alchemist's Satchel must be within reach. + If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Alchemist: Alchemist's Satchel + At 1st level, you craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. + If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Artificer (UA) Specialist: Gunsmith + A master of engineering, you forge a firearm powered by a combination of science and magic. + + Source: Unearthed Arcana: Artificer p. 6 + + + + + Gunsmith: Arcane Magazine + At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. + You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. + If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials. + + Source: Unearthed Arcana: Artificer p. 6 + + + + + Gunsmith: Master Smith + When you choose this specialization at 1st level, you gain proficiency with smith's tools, and you learn the mending cantrip. + + Source: Unearthed Arcana: Artificer p. 6 + + + + + Gunsmith: Thunder Cannon + At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. + You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as a bonus action. + If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. + + Source: Unearthed Arcana: Artificer p. 6 + + + + + Magic Item Analysis + Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the Artificer (UA) spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Tool Expertise + Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Wondrous Invention + At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current Artificer (UA) level or a lower level. These magic items are detailed in the Dungeon Master's Guide. + + 2nd Level: + Bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones + + 5th Level: + Alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets + + 10th Level: + Bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack + + 15th Level: + Boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing + + 20th Level: + Eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying + + Source: Unearthed Arcana: Artificer p. 1 + + + + 0, 2 + + + + Masterwork Feature + At 3rd level, you gain a feature from your Artificer (UA) Specialist. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Artificer (UA) Specialist: Alchemist + An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of Artificer (UA) traditions, and its versatility has long been valued during times of war and peace. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Alchemist: Alchemist Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as Artificer (UA) spells for you, but they don't count against the number of Artificer (UA) spells you prepare. + + Alchemist Spells + Artificer Level | Spell + 3rd | healing word, ray of sickness + 5th | flaming sphere, Melf's acid arrow + 9th | gaseous form, mass healing word + 13th | blight, death ward + 17th | cloudkill, raise dead + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Alchemist: Experimental Elixir + Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. + Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. + When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask. + You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table. + + Experimental Elixir + d6 | Effect + 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. + 2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. + 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. + 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. + 5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes. + 6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Alchemist: Tool Proficiency + When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Alchemist: Extra Alchemical Formula + At 3rd level, you learn an additional Alchemical Formula. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Artificer (UA) Specialist: Alchemist + An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among Artificer (UA)s, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Alchemist: Alchemical Homunculus + At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances. + Whenever you finish a long rest and your alchemist's supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies. + The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Alchemical Homunculus stat block. You determine the homunculus's appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons. + In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. + If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Alchemist: Alchemist Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as Artificer (UA) spells for you, but they don't count against the number of Artificer (UA) spells you prepare. + + Alchemist Spells + Artificer Level | Spell + 3rd | purify food and drink, ray of sickness + 5th | Melf's acid arrow, web + 9th | create food and water, stinking cloud + 13th | blight, death ward + 17th | cloudkill, raise dead + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Alchemist: Tools of the Trade + By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. + Alchemist: Proficiencies + You gain proficiency with alchemist's supplies and the herbalism kit, assuming you don't already have them. You also gain alchemist's supplies and an herbalism kit for free—the result of tinkering you've done as you've prepared for this specialization. + Alchemist: Crafting + If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Gunsmith: Thunder Monger + At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit. + This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6). + + Source: Unearthed Arcana: Artificer p. 6 + + + + + Spellcasting + As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items. + + Spell Slots: + The Artificer (UA) table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + + Spells Known of 1st Level and Higher: + You know three 1st-level spells of your choice from the Artificer (UA) spell list (which appears at the end of this document). The Spells Known column of the Artificer (UA) table shows when you learn more Artificer (UA) spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer (UA) table. Additionally, when you gain a level in this class, you can choose one of the Artificer (UA) spells you know from this feature and replace it with another spell from the Artificer (UA) spell list. The new spell must also be of a level for which you have spell slots on the Artificer (UA) table. + + Spellcasting Ability: + Intelligence is your spellcasting ability for your Artificer (UA) spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an Artificer (UA) spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Artificer (UA) spell you cast and when making an attack roll with one. + + Spellcasting Focus: + You can use an arcane focus as a spellcasting focus for your Artificer (UA) spells. See chapter 5, "Equipment," in the Player's Handbook for various arcane focus options. + + Source: Unearthed Arcana: Artificer p. 1 + + + + 0, 3 + + + + Infuse Magic + Starting at 4th level, you gain the ability to channel your Artificer (UA) spells into objects for later use. When you cast an Artificer (UA) spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature. + Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item. + When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Ability Score Improvement + When you reach 4th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 3 + + + + Superior Attunement + At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Wondrous Invention + At 5th level, you craft another item from your Wondrous Invention feature. + + Source: Unearthed Arcana: Artificer p. 1 + + + + 0, 3 + + + + Mechanical Servant + At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level. + Select a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications: + • It is a construct instead of a beast. + • It can't be charmed. + • It is immune to poison damage and the poisoned condition. + • It gains darkvision with a range of 60 feet if it doesn't have it already. + • It understands the languages you can speak when you create it, but it can't speak. + • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. + The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. + If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials. + + Source: Unearthed Arcana: Artificer p. 1 + + + + 0, 4, 2 + + + 0, 4, 2 + + + + Ability Score Improvement + At 8th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 2 + + + + Masterwork Feature + At 9th level, you gain a feature from your Artificer (UA) Specialist. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Alchemist: Restorative Reagents + Starting at 9th level, you can incorporate restorative reagents into some of your works: + • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). + • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Alchemist: Extra Alchemical Formula + At 9th level, you learn an additional Alchemical Formula. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Gunsmith: Blast Wave + Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. + This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6). + + Source: Unearthed Arcana: Artificer p. 6 + + + + 0, 4, 3 + + + + Wondrous Invention + At 10th level, you craft another item from your Wondrous Invention feature. + + Source: Unearthed Arcana: Artificer p. 1 + + + + 0, 4, 3 + + + 0, 4, 3 + + + + Ability Score Improvement + At 12th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 2 + + + 0, 4, 3, 2 + + + + Masterwork Feature + At 14th level, you gain a feature from your Artificer (UA) Specialist. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Alchemist: Extra Alchemical Formula + At 14th level, you learn an additional Alchemical Formula. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Alchemist: Chemical Savant + By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition. + In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist's supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Gunsmith: Piercing Round + Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class. + + Source: Unearthed Arcana: Artificer p. 6 + + + + 0, 4, 3, 2 + + + + Superior Attunement + Starting at 15th level, you can attune to up to five magic items. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Wondrous Invention + At 15th level, you craft another item from your Wondrous Invention feature. + + Source: Unearthed Arcana: Artificer p. 1 + + + + 0, 4, 3, 3 + + + + Ability Score Improvement + At 16th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 3 + + + + Masterwork Feature + At 17th level, you gain a feature from your Artificer (UA) Specialist. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Alchemist: Extra Alchemical Formula + At 17th level, you learn an additional Alchemical Formula. + + Source: Unearthed Arcana: Artificer p. 5 + + + + + Gunsmith: Explosive Round + Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage. + + Source: Unearthed Arcana: Artificer p. 6 + + + + 0, 4, 3, 3 + + + + Ability Score Improvement + At 18th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Proficiency Versatility + 18th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 3, 1 + + + 0, 4, 3, 3, 1 + + + + Soul of Artifice + At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. + + Source: Unearthed Arcana: Artificer p. 1 + + + + + Artificer (Revisited) (UA) + 8 + Constitution, Intelligence, Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand + 2 + Intelligence + + + Starting Artificer (Revisited) (UA) + As a 1st-level Artificer (Revisited) (UA), you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, medium, shields + • Weapons: simple, hand crossbows, heavy crossbows + • Tools: {@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice + • Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand + + You begin play with the following equipment, in addition to any equipment provided by your background. + • any two simple weapons + • a light crossbow and crossbow bolts (20) + • (a) studded leather armor or (b) scale mail + • thieves' tools and a dungeoneer's pack + + Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + + Multiclass Artificer (Revisited) (UA) + To multiclass as a Artificer (Revisited) (UA), you must meet the following prerequisites: + • Intelligence 13 + + You gain the following proficiencies: + • Armor: light, medium, shields + • Weapons: none + • Tools: none + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + light, medium, shields + simple, hand crossbows, heavy crossbows + {@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of artisan's tools of your choice + 5d4 x 10 + + 2, 2 + + + + Magical Tinkering + At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves' tools, tinker's tools, or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: + • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. + • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. + • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. + • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. + The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. + You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + + Spellcasting + You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders through various items. + + Tools Required: + You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools. + After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. + + Cantrips: + At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. + When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. + + Preparing and Casting Spells: + The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. + For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. + You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. + + Ritual Casting: + You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. + + The Magic of Artifice: + As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special. + The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place—perhaps a gauntlet that lets you channel a surge of energy. + Such details don't limit you in any way or provide you with any benefit. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + 2, 2 + + + + Infuse Item + At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. + + Infusions Known: + When you gain this feature, pick three artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. + Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. + + Infusing an Item: + Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in the Dungeon Master's Guide, page 136). + Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. + You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies. + + Artificer Infusions: + Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. + The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement. + Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level. + Unless an infusion's description says otherwise, you can't learn the infusion more than once. + See the Class Feature Options page for the full list of infusions. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + 2, 3 + + + + Artificer Specialist + At 3rd level, you choose the type of specialist you are: Alchemist, Archivist, or Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 3rd level and again at 6th and 14th level. + + Variant: Crafting: + An artificer subclass makes you more efficient at crafting certain items. The feature you get from your subclass works whether you're using the crafting rules in the Player's Handbook, Dungeon Master's Guide, or Xanathar's Guide to Everything. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + + Artificer Specialist: Alchemist + An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Alchemist: Alchemist Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Alchemist Spells + Artificer Level | Spell + 3rd | healing word, ray of sickness + 5th | flaming sphere, Melf's acid arrow + 9th | gaseous form, mass healing word + 13th | blight, death ward + 17th | cloudkill, raise dead + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Alchemist: Experimental Elixir + Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. + Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. + When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask. + You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table. + + Experimental Elixir + d6 | Effect + 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. + 2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. + 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. + 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. + 5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes. + 6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Alchemist: Tool Proficiency + When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Alchemist: Extra Alchemical Formula + At 3rd level, you learn an additional Alchemical Formula. + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Artificer Specialist: Alchemist + An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals. + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Alchemist: Alchemical Homunculus + At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances. + Whenever you finish a long rest and your alchemist's supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies. + The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Alchemical Homunculus stat block. You determine the homunculus's appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons. + In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. + If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored. + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Alchemist: Alchemist Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Alchemist Spells + Artificer Level | Spell + 3rd | purify food and drink, ray of sickness + 5th | Melf's acid arrow, web + 9th | create food and water, stinking cloud + 13th | blight, death ward + 17th | cloudkill, raise dead + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Alchemist: Tools of the Trade + By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. + + Proficiencies + You gain proficiency with alchemist's supplies and the herbalism kit, assuming you don't already have them. You also gain alchemist's supplies and an herbalism kit for free—the result of tinkering you've done as you've prepared for this specialization. + + Crafting + If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Artificer Specialist: Archivist + What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science. + + Source: Unearthed Arcana: Artificer Revisited p. 7 + + + + + Archivist: Archivist Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Archivist Spells + Artificer Level | Spell + 3rd | comprehend languages, dissonant whispers + 5th | detect thoughts, locate object + 9th | hypnotic pattern, tongues + 13th | locate creature, phantasmal killer + 17th | legend lore, modify memory + + Source: Unearthed Arcana: Artificer Revisited p. 7 + + + + + Archivist: Artificial Mind + At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher's supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates. + The magic item has the following properties. + Archivist: Telepathic Advisor + The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item's main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind's knowledge. + Archivist: Manifest Mind + As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object's main material. + While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind's senses, instead of your own, until your concentration ends (as if concentrating on a spell). + As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action. + When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest. + Archivist: Information Overload + As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class. + Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first. + + Artificial Mind + Main Material | Skill Proficiencies | Suggested Appearance + Animal (parchment, leather, bone) | Animal Handling, Insight, Medicine, Perception, Survival | A beast or a humanoid visage with antlers + Mineral (glass, stone, metal) | Deception, Intimidation, Performance, Persuasion | A robotic or golem-like face + Plant (paper, wood) | Arcana, History, Investigation, Nature, Religion | A bespectacled visage or a treant + + Source: Unearthed Arcana: Artificer Revisited p. 7 + + + + + Archivist: The First Warforged Minds + Warforged were originally created by House Cannith to fight as subservient beings, having limited self-awareness. The development of the autonomous warforged consciousness has been presented as an accidental breakthrough. However, rumors abound that it was the work of pioneering archivist Aaren d'Cannith, who planted the seed of autonomy in the warforged mind. This fact is now difficult to verify, for the development team's records were destroyed and Aaren d'Cannith disappeared under mysterious circumstances. Many believe that Aaren is still determined to help the warforged evolve and that he might be working with the sinister Lord of Blades. + + Source: Unearthed Arcana: Artificer Revisited p. 7 + + + + + Archivist: Tools of the Trade + By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. + Archivist: Proficiencies + You gain proficiency with calligrapher's supplies and the forgery kit, assuming you don't already have them. You also gain calligrapher's supplies and a forgery kit for free—the result of tinkering you've done as you've prepared for this specialization. + Archivist: Crafting + If you craft a magic item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. + + Source: Unearthed Arcana: Artificer Revisited p. 7 + + + + + Artificer Specialist: Artillerist + An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire. + The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell." + + Source: Unearthed Arcana: Artificer Revisited p. 9 + + + + + Artillerist: Artillerist Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Artillerist Spells + Artificer Level | Spell + 3rd | shield, thunderwave + 5th | scorching ray, shatter + 9th | fireball, wind wall + 13th | ice storm, wall of fire + 17th | cone of cold, wall of force + + Source: Unearthed Arcana: Artificer Revisited p. 9 + + + + + Artillerist: Eldritch Cannon + At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. + Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. + The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. + When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs. + + Eldritch Cannons + Cannon | Activation + Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. + Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. + Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). + + Source: Unearthed Arcana: Artificer Revisited p. 9 + + + + + Artillerist: Tool Proficiency + When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. + + Source: Unearthed Arcana: Artificer Revisited p. 9 + + + + + Artificer Specialist: Artillerist + An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War. + + Source: Unearthed Arcana: Artificer Revisited p. 9 + + + + + Artillerist: Arcane Turret + At 3rd level, you learn how to create a magical turret. With your smith's tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you. + The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action. + When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space. + You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears. + As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one. + + Arcane Turrets + Turret | Activation + Flamethrower | The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. + Force Ballista | Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret. + Defender | The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). + + Source: Unearthed Arcana: Artificer Revisited p. 9 + + + + + Artillerist: Artillerist Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Artillerist Spells + Artificer Level | Spell + 3rd | shield, thunderwave + 5th | scorching ray, shatter + 9th | fireball, wind wall + 13th | ice storm, wall of fire + 17th | cone of cold, wall of force + + Source: Unearthed Arcana: Artificer Revisited p. 9 + + + + + Artillerist: Tools of the Trade + By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. + Artillerist: Proficiencies + You gain proficiency with smith's tools and woodcarver's tools, assuming you don't already have them. You also gain those tools for free—the result of tinkering you've done as you've prepared for this specialization. + In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you've carved in your spare time. + Artillerist: Crafting + If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. + + Source: Unearthed Arcana: Artificer Revisited p. 9 + + + + + Artificer Specialist: Battle Smith + Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender. + Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles. + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + + Battle Smith: Battle Ready + When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways: + • You gain proficiency with martial weapons. + • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + + Battle Smith: Battle Smith Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Battle Smith Spells + Artificer Level | Spell + 3rd | heroism, shield + 5th | branding smite, warding bond + 9th | aura of vitality, conjure barrage + 13th | aura of purity, fire shield + 17th | banishing smite, mass cure wounds + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + + Battle Smith: Steel Defender + By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. + In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. + If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. + At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + + Battle Smith: Tool Proficiency + When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + + Artificer Specialist: Battle Smith + Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender. + Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles. + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + + Battle Smith: Battle Ready + When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways: + • You gain proficiency with martial weapons. + • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + + Battle Smith: Battle Smith Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Battle Smith Spells + Artificer Level | Spell + 3rd | heroism, searing smite + 5th | branding smite, warding bond + 9th | aura of vitality, blinding smite + 13th | aura of purity, staggering smite + 17th | banishing smite, mass cure wounds + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + + Battle Smith: Iron Defender + By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the iron defender stat block. + In combat, the iron defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action. + If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored. + At the end of a long rest, you can create a new iron defender if you have your smith's tools with you. If you already have an iron defender from this feature, the first one immediately perishes. + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + + Battle Smith: Tools of the Trade + By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. + Battle Smith: Proficiencies + You gain proficiency with leatherworker's tools and smith's tools, assuming you don't already have them. You also gain leatherworker's tools and smith's tools for free—the result of tinkering you've done as you've prepared for this specialization. + Battle Smith: Crafting + If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + + Tool Expertise + Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + 2, 3 + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 2, 4, 2 + + + + Arcane Armament + Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + 2, 4, 2 + + + + Artificer Specialist Feature + At 6th level, you gain a feature granted by your Artificer Specialist choice. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + + Alchemist: Alchemical Mastery + At 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). + In addition, you can cast lesser restoration without expending a spell slot, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once). + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Archivist: Mind Network + At 6th level, you've learned how to use your artifices to access minds, both to communicate and to harm. + Archivist: Magical Telephony + While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries. + Archivist: Psychic Damage + When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1). + + Source: Unearthed Arcana: Artificer Revisited p. 7 + + + + + Artillerist: Wand Prototype + By 6th level, you now regularly experiment with channeling different types of magic through wands. Whenever you finish a long rest and your woodcarver's tools are with you, you can touch a nonmagical, wooden wand and turn it into a magic item. When you do so, you invest it with one artificer cantrip of your choice—even one you don't know—that has a casting time of 1 action. As an action, you can cause the magic wand to produce the cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand's magic). The wand loses this magic when you finish your next long rest. + Any damage roll you make for a cantrip in the wand gains a bonus equal to your Intelligence modifier (minimum of +1). + When you reach 14th level in this class, you can invest the wand with two cantrips at the end of a long rest. + + Source: Unearthed Arcana: Artificer Revisited p. 9 + + + + + Battle Smith: Arcane Jolt + At 6th level, you learn new ways to channel arcane energy through your weapon attacks and your iron defender. + First, your iron defender's bite attack is now considered magical for the purposes of bypassing resistances and immunities, thanks to enhancements you've made to the creature in your free time. + Second, when you or your iron defender hits a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects: + • The target takes an extra 2d4 force damage. + • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d4 hit points to it. + You can channel this magical energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses of this feature when you finish a long rest. + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + 2, 4, 3 + + + 2, 4, 3 + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 2, 4, 3, 2 + + + 3, 4, 3, 2 + + + + The Right Cantrip for the Job + At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + 3, 4, 3, 3 + + + 3, 4, 3, 3 + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 3, 4, 3, 3, 1 + + + 4, 4, 3, 3, 1 + + + + Artificer Specialist Feature + At 14th level, you gain a feature granted by your Artificer Specialist choice. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + + Alchemist: Extra Alchemical Formula + At 14th level, you learn an additional Alchemical Formula. + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Alchemist: Chemical Savant + By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition. + In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist's supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest. + + Source: Unearthed Arcana: Artificer Revisited p. 6 + + + + + Archivist: Pure Information + At 14th level, your Artificial Mind is able to receive and transmit more information than ever before. + Archivist: Mind Overload + When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn. + Archivist: Infoportation + As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear. + You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher. + + Source: Unearthed Arcana: Artificer Revisited p. 7 + + + + + Artillerist: Fortified Position + Starting at 14th level, you're a master at conjuring a well-defended emplacement. You and your allies have half cover while within 10 feet of a turret you create with Arcane Turret, as a result of a shimmering field of magical protection that the turret emits. + You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn't disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets. + + Source: Unearthed Arcana: Artificer Revisited p. 9 + + + + + Battle Smith: Improved Defender + At 14th level, your Arcane Jolt and iron defender become more powerful: + • The extra damage and the healing of your Arcane Jolt both increase to 4d4. + • Whenever your iron defender uses its Defensive Pounce, the attacker takes force damage equal to 1d4 + your Intelligence modifier. + + Source: Unearthed Arcana: Artificer Revisited p. 11 + + + + 4, 4, 3, 3, 2 + + + 4, 4, 3, 3, 2 + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 3, 3, 1 + + + 4, 4, 3, 3, 3, 1 + + + + Spell-Storing Item + When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don't need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. + The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + 4, 4, 3, 3, 3, 2 + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 3, 3, 2 + + + + Soul of Artifice + At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. + + Source: Unearthed Arcana: Artificer Revisited p. 1 + + + + + Artificer + 8 + Constitution, Intelligence, Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand + 2 + Intelligence + + + Starting Artificer + As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, medium, shields + • Weapons: simple + • Tools: {@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of {@item artisan's tools|PHB} of your choice + • Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand + + You begin play with the following equipment, in addition to any equipment provided by your background. + • any two simple weapons of your choice + • a light crossbow and crossbow bolts (20) + • (a) studded leather armor or (b) scale mail + • thieves' tools and a dungeoneer's pack + + Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Multiclass Artificer + To multiclass as a Artificer, you must meet the following prerequisites: + • Intelligence 13 + + You gain the following proficiencies: + • Armor: light, medium, shields + • Weapons: none + • Tools: none + + Source: Eberron: Rising from the Last War p. 54 + + + light, medium, shields + simple + {@item thieves' tools|PHB}, {@item tinker's tools|PHB}, one type of {@item artisan's tools|PHB} of your choice + 5d4 x 10 + + 2, 2 + + + + Optional Rule: Firearm Proficiency + The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Magical Tinkering + At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: + • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. + • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. + • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. + • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. + The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. + You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Spellcasting + You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions. + + Tools Required: + You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tools—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools. + After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. + + The Magic of Artifice: + As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special. + The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy. + Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters. + + Cantrips (0-Level Spells): + At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. + When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. + + Preparing and Casting Spells: + The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. + For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. + You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. + + Ritual Casting: + You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. + + Source: Eberron: Rising from the Last War p. 54 + + + + 2, 2 + + + + Infuse Item + At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. + + Artificer Infusions: + Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. + The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement. + Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level. + Unless an infusion's description says otherwise, you can't learn an infusion more than once. + + Infusing an Item: + Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide). + Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. + You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies. + + Source: Eberron: Rising from the Last War p. 54 + + + + 2, 3 + + + + Artificer Specialist + At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Artificer Specialist: Alchemist + An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. + + Source: Eberron: Rising from the Last War p. 58 + + + + + Alchemist: Alchemist Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Alchemist Spells + Artificer Level | Spell + 3rd | healing word, ray of sickness + 5th | flaming sphere, Melf's acid arrow + 9th | gaseous form, mass healing word + 13th | blight, death ward + 17th | cloudkill, raise dead + + Source: Eberron: Rising from the Last War p. 58 + + + + + Alchemist: Experimental Elixir + Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. + Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. + When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask. + You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table. + + Experimental Elixir + d6 | Effect + 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. + 2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. + 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. + 4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. + 5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes. + 6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. + + Source: Eberron: Rising from the Last War p. 58 + + + + + Alchemist: Tool Proficiency + When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. + + Source: Eberron: Rising from the Last War p. 58 + + + + + Alchemist: Extra Alchemical Formula + At 3rd level, you learn an additional Alchemical Formula. + + Source: Eberron: Rising from the Last War p. 58 + + + + + Artificer Specialist: Alchemist + An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals. + + Source: Eberron: Rising from the Last War p. 58 + + + + + Alchemist: Alchemical Homunculus + At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances. + Whenever you finish a long rest and your alchemist's supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies. + The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Alchemical Homunculus stat block. You determine the homunculus's appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons. + In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. + If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored. + + Source: Eberron: Rising from the Last War p. 58 + + + + + Alchemist: Alchemist Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Alchemist Spells + Artificer Level | Spell + 3rd | purify food and drink, ray of sickness + 5th | Melf's acid arrow, web + 9th | create food and water, stinking cloud + 13th | blight, death ward + 17th | cloudkill, raise dead + + Source: Eberron: Rising from the Last War p. 58 + + + + + Alchemist: Tools of the Trade + By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. + + Proficiencies + You gain proficiency with alchemist's supplies and the herbalism kit, assuming you don't already have them. You also gain alchemist's supplies and an herbalism kit for free—the result of tinkering you've done as you've prepared for this specialization. + + Crafting + If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. + + Source: Eberron: Rising from the Last War p. 58 + + + + + Artificer Specialist: Artillerist + An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire. + The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell." + + Source: Eberron: Rising from the Last War p. 59 + + + + + Artillerist: Artillerist Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Artillerist Spells + Artificer Level | Spell + 3rd | shield, thunderwave + 5th | scorching ray, shatter + 9th | fireball, wind wall + 13th | ice storm, wall of fire + 17th | cone of cold, wall of force + + Source: Eberron: Rising from the Last War p. 59 + + + + + Artillerist: Eldritch Cannon + At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. + Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. + The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. + When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs. + + Eldritch Cannons + Cannon | Activation + Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. + Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. + Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). + + Source: Eberron: Rising from the Last War p. 59 + + + + + Artillerist: Tool Proficiency + When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. + + Source: Eberron: Rising from the Last War p. 59 + + + + + Artificer Specialist: Artillerist + An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War. + + Source: Eberron: Rising from the Last War p. 59 + + + + + Artillerist: Arcane Turret + At 3rd level, you learn how to create a magical turret. With your smith's tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you. + The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action. + When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space. + You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears. + As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one. + + Arcane Turrets + Turret | Activation + Flamethrower | The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. + Force Ballista | Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret. + Defender | The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). + + Source: Eberron: Rising from the Last War p. 59 + + + + + Artillerist: Artillerist Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Artillerist Spells + Artificer Level | Spell + 3rd | shield, thunderwave + 5th | scorching ray, shatter + 9th | fireball, wind wall + 13th | ice storm, wall of fire + 17th | cone of cold, wall of force + + Source: Eberron: Rising from the Last War p. 59 + + + + + Artillerist: Tools of the Trade + By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. + Artillerist: Proficiencies + You gain proficiency with smith's tools and woodcarver's tools, assuming you don't already have them. You also gain those tools for free—the result of tinkering you've done as you've prepared for this specialization. + In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you've carved in your spare time. + Artillerist: Crafting + If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. + + Source: Eberron: Rising from the Last War p. 59 + + + + + Artificer Specialist: Battle Smith + Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender. + Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles. + + Source: Eberron: Rising from the Last War p. 60 + + + + + Battle Smith: Battle Ready + When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways: + • You gain proficiency with martial weapons. + • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. + + Source: Eberron: Rising from the Last War p. 60 + + + + + Battle Smith: Battle Smith Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Battle Smith Spells + Artificer Level | Spell + 3rd | heroism, shield + 5th | branding smite, warding bond + 9th | aura of vitality, conjure barrage + 13th | aura of purity, fire shield + 17th | banishing smite, mass cure wounds + + Source: Eberron: Rising from the Last War p. 60 + + + + + Battle Smith: Steel Defender + By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. + In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. + If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. + At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. + + Source: Eberron: Rising from the Last War p. 60 + + + + + Battle Smith: Tool Proficiency + When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. + + Source: Eberron: Rising from the Last War p. 60 + + + + + Artificer Specialist: Battle Smith + Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender. + Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles. + + Source: Eberron: Rising from the Last War p. 60 + + + + + Battle Smith: Battle Ready + When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways: + • You gain proficiency with martial weapons. + • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. + + Source: Eberron: Rising from the Last War p. 60 + + + + + Battle Smith: Battle Smith Spells + Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Battle Smith Spells + Artificer Level | Spell + 3rd | heroism, searing smite + 5th | branding smite, warding bond + 9th | aura of vitality, blinding smite + 13th | aura of purity, staggering smite + 17th | banishing smite, mass cure wounds + + Source: Eberron: Rising from the Last War p. 60 + + + + + Battle Smith: Iron Defender + By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the iron defender stat block. + In combat, the iron defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action. + If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored. + At the end of a long rest, you can create a new iron defender if you have your smith's tools with you. If you already have an iron defender from this feature, the first one immediately perishes. + + Source: Eberron: Rising from the Last War p. 60 + + + + + Battle Smith: Tools of the Trade + By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools. + Battle Smith: Proficiencies + You gain proficiency with leatherworker's tools and smith's tools, assuming you don't already have them. You also gain leatherworker's tools and smith's tools for free—the result of tinkering you've done as you've prepared for this specialization. + Battle Smith: Crafting + If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. + + Source: Eberron: Rising from the Last War p. 60 + + + + + Armorer (UA): Armorer + An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1 + + + + + Armorer (UA): Armor Model + 3rd-level Armorer feature + You can customize your power armor. When you do so, choose one of the following armor models: guardian or infiltrator. The model you choose gives you special benefits while you wear it. + Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. + You can change your power armor's model whenever you finish a short or long rest, provided you have smith's tools in hand. + Armorer (UA): Guardian + You design your armor to be in the frontline of conflict. It has the following features: + + Thunder Gauntlets. + • Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else. + Defensive Field. + • You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. + + Armorer (UA): Infiltrator + You customize your armor for subtle undertakings. It has the following features: + + Lightning Launcher. + • A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. + Powered Steps. + • Your walking speed increases by 5 feet. + Second Skin. + • The armor's weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn't. + + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1 + + + + + Armorer (UA): Armorer Spells + 3rd-level Armorer feature + You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. + + Armorer Spells + Artificer Level | Spell + 3rd | magic missile, shield + 5th | mirror image, shatter + 9th | hypnotic pattern, lightning bolt + 13th | fire shield, greater invisibility + 17th | passwall, wall of force + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1 + + + + + Armorer (UA): Power Armor + 3rd-level Armorer feature + Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith's tools in hand. + You gain the following benefits while wearing the power armor: + • If the armor normally has a Strength requirement, the power armor lacks this requirement for you. + • You can use the power armor as a spellcasting focus for your artificer spells. + • The power armor attaches to you and can't be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing. + The armor continues to be power armor until you doff it, you don another suit of armor, or you die. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1 + + + + + Armorer (UA): Tools of the Trade + 3rd-level Armorer feature + You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1 + + + + + The Right Tool for the Job + At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. + + Source: Eberron: Rising from the Last War p. 54 + + + + 2, 3 + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 2, 4, 2 + + + + Artificer Specialist Feature + At 5th level, you gain a feature granted by your Artificer Specialist choice. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Alchemist: Alchemical Savant + At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). + + Source: Eberron: Rising from the Last War p. 58 + + + + + Artillerist: Arcane Firearm + At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. + You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. + + Source: Eberron: Rising from the Last War p. 59 + + + + + Battle Smith: Extra Attack + Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. + + Source: Eberron: Rising from the Last War p. 60 + + + + + Armorer (UA): Extra Attack + 5th-level Armorer feature + You can attack twice, rather than once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1 + + + + 2, 4, 2 + + + + Tool Expertise + Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. + + Source: Eberron: Rising from the Last War p. 54 + + + + 2, 4, 3 + + + + Flash of Genius + Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Eberron: Rising from the Last War p. 54 + + + + 2, 4, 3 + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 2, 4, 3, 2 + + + + Artificer Specialist Feature + At 9th level, you gain a feature granted by your Artificer Specialist choice. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Alchemist: Restorative Reagents + Starting at 9th level, you can incorporate restorative reagents into some of your works: + • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). + • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Eberron: Rising from the Last War p. 58 + + + + + Alchemist: Extra Alchemical Formula + At 9th level, you learn an additional Alchemical Formula. + + Source: Eberron: Rising from the Last War p. 58 + + + + + Artillerist: Explosive Cannon + Starting at 9th level, every eldritch cannon you create is more destructive: + • The cannon's damage rolls all increase by 1d8. + • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one. + + Source: Eberron: Rising from the Last War p. 59 + + + + + Battle Smith: Arcane Jolt + At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects: + • The target takes an extra 2d6 force damage. + • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it. + You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest. + + Source: Eberron: Rising from the Last War p. 60 + + + + + Armorer (UA): Armor Modifications + 9th-level Armorer feature + You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1 + + + + 3, 4, 3, 2 + + + + Magic Item Adept + When you reach 10th level, you achieve a profound understanding of how to use and make magic items: + • You can attune to up to four magic items at once. + • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. + + Source: Eberron: Rising from the Last War p. 54 + + + + 3, 4, 3, 3 + + + + Spell-Storing Item + At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared). + While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object. + + Source: Eberron: Rising from the Last War p. 54 + + + + 3, 4, 3, 3 + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 3, 4, 3, 3, 1 + + + 4, 4, 3, 3, 1 + + + + Magic Item Savant + At 14th level, your skill with magic items deepens more: + • You can attune to up to five magic items at once. + • You ignore all class, race, spell, and level requirements on attuning to or using a magic item. + + Source: Eberron: Rising from the Last War p. 54 + + + + 4, 4, 3, 3, 2 + + + + Artificer Specialist Feature + At 15th level, you gain a feature granted by your Artificer Specialist choice. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Alchemist: Chemical Mastery + By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments: + • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition. + • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest. + + Source: Eberron: Rising from the Last War p. 58 + + + + + Artillerist: Fortified Position + Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon: + • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits. + • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two. + + Source: Eberron: Rising from the Last War p. 59 + + + + + Battle Smith: Improved Defender + At 15th level, your Arcane Jolt and steel defender become more powerful: + • The extra damage and the healing of your Arcane Jolt both increase to 4d6. + • Your steel defender gains a +2 bonus to Armor Class. + • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier. + + Source: Eberron: Rising from the Last War p. 60 + + + + + Armorer (UA): Perfected Armor + 15th-level Armorer feature + Your power armor gains additional benefits based on its model, as shown below. + Armorer (UA): Guardian + Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. + You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest. + Armorer (UA): Infiltrator + Any creature that takes lightning damage from your Lightning Launcher glimmers with light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 1 + + + + 4, 4, 3, 3, 2 + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 3, 3, 1 + + + 4, 4, 3, 3, 3, 1 + + + + Magic Item Master + Starting at 18th level, you can attune to up to six magic items at once. + + Source: Eberron: Rising from the Last War p. 54 + + + + 4, 4, 3, 3, 3, 2 + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Eberron: Rising from the Last War p. 54 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 3, 3, 2 + + + + Soul of Artifice + At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: + • You gain a +1 bonus to all saving throws per magic item you are currently attuned to. + • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0. + + Source: Eberron: Rising from the Last War p. 54 + + + + diff --git a/FightClub5eXML/Sources/classes/class-barbarian.xml b/FightClub5eXML/Sources/classes/class-barbarian.xml new file mode 100755 index 0000000..f567fe2 --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-barbarian.xml @@ -0,0 +1,1121 @@ + + + + Barbarian + 12 + Strength, Constitution, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival + 2 + + + Starting Barbarian + As a 1st-level Barbarian, you begin play with 12+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, medium, shields + • Weapons: simple, martial + • Tools: none + • Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a greataxe or (b) any martial melee weapon + • (a) two handaxe or (b) any simple weapon + • An explorer's pack, and four javelin + + Alternatively, you may start with 2d4 x 10 gp and choose your own equipment. + + Source: Player's Handbook p. 46 + + + + + Multiclass Barbarian + To multiclass as a Barbarian, you must meet the following prerequisites: + • Strength 13 + + You gain the following proficiencies: + • Armor: shields + + • Tools: none + + Source: Player's Handbook p. 46 + + + light, medium, shields + simple, martial + none + 2d4 x 10 + + + Rage + In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. + While raging, you gain the following benefits if you aren't wearing heavy armor: + • You have advantage on Strength checks and Strength saving throws. + • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. + • You have resistance to bludgeoning, piercing, and slashing damage. + If you are able to cast spells, you can't cast them or concentrate on them while raging. + Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. + Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th. + + Source: Player's Handbook p. 46 + + + + + Unarmored Defense + While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. + + Source: Player's Handbook p. 46 + + + + + Danger Sense + At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. + + Source: Player's Handbook p. 46 + + + + + Survival Instincts + 2nd-level barbarian feature (replaces Danger Sense) + You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. + Your proficiency bonus is doubled for any ability check you make that uses either of those skills. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Reckless Attack + Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. + + Source: Player's Handbook p. 46 + + + + + Primal Path + At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. + + Source: Player's Handbook p. 46 + + + + + Primal Path: Path of the Berserker + For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being. + + Source: Player's Handbook p. 49 + + + + + Path of the Berserker: Frenzy + Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. + + Source: Player's Handbook p. 49 + + + + + Path of the Totem Warrior: Bear + While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Eagle + While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. + + Source: Player's Handbook p. 50 + + + + + Primal Path: Path of the Totem Warrior + The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. + Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Wolf + While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Spirit Seeker + Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Totem Spirit + At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. + Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Elk + While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Tiger + While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps. + + Source: Player's Handbook p. 50 + + + + + Primal Path: Path of the Battlerager + Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. + + Source: Sword Coast Adventurer's Guide p. 121 + + + + + Path of the Battlerager: Battlerager Armor + When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. + While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. + Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds. + + Source: Sword Coast Adventurer's Guide p. 121 + + + + + Path of the Battlerager: Restriction - Dwarves Only + Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture. + Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms. + + Source: Sword Coast Adventurer's Guide p. 121 + + + + + Path of the Ancestral Guardian (UA): Path of the Ancestral Guardian + Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid. + Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them. + In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 1 + + + + + Path of the Ancestral Guardian (UA): Ancestral Protectors + Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn't target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 1 + + + + + Path of the Ancestral Guardian v2 (UA): Path of the Ancestral Guardian v2 + Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid. + Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits' help, they can hinder their foes even as they strike powerful blows against them. + In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals. + + Source: Unearthed Arcana: Revised Subclasses p. 1 + + + + + Path of the Ancestral Guardian v2 (UA): Ancestral Protectors + Starting when you choose this path at 3rd level, spectral warriors appear when you rage. These warriors distract a foe you designate and hinder its attempts to evade you. While you're raging, the first creature you hit with an attack on your turn becomes the target of these warriors. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn't target you, and creatures other than you have resistance to the damage of the creature's attacks. + + Source: Unearthed Arcana: Revised Subclasses p. 1 + + + + + Path of the Storm Herald (UA): Path of the Storm Herald + Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects. + Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 1 + + + + + Path of the Storm Herald (UA): Storm of Fury + When you select this path at 3rd level, choose one of the following options: desert, sea, or tundra. The environment you choose shapes the nature of the storm you conjure when you rage. While raging, you emanate an aura in a 10-foot radius. The effects of this aura depend on your chosen environment. + Path of the Storm Herald (UA): Desert + Any enemy that ends its turn in your aura takes fire damage equal to 2 + your barbarian level divided by 4. + Path of the Storm Herald (UA): Sea + At the end of each of your turns, you can choose a creature in your aura other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 10th level and to 4d6 at 15th level. + Path of the Storm Herald (UA): Tundra + Any enemy that ends its turn in your aura takes cold damage equal to 2 + your barbarian level divided by 4. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 1 + + + + + Path of the Zealot (UA): Path of the Zealot + Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power. + A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 2 + + + + + Path of the Zealot (UA): Divine Fury + Starting when you choose this path at 3rd level, you can channel divine fury when you start to rage. If you do so, you become cloaked in an aura of divine power until the rage ends. At the end of each of your turns for that duration, each creature within 5 feet of you takes damage equal to 1d6 + half your barbarian level. The damage is necrotic or radiant; you choose the type of damage when you gain this feature. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 2 + + + + + Path of the Zealot (UA): Warrior of the Gods + At 3rd level, your soul is marked for endless battle. If a spell would have the sole effect of restoring you to life (but not undeath), the caster does not need material components to cast the spell on you. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 2 + + + + + Primal Path: Path of the Ancestral Guardian + Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. + Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals. + + Source: Xanathar's Guide to Everything p. 9 + + + + + Path of the Ancestral Guardian: Ancestral Protectors + Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends. + + Source: Xanathar's Guide to Everything p. 9 + + + + + Primal Path: Path of the Storm Herald + All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. + Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Storm Herald: Storm Aura + Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. + Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. + If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Storm Herald: Desert + When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Storm Herald: Sea + When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Storm Herald: Tundra + When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Primal Path: Path of the Zealot + Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power. + A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. + + Source: Xanathar's Guide to Everything p. 11 + + + + + Path of the Zealot: Divine Fury + Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. + + Source: Xanathar's Guide to Everything p. 11 + + + + + Path of the Zealot: Warrior of the Gods + At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you. + + Source: Xanathar's Guide to Everything p. 11 + + + + + Path of the Wild Soul (UA): Path of the Wild Soul + The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body. + When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways. + + Source: Unearthed Arcana: Barbarian And Monk p. 1 + + + + + Path of the Wild Soul (UA): Lingering Magic + At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors). + You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Barbarian And Monk p. 1 + + + + + Path of the Wild Soul (UA): Wild Surge + Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced. + If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. + + Wild Surge + d8 | Effect + 1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. + 2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. + 3 | You conjure 1d4 intangible spirits that look like flumph in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage. + 4 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier. + 5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain. + 6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature's thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn. + 7 | Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. + 8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn. + + Source: Unearthed Arcana: Barbarian And Monk p. 1 + + + + + Path of the Beast (UA): Path of the Beast + Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage. + Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table. + + Origin of the Beast + d4 | Origin + 1 | One of your parents is a lycanthrope, and you've inherited some of the curse. + 2 | You are descended from a legendary druid, a fact manifested by your ability to partially change shape. + 3 | A fey spirit gifted you with the ability to adopt different bestial aspects. + 4 | An ancient animal spirit dwells within you, allowing you to walk this path. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1 + + + + + Path of the Beast (UA): Form of the Beast + 3rd-level Path of the Beast feature + When you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage: + + Bite + • Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point). + Claws + • Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action. + Tail + • You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property. + + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1 + + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 46 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook p. 46 + + + + + Fast Movement + Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. + + Source: Player's Handbook p. 46 + + + + + Instinctive Pounce + 5th-level barbarian feature (replaces Fast Movement) + When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Path Feature + At 6th level, you gain a feature from your Primal Path. + + Source: Player's Handbook p. 46 + + + + + Path of the Berserker: Mindless Rage + Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. + + Source: Player's Handbook p. 49 + + + + + Path of the Totem Warrior: Bear + You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Eagle + You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Wolf + You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Aspect of the Beast + At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Elk + Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Tiger + You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts. + + Source: Player's Handbook p. 50 + + + + + Path of the Battlerager: Reckless Abandon + Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. + + Source: Sword Coast Adventurer's Guide p. 121 + + + + + Path of the Ancestral Guardian (UA): Ancestral Shield + Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and an ally you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to transfer your resistance to those damage types to the ally. The resistance applies to the incoming damage. Until the start of your next turn, the ally keeps the resistance and you lack it, unless you also have it from a source other than rage. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 1 + + + + + Path of the Ancestral Guardian v2 (UA): Ancestral Shield + Beginning at 6th level, the guardian spirits that aid you can provide protection for your allies. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction and reduce that damage by 2d8. When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level. + + Source: Unearthed Arcana: Revised Subclasses p. 1 + + + + + Path of the Storm Herald (UA): Storm Soul + At 6th level, your link to the power of the storm grants you additional abilities based on the environment you chose at 3rd level. + Path of the Storm Herald (UA): Desert + You gain resistance to fire damage and don't suffer the effects of extreme heat. + Path of the Storm Herald (UA): Sea + You gain resistance to lightning damage and can breathe underwater. + Path of the Storm Herald (UA): Tundra + Tundra. You gain resistance to cold damage and don't suffer the effects of extreme cold. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 1 + + + + + Path of the Zealot (UA): Zealous Focus + At 6th level, the divine power that fuels your rage can shield you from harm. If you fail a saving throw while raging, you can instead succeed on that saving throw as a reaction. However, doing so immediately ends your rage, and you can't rage again until you finish a short or long rest. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 2 + + + + + Path of the Ancestral Guardian: Spirit Shield + Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. + When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. + + Source: Xanathar's Guide to Everything p. 9 + + + + + Path of the Storm Herald: Storm Soul + At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Storm Herald: Desert + You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Storm Herald: Sea + You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Storm Herald: Tundra + You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Zealot: Fanatical Focus + Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. + + Source: Xanathar's Guide to Everything p. 11 + + + + + Path of the Wild Soul (UA): Magic Reserves + At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can't recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled. + You take force damage equal to five times the number rolled. + When you reach 14th level in this class, you increase the die to a d6. + + Source: Unearthed Arcana: Barbarian And Monk p. 1 + + + + + Path of the Beast (UA): Bestial Soul + 6th-level Path of the Beast feature + The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest: + • You gain a swimming speed equal to your walking speed, and you can breathe underwater. + • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1 + + + + + Feral Instinct + By 7th level, your instincts are so honed that you have advantage on initiative rolls. + Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. + + Source: Player's Handbook p. 46 + + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook p. 46 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Brutal Critical (1 die) + Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. + This increases to two additional dice at 13th level and three additional dice at 17th level. + + Source: Player's Handbook p. 46 + + + + + Path feature + At 10th level, you gain a feature from your Primal Path. + + Source: Player's Handbook p. 46 + + + + + Path of the Berserker: Intimidating Presence + Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. + If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. + + Source: Player's Handbook p. 49 + + + + + Path of the Totem Warrior: Spirit Walker + At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. + + Source: Player's Handbook p. 50 + + + + + Path of the Battlerager: Battlerager Charge + Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. + + Source: Sword Coast Adventurer's Guide p. 121 + + + + + Path of the Ancestral Guardian (UA): Consult the Spirits + At 10th level, you gain the ability to consult with your ancestral spirits. Right before you make an Intelligence or a Wisdom check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 1 + + + + + Path of the Ancestral Guardian v2 (UA): Consult the Spirits + At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout far-off lands. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell. After you cast the spell in this way, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Revised Subclasses p. 1 + + + + + Path of the Storm Herald (UA): Shield of the Storm + At 10th level, you learn to use your mastery of the storm to protect your allies. While you are raging, allies within your aura gain the benefits of your Storm Soul feature. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 1 + + + + + Path of the Zealot (UA): Zealous Presence + At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you howl in fury and unleash a battle cry infused with divine energy. Every ally within 60 feet of you gains advantage on attack rolls and saving throws until the start of your next turn. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 2 + + + + + Path of the Ancestral Guardian: Consult the Spirits + At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. + After you cast either spell in this way, you can't use this feature again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 9 + + + + + Path of the Storm Herald: Shielding Storm + At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Zealot: Zealous Presence + At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 11 + + + + + Path of the Wild Soul (UA): Arcane Rebuke + At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature. + + Source: Unearthed Arcana: Barbarian And Monk p. 1 + + + + + Path of the Beast (UA): Infectious Fury + 10th-level Path of the Beast feature + When you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice): + • The target must use its reaction to make a melee attack against another creature of your choice that you can see. + • Target takes 2d12 psychic damage. + You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1 + + + + + Relentless Rage + Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. + Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. + + Source: Player's Handbook p. 46 + + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook p. 46 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Brutal Critical (2 dice) + At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. + This increases to three additional dice at 17th level. + + Source: Player's Handbook p. 46 + + + + + Path feature + At 14th level, you gain a feature from your Primal Path. + + Source: Player's Handbook p. 46 + + + + + Path of the Berserker: Retaliation + Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. + + Source: Player's Handbook p. 49 + + + + + Path of the Totem Warrior: Bear + While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Eagle + While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Wolf + While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Totemic Attunement + At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Elk + While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier. + + Source: Player's Handbook p. 50 + + + + + Path of the Totem Warrior: Tiger + While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it. + + Source: Player's Handbook p. 50 + + + + + Path of the Battlerager: Spiked Retribution + Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor. + + Source: Sword Coast Adventurer's Guide p. 121 + + + + + Path of the Ancestral Guardian (UA): Vengeful Ancestors + At 14th level, your ancestral spirits grow powerful enough to strike your foes. When you or an ally you can see within 30 feet of you is damaged by a melee attack while you're raging, you can use your reaction to cause the attacker to take 2d8 force damage from the spirits. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 1 + + + + + Path of the Ancestral Guardian v2 (UA): Vengeful Ancestors + At 14th level, your ancestral spirits grow powerful enough to strike foes that dare harm those that you protect. When you use your Spirit Shield Ability to protect a creature damaged by an attack, the attacker takes the same amount of damage that the Spirit Shield protects. + + Source: Unearthed Arcana: Revised Subclasses p. 1 + + + + + Path of the Storm Herald (UA): Raging Storm + At 14th level, the power of the storm you channel grows mightier. + Path of the Storm Herald (UA): Desert + The ground around you becomes like shifting sand. Any enemy that attempts to move more than 5 feet per turn on the ground while in your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature's speed drops to 0 until the start of its next turn. + Path of the Storm Herald (UA): Sea + Roaring winds tear through the area around you. Any creature in your aura that you hit with an attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. + Path of the Storm Herald (UA): Tundra + The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 1 + + + + + Path of the Zealot (UA): Rage Beyond Death + Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. + While raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends. + + Source: Unearthed Arcana: Barbarian Primal Paths p. 2 + + + + + Path of the Ancestral Guardian: Vengeful Ancestors + At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents. + + Source: Xanathar's Guide to Everything p. 9 + + + + + Path of the Storm Herald: Raging Storm + At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Storm Herald: Desert + Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Storm Herald: Sea + When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Storm Herald: Tundra + Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. + + Source: Xanathar's Guide to Everything p. 10 + + + + + Path of the Zealot: Rage beyond Death + Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. + While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points. + + Source: Xanathar's Guide to Everything p. 11 + + + + + Path of the Wild Soul (UA): Chaotic Fury + At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one. + + Source: Unearthed Arcana: Barbarian And Monk p. 1 + + + + + Path of the Wild Soul (UA): Improved Magic Reserves + At 14th level, you increase your magic reserves die to a d6. + + Source: Unearthed Arcana: Barbarian And Monk p. 1 + + + + + Path of the Beast (UA): Call the Hunt + 14th-level Path of the Beast feature + The beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 1 + + + + + Persistent Rage + Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. + + Source: Player's Handbook p. 46 + + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook p. 46 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Brutal Critical (3 dice) + At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. + + Source: Player's Handbook p. 46 + + + + + Indomitable Might + Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. + + Source: Player's Handbook p. 46 + + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook p. 46 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Primal Champion + At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. + + Source: Player's Handbook p. 46 + + + + diff --git a/FightClub5eXML/Sources/classes/class-bard.xml b/FightClub5eXML/Sources/classes/class-bard.xml new file mode 100755 index 0000000..08e5539 --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-bard.xml @@ -0,0 +1,1183 @@ + + + + Bard + 8 + Dexterity, Charisma, Athletics, Acrobatics, Sleight Of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion + 3 + Charisma + + + Starting Bard + As a 1st-level Bard, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light + • Weapons: simple, hand crossbows, longswords, rapiers, shortswords + • Tools: three {@item musical instrument|PHB|musical instruments} of your choice + • Skills: Choose 3 from Athletics, Acrobatics, Sleight Of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a rapier, (b) a longsword, or (c) any simple weapon + • (a) a diplomat's pack or (b) an entertainer's pack + • (a) a lute or (b) any other musical instrument + • Leather armor, and a dagger + + Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. + + Source: Player's Handbook p. 51 + + + + + Multiclass Bard + To multiclass as a Bard, you must meet the following prerequisites: + • Charisma 13 + + You gain the following proficiencies: + • Armor: light + • Weapons: none + • Tools: none + + Source: Player's Handbook p. 51 + + + light + simple, hand crossbows, longswords, rapiers, shortswords + three {@item musical instrument|PHB|musical instruments} of your choice + 5d4 x 10 + + 2, 2 + + + + Bardic Inspiration + You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. + Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. + You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. + Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. + + Source: Player's Handbook p. 51 + + + + + Magical Inspiration + 1st-level bard feature (enhances Bardic Inspiration) + If a creature has a Bardic Inspiration die from you and casts a spell, the creature can roll that die and add the number rolled to one damage or healing roll of the spell. The Bardic Inspiration die is then lost. + + Source: Unearthed Arcana: Class Feature Variants p. 3 + + + + + Spellcasting + You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. + + Cantrips: + You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level. + + Spell Slots: + The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. + + Spells Known of 1st Level and Higher: + You know four 1st-level spells of your choice from the bard spell list. + You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. + Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. + + Spellcasting Ability: + Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. + + Ritual Casting: + You can cast any bard spell you know as a ritual if that spell has the ritual tag. + + Spellcasting Focus: + You can use a musical instrument as a spellcasting focus for your bard spells. + + Source: Player's Handbook p. 51 + + + + + Spell Versatility + 1st-level bard feature (enhances Spellcasting) + Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace. + + Source: Unearthed Arcana: Class Feature Variants p. 3 + + + + 2, 3 + + + + Jack of All Trades + Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. + + Source: Player's Handbook p. 51 + + + + + Song of Rest (d6) + Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points. + The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. + + Source: Player's Handbook p. 51 + + + + 2, 4, 2 + + + + Bard College + At 3rd level, you delve into the advanced techniques of a bard college of your choice from the list of available colleges. Your choice grants you features at 3rd level and again at 6th and 14th level. + + Source: Player's Handbook p. 51 + + + + + Bard College: College of Lore + Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. + The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. + The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. + + Source: Player's Handbook p. 54 + + + + + College of Lore: Bonus Proficiencies + When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. + + Source: Player's Handbook p. 54 + + + + + College of Lore: Cutting Words + Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. + + Source: Player's Handbook p. 54 + + + + + Bard College: College of Valor + Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. + + Source: Player's Handbook p. 55 + + + + + College of Valor: Bonus Proficiencies + When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. + + Source: Player's Handbook p. 55 + + + + + College of Valor: Combat Inspiration + Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. + + Source: Player's Handbook p. 55 + + + + + College of Glamour (UA): College of Glamour + The College of Glamour is open to those bards who mastered their craft in the vibrant, deadly realm of the Feywild. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. + The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. The bards of this college are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. + + Source: Unearthed Arcana: Bard Bard Colleges p. 1 + + + + + College of Glamour (UA): Enthralling Performance + Starting at 3rd level, you can charge your performance with seductive fey magic. + If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. + If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Bard Bard Colleges p. 1 + + + + + College of Glamour (UA): Mantle of Inspiration + When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that enthralls your allies with vigor and speed. + As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary hit points. + When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest, safest path to you. + The number of temporary hit points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level. + + Source: Unearthed Arcana: Bard Bard Colleges p. 1 + + + + + College of Whispers (UA): College of Whispers + Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. + Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards' reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power. + + Source: Unearthed Arcana: Bard Bard Colleges p. 2 + + + + + College of Whispers (UA): Venomous Blades + When you join the College of Whispers at 3rd level, you gain the ability to magically make your weapon attacks toxic for a moment. + When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 poison damage to that target. You can do so only once per round on your turn. + The additional damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level. + + Source: Unearthed Arcana: Bard Bard Colleges p. 2 + + + + + College of Whispers (UA): Venomous Words + At 3rd level, you learn to infuse innocent-seeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia. + If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While frightened in this way, the target is paranoid and tries to avoid the company of others, including its allies. The target seeks out what it considers the safest, most secret place available to it and hides there. + If the target succeeds on its save, the target has no hint that you tried to frighten it. + Once you use this feature, you can't use it again until you finish a short rest or long rest. + + Source: Unearthed Arcana: Bard Bard Colleges p. 2 + + + + + College of Swords (UA): College of Swords + Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. + Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust them. + Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers. + + Source: Unearthed Arcana: Kits Of Old p. 1 + + + + + College of Swords (UA): Blade Flourish + At 3rd level, you learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes. + College of Swords (UA): Defensive Flourish + You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn. + College of Swords (UA): Trick Shooter's Flourish + This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll. + College of Swords (UA): Unnerving Flourish + Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point. + The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect. + + Source: Unearthed Arcana: Kits Of Old p. 1 + + + + + College of Swords (UA): Bonus Proficiencies + When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars. + + Source: Unearthed Arcana: Kits Of Old p. 1 + + + + + College of Swords (UA): Fighting Style + The College of Blades emphasizes mastery with weapons, granting you access to the two-weapon fighting option for the Fighting Style class feature. + + Source: Unearthed Arcana: Kits Of Old p. 1 + + + + + College of Swords v2 (UA): College of Swords v2 + Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. But though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. + Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust them. + Blades who abandon lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most performer troupes. With their weapon skills as their greatest asset, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers. + + Source: Unearthed Arcana: Revised Subclasses p. 1 + + + + + College of Swords v2 (UA): Blade Flourish + At 3rd level, you learn to conduct impressive displays of skill with your weapons. As a standard action, you can make a standard melee attack and increase your walking speed by 10 feet until the end of the current turn. Whenever you use this option, you can also use one of the following Blade Flourish options with it. + College of Swords v2 (UA): Defensive Flourish + You spin your weapon around you in swift circles, creating a hypnotic display. You can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn. + College of Swords v2 (UA): Slashing Flourish + If the attack hits its target, you can expend one of your uses of Bardic Inspiration to cause the weapon to damage each creature of your choice, other than the target, that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. + College of Swords v2 (UA): Mobile Flourish + If the attack hits its target, you can expend one of your uses of Bardic Inspiration to push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on the Bardic Inspiration die. You can then immediately use your reaction to move up to your speed to an unoccupied space within 5 feet of the target. + + Source: Unearthed Arcana: Revised Subclasses p. 1 + + + + + College of Swords v2 (UA): Bonus Proficiencies + When you join the College of Blades at 3rd level, you gain proficiency with medium armor and with scimitars. If you are proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your Bard spells. + + Source: Unearthed Arcana: Revised Subclasses p. 1 + + + + + College of Swords v2 (UA): Fighting Style + The College of Blades emphasizes mastery with weapons, granting you access to either the dueling or two-weapon fighting option for the Fighting Style class feature, which are as follows. + + Source: Unearthed Arcana: Revised Subclasses p. 1 + + + + + College of Satire (UA): College of Satire + Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king's royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand's affair with an aged duchess or a mocking satire of a paladin of Helm's cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh. + While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester's barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth. + For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester's satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her. + Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist's treachery or exposing a baron's plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm. + Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies' spirits while casting doubt into foes' minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle. + + Source: Unearthed Arcana: Kits Of Old p. 2 + + + + + College of Satire (UA): Bonus Proficiencies + When you join the College of Satire at 3rd level, you gain proficiency with thieves' tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves' tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have. + + Source: Unearthed Arcana: Kits Of Old p. 2 + + + + + College of Satire (UA): Tumbling Fool + At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn: + • You gain the benefits of taking the Dash and Disengage actions. + • You gain a climbing speed equal to your current speed. + • You take half damage from falling. + + Source: Unearthed Arcana: Kits Of Old p. 2 + + + + + Bard College: College of Glamour + The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. + The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. + + Source: Xanathar's Guide to Everything p. 14 + + + + + College of Glamour: Enthralling Performance + Starting at 3rd level, you can charge your performance with seductive, fey magic. + If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. + If a target succeeds on its saving throw, the target has no hint that you tried to charm it. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 14 + + + + + College of Glamour: Mantle of Inspiration + When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. + As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. + The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. + + Source: Xanathar's Guide to Everything p. 14 + + + + + Bard College: College of Swords + Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. + Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. + Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers. + + Source: Xanathar's Guide to Everything p. 15 + + + + + College of Swords: Blade Flourish + At 3rd level, you learn to perform impressive displays of martial prowess and speed. + Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. + + Source: Xanathar's Guide to Everything p. 15 + + + + + College of Swords: Bonus Proficiencies + When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. + If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. + + Source: Xanathar's Guide to Everything p. 15 + + + + + College of Swords: Fighting Style + At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again. + + Source: Xanathar's Guide to Everything p. 15 + + + + + College of Swords: Defensive Flourish + You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn. + + Source: Xanathar's Guide to Everything p. 15 + + + + + College of Swords: Mobile Flourish + You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. + + Source: Xanathar's Guide to Everything p. 15 + + + + + College of Swords: Slashing Flourish + You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. + + Source: Xanathar's Guide to Everything p. 15 + + + + + Bard College: College of Whispers + Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. + Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. + + Source: Xanathar's Guide to Everything p. 16 + + + + + College of Whispers: Psychic Blades + When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind. + When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. + The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. + + Source: Xanathar's Guide to Everything p. 16 + + + + + College of Whispers: Words of Terror + At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. + If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. + If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 16 + + + + + College of Eloquence (UA): College of Eloquence + Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences. + + Source: Unearthed Arcana: Bard And Paladin p. 1 + + + + + College of Eloquence (UA): Soothing Words + 3rd-level College of Eloquence feature + You can now cast calm emotions without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest. + + Source: Unearthed Arcana: Bard And Paladin p. 1 + + + + + College of Eloquence (UA): Universal Speech + 3rd-level College of Eloquence feature + You have gained the ability to speak and reason with any creature. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic Inspiration die, and choose a number of creatures within 60 feet of you that you can see equal to the roll. For 10 minutes, the chosen creatures can magically understand you, regardless of the language you speak, and you have advantage on Charisma checks made to influence them. This feature works even on a creature that doesn't speak any languages. + + Source: Unearthed Arcana: Bard And Paladin p. 1 + + + + + College of Creation (UA): College of Creation + Bards believe the multiverse was given existence through word and sound, esoteric harmonies that continue to resound through existence: the Song of Creation. The bards of this college draw on this ancient power through performances of dance, music, or song to bring into being what they need most. + Members of this college might have developed their powers during experiences on other worlds or planes of existence. Those who have seen the commonalities of multiple realities might have learned how to tap into truths most mortals glimpse only for a moment. Alternatively, the bard might find themselves out of step with their own home plane, reality, or time, their connections to elsewhere allowing them to manipulate the space around them. Regardless of where a bard draws their powers from, other performers might be drawn to them, either to learn their secrets or to put an end to their dangerous manipulation of the Song of Creation. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1 + + + + + College of Creation (UA): Note of Potential + 3rd-level College of Creation feature + You can manipulate the Song of Creation to summon a floating musical note of possibility: Whenever you give a creature a Bardic Inspiration die, you can create a Note of Potential. The note orbits within 5 feet of the creature. The note is a Tiny object that is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. A creature with a note can use it in the following ways. + College of Creation (UA): Note of Destruction + Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the creature can expend the note to create a burst of sound. Each other creature within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die. + College of Creation (UA): Note of Protection + Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier, provided the creature doesn't already have temporary hit points. + College of Creation (UA): Note of Ingenuity + When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can expend the note to roll the Bardic Inspiration die again and choose which roll to use. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1 + + + + + Bard College: College of Eloquence + Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences. + + Source: Mythic Odysseys of Theros p. 28 + + + + + College of Eloquence: Silver Tongue + 3rd-level College of Eloquence feature + You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10. + + Source: Mythic Odysseys of Theros p. 28 + + + + + College of Eloquence: Unsettling Words + 3rd-level College of Eloquence feature + You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn. + + Source: Mythic Odysseys of Theros p. 28 + + + + + College of Spirits (UA): College of Spirits + Stories of the past are powerful; they hold lessons of history, philosophy, and magic. Bards of the College of Spirits seek the stories of those from beyond the material plane. Using gaming sets, they reach out to hear their stories, but the bards have no control over what story they find. + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1 + + + + + College of Spirits (UA): Guiding Whispers + 3rd-level College of Spirits feature + You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it. + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1 + + + + + College of Spirits (UA): Spiritual Focus + 3rd-level College of Spirits feature + Your practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull. + At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled. + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1 + + + + + College of Spirits (UA): Tales from Beyond + 3rd-level College of Spirits feature + You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirits' Tales table using your Bardic Inspiration die to determine the tale told. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest. + You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again. + You can retain only one of these tales in mind at a time, and rolling on the Spirits' Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC. + + Spirits' Tales + Bardic Insp. Die | Tale + 1 | 1 Beast. You recite the tale of a clever animal. For 1 minute, the target has advantage on Wisdom (Perception) checks and advantage on attack rolls against a creature if another enemy is within 5 feet of it, and that enemy isn't incapacitated. + 2 | 2 Warrior. You recount the story of a renowned duelist. Make a melee spell attack against the target as an attacking spectral warrior briefly appears in an unoccupied space within 5 feet of the target before vanishing. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier. + 3 | 3 Friends. You recite the tale of friends who found each other in the afterlife. The target and another creature of its choice it can see within 5 feet of it regains hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier. + 4 | 4 Runaway. You tell the tale of an adventurer that could escape any confinement. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 1) to immediately use the same reaction. + 5 | 5 Avenger. You recount the tale of an avenging knight. For 1 minute, whenever a creature the target can see within 30 feet of it is damaged by a creature, the target can use its reaction to deal force damage equal to a roll of your Bardic Inspiration die to the attacker. + 6 | 6 Hero. You speak the tale of an epic hero. Choose a creature you can see within 30 feet of you. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet. + 7 | 7 Fey. You recount the tale of a mischievous fey. The target must succeed on a Wisdom saving throw or become charmed by you until the end of its next turn. The charmed target must use its action to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no other creature. + 8 | 8 Dark Spirit. You speak a dreadful tale of a slayer in the dark. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, that creature takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of its next turn. + 9 | 9 Giant. You speak of the deeds of a mighty giant. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw, taking force damage equal to two rolls of your Bardic Inspiration die on a failed save and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. + 10 | 10 Dragon. You breathe a poem of a wrathful dragon. The target magically spews fire from their mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to three rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one. + 11 | 11 Celestial. You speak of the exalted deeds of a celestial. The target regains hit points equal to two rolls of your Bardic Inspiration die + your bard level, and you end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned. + 12 | 12 Unknown. You utter an incomprehensible fable from a being beyond the stars. Choose a creature you can see within 30 feet of you. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die, and the target is unable to speak any language for 1 minute. + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1 + + + + + Expertise + At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. + At 10th level, you can choose another two skill proficiencies to gain this benefit. + + Source: Player's Handbook p. 51 + + + + 3, 4, 3 + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 51 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 3, 4, 3, 2 + + + + Bardic Inspiration (d8) + At 5th level, your Bardic Inspiration die changes to a d8. + + Source: Player's Handbook p. 51 + + + + + Font of Inspiration + Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. + + Source: Player's Handbook p. 51 + + + + 3, 4, 3, 3 + + + + Countercharm + At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). + + Source: Player's Handbook p. 51 + + + + + Bard College feature + At 6th level, you gain a feature from your Bard College. + + Source: Player's Handbook p. 51 + + + + + College of Lore: Additional Magical Secrets + At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. + + Source: Player's Handbook p. 54 + + + + + College of Valor: Extra Attack + Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook p. 55 + + + + + College of Glamour (UA): Mantle of Majesty + At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you take on an appearance of unearthly beauty for 1 minute. During this time, you can cast command as a bonus action on each of your turns, without using a spell slot. This effect lasts for 1 minute, and any creature charmed by you automatically fails its saving throw against the spell. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Bard Bard Colleges p. 1 + + + + + College of Whispers (UA): Mantle of Whispers + At 6th level, you gain the ability to adopt a creature's persona. When you slay a creature with an attack or a spell or a creature dies within 5 feet of you, you can magically capture its shadow using your reaction. You can capture only the shadow of a creature that is your creature type, such as humanoid, and your size (you can capture a Small or Medium shadow if you're Small), and you can have only one shadow captured at a time. + After you capture a creature's shadow, you can use your magic to weave it into a disguise that allows you to take on its appearance and gain access to its surface memories. As an action, you take on the creature's appearance for 1 hour or until you end this effect as a bonus action. + During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that you can pass yourself off as the creature by drawing on its memories. + Another creature can see through this disguise by making a Wisdom (Insight) check opposed by your Charisma (Deception) check, though you gain a +5 bonus to your check. + The disguise and the knowledge it grants disappears when this ability's duration ends. + + Source: Unearthed Arcana: Bard Bard Colleges p. 2 + + + + + College of Swords (UA): Extra Attack + Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Kits Of Old p. 1 + + + + + College of Swords v2 (UA): Cunning Flourish + Beginning at 6th level, you can attack twice, instead of once, whenever you take the Blade Flourish action on your turn. You can, nevertheless, only use one Blade Flourish option when you take that action. + + Source: Unearthed Arcana: Revised Subclasses p. 1 + + + + + College of Satire (UA): Fool's Insight + At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast detect thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest. + If a creature resists your attempt to probe deeper and succeeds at its saving throw against your detect thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke. + + Source: Unearthed Arcana: Kits Of Old p. 2 + + + + + College of Glamour: Mantle of Majesty + At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. + Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 14 + + + + + College of Swords: Extra Attack + Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything p. 15 + + + + + College of Whispers: Mantle of Whispers + At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. + You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. + While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. + Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. + Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 16 + + + + + College of Eloquence (UA): Undeniable Logic + 6th-level College of Eloquence feature + You can spin words laced with magic into a knot of reasoning that can be encouraging or impossible to follow. + As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, choose a creature you can see within 60 of you that can hear you, then roll your Bardic Inspiration die and choose one of the following: + • The creature takes psychic damage equal to the number you roll on the Bardic Inspiration die, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn. + • The creature regains hit points equal to the number you roll on the Bardic Inspiration die, and the creature has advantage on the next saving throw it makes before the end of your next turn. + + Source: Unearthed Arcana: Bard And Paladin p. 1 + + + + + College of Creation (UA): Animating Performance + 6th-level College of Creation feature + Your mastery over the Song of Creation allows you to magically bring items to life. As an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block and is under your control for 1 hour or until it is reduced to 0 hit points. + In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. + When you use your Bardic Inspiration feature, you can command which action your animated item takes as part of the same bonus action. + Once you animate an item with this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1 + + + + + College of Eloquence: Unfailing Inspiration + 6th-level College of Eloquence feature + Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. + + Source: Mythic Odysseys of Theros p. 28 + + + + + College of Eloquence: Universal Speech + 6th-level College of Eloquence feature + You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. + Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again. + + Source: Mythic Odysseys of Theros p. 28 + + + + + College of Spirits (UA): Spirit Session + 6th-level College of Spirits feature + You can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class. + The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know. + Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1 + + + + + College of Spirits (UA): Spiritual Focus + 6th-level College of Spirits feature + At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled. + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1 + + + + 3, 4, 3, 3, 1 + + + 3, 4, 3, 3, 2 + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 51 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 3, 4, 3, 3, 3, 1 + + + + Song of Rest (d8) + At 9th level, the extra hit points gained from Song of Rest increases to 1d8. + + Source: Player's Handbook p. 51 + + + + 4, 4, 3, 3, 3, 2 + + + + Bardic Inspiration (d10) + At 10th level, your Bardic Inspiration die changes to a d10. + + Source: Player's Handbook p. 51 + + + + + Expertise + At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. + + Source: Player's Handbook p. 51 + + + + + Magical Secrets + By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. + The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. + You learn two additional spells from any classes at 14th level and again at 18th level. + + Source: Player's Handbook p. 51 + + + + 4, 4, 3, 3, 3, 2, 1 + + + 4, 4, 3, 3, 3, 2, 1 + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 51 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + + Song of Rest (d10) + At 13th level, the extra hit points gained from Song of Rest increases to 1d10. + + Source: Player's Handbook p. 51 + + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + + Magical Secrets + At 14th level, choose two additional spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. + The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. + + Source: Player's Handbook p. 51 + + + + + Bard College feature + At 14th level, you gain a feature from your Bard College. + + Source: Player's Handbook p. 51 + + + + + College of Lore: Peerless Skill + Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. + + Source: Player's Handbook p. 54 + + + + + College of Valor: Battle Magic + At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. + + Source: Player's Handbook p. 55 + + + + + College of Glamour (UA): Mantle of Majesty + At 14th level, you gain an otherworldly aspect to your appearance that makes you look more fierce and lovely. + In addition, through this feature, you can cast sanctuary on yourself. If a creature fails its saving throw against the spell, you also gain advantage on all Charisma checks against the creature for 1 minute, and it has disadvantage on any saving throw it makes against your spells on your next turn. + Once you cast sanctuary using this feature, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Bard Bard Colleges p. 1 + + + + + College of Whispers (UA): Shadow Lore + At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears. + As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. + If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it. + While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. + When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Bard Bard Colleges p. 2 + + + + + College of Swords (UA): Battle Magic + At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. + + Source: Unearthed Arcana: Kits Of Old p. 1 + + + + + College of Swords v2 (UA): Master's Flourish + Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. + + Source: Unearthed Arcana: Revised Subclasses p. 1 + + + + + College of Satire (UA): Fool's Luck + Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success. + At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one. + If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll. + + Source: Unearthed Arcana: Kits Of Old p. 2 + + + + + College of Glamour: Unbreakable Majesty + At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. + In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. + Once you assume this majestic presence, you can't do so again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 14 + + + + + College of Swords: Master's Flourish + Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. + + Source: Xanathar's Guide to Everything p. 15 + + + + + College of Whispers: Shadow Lore + At 14th level, you gain the ability to weave dark magic into your words and tap into a creature's deepest fears. + As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. + On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. + The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. + When the effect ends, the creature has no understanding of why it held you in such fear. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 16 + + + + + College of Eloquence (UA): Infectious Inspiration + 14th-level College of Eloquence feature + When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. + In addition, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Bard And Paladin p. 1 + + + + + College of Creation (UA): Performance of Creation + 14th-level College of Creation feature + Your performance can manipulate the magic of creation, briefly transforming the world around you. As an action, you can create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level and must be Large or smaller. Tiny glimmering, intangible notes float around it, and a creature can faintly hear music when touching it. For examples of items you can create, see the Armor, Weapons, Adventuring Gear, Tools, and Mounts and Vehicles tables in chapter 5, "Equipment," of the Player's Handbook. + The created item disappears at the end of your next turn, unless you use your action to maintain it. Each time you use your action in this way, the item's duration is extended to the end of your next turn, up to a maximum of 1 minute. If you maintain the item for the full minute, it continues to exist for a number of hours equal to your bard level. + Once you create an item with this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 5th level or higher to use this feature. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 1 + + + + + College of Eloquence: Infectious Inspiration + 14th-level College of Eloquence feature + When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. + You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Mythic Odysseys of Theros p. 28 + + + + + College of Spirits (UA): Mystical Connection + 14th-level College of Spirits feature + Your connection to spirits has become semi-permanent. Whenever you use your Tales from Beyond feature, you can roll a d6 and use it instead of expending a Bardic Inspiration die. You still use your Bardic Inspiration die for the tale's effect, without expending it. + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + + Bardic Inspiration (d12) + At 15th level, your Bardic Inspiration die changes to a d12. + + Source: Player's Handbook p. 51 + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 51 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + Song of Rest (d12) + At 17th level, the extra hit points gained from Song of Rest increases to 1d12. + + Source: Player's Handbook p. 51 + + + + 4, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + Magical Secrets + At 18th level, choose two additional spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. + The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. + + Source: Player's Handbook p. 51 + + + + 4, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 51 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + Superior Inspiration + At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. + + Source: Player's Handbook p. 51 + + + + diff --git a/FightClub5eXML/Sources/classes/class-cleric.xml b/FightClub5eXML/Sources/classes/class-cleric.xml new file mode 100755 index 0000000..04c1b06 --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-cleric.xml @@ -0,0 +1,2536 @@ + + + + Cleric + 8 + Wisdom, Charisma, History, Insight, Medicine, Persuasion, Religion + 2 + Wisdom + + + Starting Cleric + As a 1st-level Cleric, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, medium, shields + • Weapons: simple + • Tools: none + • Skills: Choose 2 from History, Insight, Medicine, Persuasion, Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a mace or (b) a warhammer (if proficient) + • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) + • (a) a light crossbow and Crossbow Bolts (20) or (b) any simple weapon + • (a) a priest's pack or (b) an explorer's pack + • A shield and a holy symbol + + Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. + + Source: Player's Handbook p. 36 + + + + + Multiclass Cleric + To multiclass as a Cleric, you must meet the following prerequisites: + • Wisdom 13 + + You gain the following proficiencies: + • Armor: light, medium, shields + • Weapons: none + • Tools: none + + Source: Player's Handbook p. 36 + + + light, medium, shields + simple + none + 5d4 x 10 + + 3, 2 + + + + Spellcasting + As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells. + + Cantrips: + At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. + + Preparing and Casting Spells: + The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. + For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. + You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. + + Ritual Casting: + You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. + + Spellcasting Focus: + You can use a holy symbol as a spellcasting focus for your cleric spells. + + Source: Player's Handbook p. 36 + + + + + Cantrip Versatility + 1st-level cleric feature (enhances Spellcasting) + Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list. + + Source: Unearthed Arcana: Class Feature Variants p. 3 + + + + + Divine Domain + Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. + + Domain Spells: + Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. + If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. + + Source: Player's Handbook p. 36 + + + + + Divine Domain: Arcana Domain + Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit. + The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and WeeJas of Greyhawk. + At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit. + + Arcana Domain Spells + Cleric Level | Spells + 1st | detect magic, magic missile + 3rd | magic weapon, Nystul's magic aura + 5th | dispel magic, magic circle + 7th | arcane eye, Leomund's secret chest + 9th | planar binding, teleportation circle + + Source: Sword Coast Adventurer's Guide p. 125 + + + + + Arcana Domain: Arcane Initiate + When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips. + + Source: Sword Coast Adventurer's Guide p. 125 + + + + + Divine Domain: City Domain (UA) + The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens. + At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit. + Spells marked with an asterisk can be found in Unearthed Arcana: Modern Magic. + + City Domain Spells + Cleric Level | Spells + 1st | comprehend languages, remote access (UA)* + 3rd | find vehicle (UA)*, heat metal + 5th | lightning bolt, protection from ballistics (UA)* + 7th | locate creature, synchronicity (UA)* + 9th | commune with city (UA)*, shutdown (UA)* + + Source: Unearthed Arcana: Modern Magic p. 1 + + + + + City Domain (UA): Bonus Cantrip + When you choose this domain at 1st level, you gain the On/Off (UA) cantrip in addition to your chosen cantrips. + + Source: Unearthed Arcana: Modern Magic p. 1 + + + + + City Domain (UA): Bonus Proficiencies + Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land). + + Source: Unearthed Arcana: Modern Magic p. 1 + + + + + City Domain (UA): Heart of the City + From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest. + + Source: Unearthed Arcana: Modern Magic p. 1 + + + + + Divine Domain: Death Domain + The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel). + At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit. + + Death Domain Spells + Cleric Level | Spells + 1st | false life, ray of sickness + 3rd | blindness/deafness, ray of enfeeblement + 5th | animate dead, vampiric touch + 7th | blight, death ward + 9th | antilife shell, cloudkill + + Source: Dungeon Master's Guide p. 96 + + + + + Death Domain: Bonus Proficiency + When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons. + + Source: Dungeon Master's Guide p. 96 + + + + + Death Domain: Reaper + At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. + + Source: Dungeon Master's Guide p. 96 + + + + + Divine Domain: Knowledge Domain + The gods of knowledge—including Oghma, Boccob, Gilean, Aureon, and Thoth—value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Knowledge Domain Spells + Cleric Level | Spells + 1st | command, identify + 3rd | augury, suggestion + 5th | nondetection, speak with dead + 7th | arcane eye, confusion + 9th | legend lore, scrying + + Source: Player's Handbook p. 59 + + + + + Knowledge Domain: Blessings of Knowledge + At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. + Your proficiency bonus is doubled for any ability check you make that uses either of those skills. + + Source: Player's Handbook p. 59 + + + + + Divine Domain: Knowledge Domain (PSA) + "The worthy shall cultivate a nimble mind that can perceive the wonders beyond imagination that wait in the afterlife." + Kefnet's task is to pass on this teaching of the God-Pharaoh and elucidate its meaning. He teaches that the afterlife will be inhabited only by those who have proved by their wits that they are worthy of dwelling in the glorious presence of the God-Pharaoh. He trains acolytes and initiates to push their limits and challenge their mental capacity with spells of ever-greater power. + Kefnet's domain is identical to the Knowledge domain in the Player's Handbook. + + Source: Plane Shift: Amonkhet p. 25 + + + + + Divine Domain: Life Domain + The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). + At each indicated cleric level, you add the listed spells to your spells prepared. + + Life Domain Spells + Cleric Level | Spells + 1st | bless, cure wounds + 3rd | lesser restoration, spiritual weapon + 5th | beacon of hope, revivify + 7th | death ward, guardian of faith + 9th | mass cure wounds, raise dead + + Source: Player's Handbook p. 60 + + + + + Life Domain: Bonus Proficiency + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Player's Handbook p. 60 + + + + + Life Domain: Disciple of Life + Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. + + Source: Player's Handbook p. 60 + + + + + Divine Domain: Light Domain + Gods of light—including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty—promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Light Domain Spells + Cleric Level | Spells + 1st | burning hands, faerie fire + 3rd | flaming sphere, scorching ray + 5th | daylight, fireball + 7th | guardian of faith, wall of fire + 9th | flame strike, scrying + + Source: Player's Handbook p. 60 + + + + + Light Domain: Bonus Cantrip + When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. + + Source: Player's Handbook p. 60 + + + + + Light Domain: Warding Flare + Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. + You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Player's Handbook p. 60 + + + + + Divine Domain: Nature Domain + Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Nature Domain Spells + Cleric Level | Spells + 1st | animal friendship, speak with animals + 3rd | barkskin, spike growth + 5th | plant growth, wind wall + 7th | dominate beast, grasping vine + 9th | insect plague, tree stride + + Source: Player's Handbook p. 61 + + + + + Nature Domain: Acolyte of Nature + At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. + + Source: Player's Handbook p. 61 + + + + + Nature Domain: Bonus Proficiency + Also at 1st level, you gain proficiency with heavy armor. + + Source: Player's Handbook p. 61 + + + + + Divine Domain: Tempest Domain + Gods whose portfolios include the Tempest domain—including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor—govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Tempest Domain Spells + Cleric Level | Spells + 1st | fog cloud, thunderwave + 3rd | gust of wind, shatter + 5th | call lightning, sleet storm + 7th | control water, ice storm + 9th | destructive wave, insect plague + + Source: Player's Handbook p. 62 + + + + + Tempest Domain: Bonus Proficiencies + At 1st level, you gain proficiency with martial weapons and heavy armor. + + Source: Player's Handbook p. 62 + + + + + Tempest Domain: Wrath of the Storm + Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. + You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Player's Handbook p. 62 + + + + + Divine Domain: Trickery Domain + Gods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Trickery Domain Spells + Cleric Level | Spells + 1st | charm person, disguise self + 3rd | mirror image, pass without trace + 5th | blink, dispel magic + 7th | dimension door, polymorph + 9th | dominate person, modify memory + + Source: Player's Handbook p. 62 + + + + + Trickery Domain: Blessing of the Trickster + Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. + + Source: Player's Handbook p. 62 + + + + + Divine Domain: War Domain + War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. + At each indicated cleric level, add the listed spells to your spells prepared. + + War Domain Spells + Cleric Level | Spells + 1st | divine favor, shield of faith + 3rd | magic weapon, spiritual weapon + 5th | crusader's mantle, spirit guardians + 7th | freedom of movement, stoneskin + 9th | flame strike, hold monster + + Source: Player's Handbook p. 63 + + + + + War Domain: Bonus Proficiencies + At 1st level, you gain proficiency with martial weapons and heavy armor. + + Source: Player's Handbook p. 63 + + + + + War Domain: War Priest + From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Player's Handbook p. 63 + + + + + Divine Domain: Forge Domain (UA) + The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can transform from a lump of ore to a beautifully wrought object. Clerics of these deities quest to search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. + At each indicated cleric level, add the listed spells to your spells prepared. + + Forge Domain Spells + Cleric Level | Spells + 1st | searing smite, shield + 3rd | heat metal, magic weapon + 5th | elemental weapon, protection from energy + 7th | fabricate, wall of fire + 9th | animate objects, creation + + Source: Unearthed Arcana: Cleric Divine Domains p. 1 + + + + + Forge Domain (UA): Blessing of the Forge + At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Cleric Divine Domains p. 1 + + + + + Forge Domain (UA): Bonus Proficiency + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Unearthed Arcana: Cleric Divine Domains p. 1 + + + + + Divine Domain: Forge Domain + The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. + At each indicated cleric level, add the listed spells to your spells prepared. + + Forge Domain Spells + Cleric Level | Spells + 1st | identify, searing smite + 3rd | heat metal, magic weapon + 5th | elemental weapon, protection from energy + 7th | fabricate, wall of fire + 9th | animate objects, creation + + Source: Xanathar's Guide to Everything p. 18 + + + + + Forge Domain: Blessing of the Forge + At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 18 + + + + + Forge Domain: Bonus Proficiency + When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools. + + Source: Xanathar's Guide to Everything p. 18 + + + + + Divine Domain: Grave Domain (UA) + Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse's workings. To resist death, or to desecrate the dead's rest, is an abomination. Deities of the grave include Kelemvor, WeeJas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature's death, though they refuse to use such magic to extend a creature's lifespan beyond its mortal limits. + At each indicated cleric level, add the listed spells to your spells prepared. + + Grave Domain Spells + Cleric Level | Spells + 1st | bane, false life + 3rd | gentle repose, ray of enfeeblement + 5th | revivify, vampiric touch + 7th | blight, death ward + 9th | antilife shell, raise dead + + Source: Unearthed Arcana: Cleric Divine Domains p. 2 + + + + + Grave Domain (UA): Bonus Proficiency + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Unearthed Arcana: Cleric Divine Domains p. 2 + + + + + Grave Domain (UA): Circle of Mortality + At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell's healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action. + + Source: Unearthed Arcana: Cleric Divine Domains p. 2 + + + + + Grave Domain (UA): Eyes of the Grave + Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Cleric Divine Domains p. 2 + + + + + Divine Domain: Protection Domain (UA) + The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin. + At each indicated cleric level, add the listed spells to your spells prepared. + + Protection Domain Spells + Cleric Level | Spells + 1st | compelled duel, protection from evil and good + 3rd | aid, protection from poison + 5th | protection from energy, slow + 7th | guardian of faith, Otiluke's resilient sphere + 9th | antilife shell, wall of force + + Source: Unearthed Arcana: Cleric Divine Domains p. 3 + + + + + Protection Domain (UA): Bonus Proficiency + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Unearthed Arcana: Cleric Divine Domains p. 3 + + + + + Protection Domain (UA): Shield of the Faithful + Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target. + + Source: Unearthed Arcana: Cleric Divine Domains p. 3 + + + + + Divine Domain: Solidarity Domain (PSA) + "The worthy must know and respect all others whom the God-Pharaoh deems worthy, for in the afterlife, all will be united in purpose and action." + Oketra is charged with expounding upon this teaching of the God-Pharaoh, instilling in every initiate the virtue of solidarity. She forges each group of children into a crop of acolytes with just one purpose: to be judged worthy of a glorious afterlife. And she instills in each crop the ability to unite in a single action in pursuit of that purpose. She is fond of poetic imagery to communicate her ideals. + At each indicated cleric level, add the listed spells to your spells prepared. + + Solidarity Domain Spells + Cleric Level | Spells + 1st | bless, guiding bolt + 3rd | aid, warding bond + 5th | beacon of hope, crusader's mantle + 7th | aura of life, guardian of faith + 9th | circle of power, mass cure wounds + + Source: Plane Shift: Amonkhet p. 24 + + + + + Solidarity Domain (PSA): Bonus Proficiency + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Plane Shift: Amonkhet p. 24 + + + + + Solidarity Domain (PSA): Solidarity's Action + Also at 1st level, when you take the Help action to aid an ally's attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest. + + Source: Plane Shift: Amonkhet p. 24 + + + + + Divine Domain: Strength Domain (PSA) + "The worthy shall hone a strong body that can withstand the boundless energies of the afterlife." + It falls to Rhonas to instill this teaching in those who would enter the afterlife—but to his mind, the words themselves don't matter. Strength can't be taught. It must be built through practice and training. Rhonas demonstrates his teachings by his example, rather than by giving his students any kind of academic instruction. He welcomes the people of Naktamun to stand by the Hekma and watch him as he storms into the desert to battle the greatest horrors. He encourages them to observe his indomitable strength, for though they will never equal it, they can aspire to mimicry. He invites them to scrutinize every move and practice what they see. + At each indicated cleric level, add the listed spells to your spells prepared. + + Strength Domain Spells + Cleric Level | Spells + 1st | divine favor, shield of faith + 3rd | enhance ability, protection from poison + 5th | haste, protection from energy + 7th | dominate beast, stoneskin + 9th | destructive wave, insect plague + + Source: Plane Shift: Amonkhet p. 26 + + + + + Strength Domain (PSA): Acolyte of Strength + At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival. + + Source: Plane Shift: Amonkhet p. 26 + + + + + Strength Domain (PSA): Bonus Proficiency + Also at 1st level, you gain proficiency with heavy armor. + + Source: Plane Shift: Amonkhet p. 26 + + + + + Divine Domain: Ambition Domain (PSA) + "The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife." + Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one's place in the afterlife at the expense of others is not shameful, but is proof of the initiate's determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity. + At each indicated cleric level, add the listed spells to your spells prepared. + + Ambition Domain Spells + Cleric Level | Spells + 1st | bane, disguise self + 3rd | mirror image, ray of enfeeblement + 5th | bestow curse, vampiric touch + 7th | death ward, dimension door + 9th | dominate person, modify memory + + Source: Plane Shift: Amonkhet p. 27 + + + + + Ambition Domain (PSA): Warding Flare + When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. + You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Plane Shift: Amonkhet p. 27 + + + + + Divine Domain: Zeal Domain (PSA) + "The worthy shall rush to the God-Pharaoh's side with relentless zeal, rising to overcome every obstacle in their way." + The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it. + At each indicated cleric level, add the listed spells to your spells prepared. + + Zeal Domain Spells + Cleric Level | Spells + 1st | searing smite, thunderous smite + 3rd | magic weapon, shatter + 5th | haste, fireball + 7th | fire shield, freedom of movement + 9th | destructive wave, flame strike + + Source: Plane Shift: Amonkhet p. 28 + + + + + Zeal Domain (PSA): Bonus Proficiencies + At 1st level, you gain proficiency with martial weapons and heavy armor. + + Source: Plane Shift: Amonkhet p. 28 + + + + + Zeal Domain (PSA): Priest of Zeal + From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. + You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Plane Shift: Amonkhet p. 28 + + + + + Divine Domain: Grave Domain + Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due. + + Grave Domain Spells + Cleric Level | Spells + 1st | bane, false life + 3rd | gentle repose, ray of enfeeblement + 5th | revivify, vampiric touch + 7th | blight, death ward + 9th | antilife shell, raise dead + + Source: Xanathar's Guide to Everything p. 19 + + + + + Grave Domain: Circle of Mortality + At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. + In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. + + Source: Xanathar's Guide to Everything p. 19 + + + + + Grave Domain: Eyes of the Grave + At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 19 + + + + + Divine Domain: Order Domain (UA) + The Order domain represents discipline, as well as service to a society or an institution, whether that service is rendered in obedience to or enforcement of the law—civil, religious, or both. Gods on many worlds grant access to this domain, including Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus. + The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities. + More importantly, law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Order Domain Spells + Cleric Level | Spells + 1st | command, heroism + 3rd | enhance ability, hold person + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Source: Unearthed Arcana: Order Domain p. 1 + + + + + Order Domain (UA): Bonus Proficiency + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Unearthed Arcana: Order Domain p. 1 + + + + + Order Domain (UA): Voice of Authority + Starting at 1st level, you can invoke the power of law to drive an ally to attack. Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. + + Source: Unearthed Arcana: Order Domain p. 1 + + + + + Divine Domain: Darkness Domain (Twitter) + [Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls (https://twitter.com/mikemearls/status/1015752965213204480)] + Custom built for clerics of Zehir, and perhaps Lolth. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Darkness Domain Spells + Cleric Level | Spells + 1st | arms of hadar, hex + 3rd | blindness/deafness, darkness + 5th | fear, vampiric touch + 7th | blight, Evard's black tentacles + 9th | contagion, enervation + + Source: Twitter + + + + + Darkness Domain (Twitter): Child of Night + When you choose this domain at 1st level, you gain the chill touch cantrip. If you do not have darkvision, you gain it with a range of 30 feet. + + Source: Twitter + + + + + Darkness Domain (Twitter): Shield of Ineffable Darkness + Starting at 1st level, you can invoke the power of darkness to punish anyone fool enough to harm you. As a reaction when a creature you can see damages you, you cause that creature to become blinded until the end of your next turn. + Once you use this feature, you can't use it again until you complete a short or long rest. + + Source: Twitter + + + + + Divine Domain: Destruction Domain (Twitter) + [Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls (https://twitter.com/mikemearls/status/1015752965213204480)] + Custom built for clerics of Gruumsh, and perhaps Tiamat. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Destruction Domain Spells + Cleric Level | Spells + 1st | inflict wounds, wrathful smite + 3rd | enlarge/reduce, shatter + 5th | fireball, lightning bolt + 7th | ice storm, staggering smite + 9th | cloudkill, destructive wave + + Source: Twitter + + + + + Destruction Domain (Twitter): Armed for Destruction + When you choose this domain at 1st level, you gain proficiency with martial weapons. + + Source: Twitter + + + + + Destruction Domain (Twitter): Destructive Fury + Starting at 1st level, you can channel divine energy to enter a destructive frenzy. As a bonus action, you gain 5 temporary hit points and a +1 bonus to weapon damage rolls. This benefit lasts for one minute. Once you use this ability, you cannot use it again until you complete a short or long rest. + When you use this ability, you can expend a spell slot to augment its effects. You gain additional temporary hit points equal to three times the slot's level and a bonus to weapon damage rolls equal to half the slot's level (minimum 1). This benefit lasts for one minute. + + Source: Twitter + + + + + Divine Domain: Beauty Domain (Twitter) + [Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls (https://twitter.com/mikemearls/status/1015752965213204480)] + Beauty can both bend minds and inspire hearts. It is the force that compels others to lose control and give in to their impulses, but it can also awaken strength and determination to steel a forlorn heart. + Clerics of Beauty bring joy and hope to the world. They are the beacon of light that reminds us that some things are worth fighting for. They seek to bring peace and amity among the world's folk. They fight only when they must, and prefer to use their magic to end fights with as little bloodshed as possible. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Beauty Domain Spells + Cleric Level | Spells + 1st | charm person, heroism + 3rd | enthrall, suggestion + 5th | beacon of hope, hypnotic pattern + 7th | charm monster, compulsion + 9th | dominate person, hold monster + + Source: Twitter + + + + + Beauty Domain (Twitter): Beauty's Refuge + Starting at 1st level, your mere presence is enough to inspire hope and determination in others. When you complete a short or long rest, up to 12 allies of your choice gain temporary hit points equal to your Charisma modifier (minimum 1). + + Source: Twitter + + + + + Beauty Domain (Twitter): Rebuke the Defiler + When you select this domain at 1st level, you gain the ability to rebuke those who lash out at your in violence. + As a reaction when a creature you can see within 30 feet of you inflicts damage, you force that creature to make a Wisdom save. On a failed saving throw, it takes psychic damage equal to the damage dealt. On a successful save, it takes half that damage. + If the creature made multiple attacks, select one attack to determine the damage dealt. If the creature used one or more effects that damaged multiple targets, choose the damage take by one of those targets from one of the effects. + Once you use this feature, you can't use it again until you complete a short or long rest. + + Source: Twitter + + + + + Divine Domain: Order Domain + The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus. + The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities. + Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Order Domain Spells + Cleric Level | Spells + 1st | command, heroism + 3rd | hold person, zone of truth + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Order Domain: Bonus Proficiencies + When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice). + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Order Domain: Voice of Authority + Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. + If the spell targets more than one ally, you choose the ally who can make the attack. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Divine Domain: Twilight Domain (UA) + The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selûne) might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Twilight Domain Spells + Cleric Level | Spells + 1st | faerie fire, sleep + 3rd | darkness, invisibility + 5th | aura of vitality, Leomund's tiny hut + 7th | aura of life, greater invisibility + 9th | circle of power, dream + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Twilight Domain (UA): Bonus Proficiency + 1st-level Twilight Domain feature + You gain proficiency with martial weapons and heavy armor. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Twilight Domain (UA): Eyes of Night + 1st-level Twilight Domain feature + Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light. + As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Twilight Domain (UA): Vigilant Blessing + 1st-level Twilight Domain feature + The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Divine Domain: Love Domain (UA) + Note: The Love domain was included in a leaked pre-release version of Unearthed Arcana 2020 Subclasses, Part 2, and superseded by the Unity domain for the final release. + Love exists in many forms—compassion, infatuation, friendly affection, and passionate love as a few facets. Whatever form these feelings take, the gods of love deepen the bonds between individuals. + + Love Deities + Deity | Pantheon + Aengus | Celtic + Aphrodite | Greek + Balder | Norse + Berronar Truesilver | Dwarven + Boldrei | Eberron + Cyrrollalee | Halfling + Freya | Norse + Hanali Celanil | Elven + Hathor | Egyptian + Mishakal | Dragonlance + Myhriss | Greyhawk + Sharindlar | Dwarven + Sheyanna Flaxenstrand | Gnomish + Sune | Forgotten Realms + Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and enkindle flares of infatuation to spur their allies and confound their foes. + + Love Domain Spells + Cleric Level | Spells + 1st | charm person, heroism + 3rd | enthrall, warding bond + 5th | beacon of hope, hypnotic pattern + 7th | aura of purity, confusion + 9th | greater restoration, hold monster + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Love Domain (UA): Emboldening Bond + 1st-level Love Domain feature + You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again. + You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Divine Domain: Unity Domain (UA) + A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength. + Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences. + + Unity Deities + Deity | Pantheon + Angharradh | Elven + Athena | Greek + Berronar Truesilver | Dwarven + Boldrei | Eberron + Cyrrollalee | Halfling + Eldath | Forgotten Realms + Gaerdal Ironhand | Gnomish + Heimdall | Norse + Paladine | Dragonlance + Rao | Greyhawk + + Unity Domain Spells + Cleric Level | Spells + 1st | heroism, shield of faith + 3rd | aid, warding bond + 5th | beacon of hope, sending + 7th | aura of purity, guardian of faith + 9th | greater restoration, Rary's telepathic bond + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Unity Domain (UA): Emboldening Bond + 1st-level Unity Domain feature + You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again. + You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + 3, 3 + + + + Channel Divinity (1/rest) + At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. + When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. + Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. + Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. + + Source: Player's Handbook p. 36 + + + + + Channel Divinity: Harness Divine Power + 2nd-level cleric feature (enhances Channel Divinity) + You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot. + + Source: Unearthed Arcana: Class Feature Variants p. 4 + + + + + Divine Domain feature + At 2nd level, you gain a feature from your Divine Domain. + + Source: Player's Handbook p. 36 + + + + + Arcana Domain: Channel Divinity: Arcane Abjuration + Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. + As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action. + After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below. + + Arcane Banishment + Cleric level | Banishes Creatures of CR... + 5th | 1/2 or lower + 8th | 1 or lower + 11th | 2 or lower + 14th | 3 or lower + 17th | 4 or lower + + Source: Sword Coast Adventurer's Guide p. 125 + + + + + City Domain (UA): Channel Divinity: Spirits of the City + Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice). + Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. + This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM. + + Source: Unearthed Arcana: Modern Magic p. 1 + + + + + Death Domain: Channel Divinity: Touch of Death + Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch. + When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level. + + Source: Dungeon Master's Guide p. 96 + + + + + Knowledge Domain: Channel Divinity: Knowledge of the Ages + Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. + + Source: Player's Handbook p. 59 + + + + + Knowledge Domain (PSA): Subclass Feature + See the Knowledge domain. + + Source: Plane Shift: Amonkhet p. 25 + + + + + Life Domain: Channel Divinity: Preserve Life + Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. + As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. + + Source: Player's Handbook p. 60 + + + + + Light Domain: Channel Divinity: Radiance of the Dawn + Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. + As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. + + Source: Player's Handbook p. 60 + + + + + Nature Domain: Channel Divinity: Charm Animals and Plants + Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. + As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. + + Source: Player's Handbook p. 61 + + + + + Tempest Domain: Channel Divinity: Destructive Wrath + Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. + When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. + + Source: Player's Handbook p. 62 + + + + + Trickery Domain: Channel Divinity: Invoke Duplicity + Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. + As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. + For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. + + Source: Player's Handbook p. 62 + + + + + War Domain: Channel Divinity: Guided Strike + Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Player's Handbook p. 63 + + + + + Forge Domain (UA): Channel Divinity: Artisan's Blessing + Starting at 2nd level, you can use your Channel Divinity to create simple items. + Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest. + The object can be worth no more than 100 gp, and as part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a nonmagical item, such as a copy of a key, if you possess the original during your short rest. + + Source: Unearthed Arcana: Cleric Divine Domains p. 1 + + + + + Forge Domain: Channel Divinity: Artisan's Blessing + Starting at 2nd level, you can use your Channel Divinity to create simple items. + You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. + The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. + + Source: Xanathar's Guide to Everything p. 18 + + + + + Grave Domain (UA): Channel Divinity: Path to the Grave + Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination. + As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack's damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends. + If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage. + + Source: Unearthed Arcana: Cleric Divine Domains p. 2 + + + + + Protection Domain (UA): Channel Divinity: Radiant Defense + Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. + As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level. + + Source: Unearthed Arcana: Cleric Divine Domains p. 3 + + + + + Solidarity Domain (PSA): Channel Divinity: Preserve Life + Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. + As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. + + Source: Plane Shift: Amonkhet p. 24 + + + + + Strength Domain (PSA): Channel Divinity: Feat of Strength + At 2nd level, you can use your Channel Divinity to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails. + + Source: Plane Shift: Amonkhet p. 26 + + + + + Ambition Domain (PSA): Channel Divinity: Invoke Duplicity + Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. + As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. + For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. + + Source: Plane Shift: Amonkhet p. 27 + + + + + Zeal Domain (PSA): Channel Divinity: Consuming Fervor + Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity. + When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling. + + Source: Plane Shift: Amonkhet p. 28 + + + + + Grave Domain: Channel Divinity: Path to the Grave + Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination. + As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. + + Source: Xanathar's Guide to Everything p. 19 + + + + + Order Domain (UA): Channel Divinity: Order's Demand + Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. + As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw. + + Source: Unearthed Arcana: Order Domain p. 1 + + + + + Darkness Domain (Twitter): Channel Divinity: Shadow Spawn + Starting at 2nd level, you can use your Channel Divinity to fade into the darkness. + As a bonus action, you become a creature of darkness that can blend into the shadows. You gain advantage on all Dexterity (Stealth) checks. If a creature cannot see you, your spells and attacks deal maximum damage to them. The shadows seem to draw around, as if they seek to protect you. This benefit lasts for one minute. + + Source: Twitter + + + + + Destruction Domain (Twitter): Channel Divinity: Sundering Invocation + Starting at 2nd level, you can use your Channel Divinity to channel destructive energy. + As an action, you touch a creature or a an unattended object within reach. A creature must make a Constitution saving throw, taking 5 times your cleric level thunder damage on a failed saving throw and half as much on a successful one. An unattended object takes 5 times your cleric level thunder damage. + + Source: Twitter + + + + + Beauty Domain (Twitter): Channel Divinity: Beauty's Truce + Starting at 2nd level, you can use your Channel Divinity to quell the flame of violence. + As an action, you force all creatures within 100 feet of you to make Charisma saving throws. Each creature that fails this saved is charmed by every other creature that also failed the saving throw. This benefit lasts for one hour. While charmed by this ability, creatures consider all other creatures charmed by it to be their allies. They fight to defend them from attackers. + While this ability persists, absent any threat creatures charmed by it will rest, talk among themselves, share stories of their lives, create a communal feast using food and drink they carry, and generally act as if they are old friends, long separated and brought together again for a joyous reunion. + + Source: Twitter + + + + + Order Domain: Channel Divinity: Order's Demand + Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. + As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Twilight Domain (UA): Channel Divinity: Twilight Sanctuary + 2nd-level Twilight Domain feature + You can use your Channel Divinity to refresh your allies with soothing twilight. + As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: + • Give it 1d8 temporary hit points. + • End one effect causing it to be charmed or frightened. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Love Domain (UA): Channel Divinity: Impulsive Infatuation + 2nd-level Love Domain feature + You can use your Channel Divinity to overwhelm a creature with a flash of short-lived but intense admiration for you, driving them to rash action in your defense. + As an action, you present your holy symbol and choose one creature you can see within 30 feet of you. That creature must make a Wisdom saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature is unaffected. On a failure, the creature is charmed by you until the start of your next turn, and it must immediately use its reaction to make a weapon attack against a target you designate. If there are no valid targets, it uses its reaction to admire you. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Unity Domain (UA): Channel Divinity: Shared Burden + 2nd-level Unity Domain feature + You can use your Channel Divinity to protect your allies through the strength of your shared bonds. + When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + 3, 4, 2 + + + 4, 4, 3 + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 36 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 2 + + + + Destroy Undead (CR 1/2) + Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. + + Source: Player's Handbook p. 36 + + + + 4, 4, 3, 3 + + + + Channel Divinity (2/rest) + Beginning at 6th level, you can use your Channel Divinity twice between rests. + + Source: Player's Handbook p. 36 + + + + + Divine Domain feature + At 6th level, you gain a feature from your Divine Domain. + + Source: Player's Handbook p. 36 + + + + + Arcana Domain: Spell Breaker + Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell. + + Source: Sword Coast Adventurer's Guide p. 125 + + + + + City Domain (UA): Block Watch + Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus. + + Source: Unearthed Arcana: Modern Magic p. 1 + + + + + Death Domain: Inescapable Destruction + Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage. + + Source: Dungeon Master's Guide p. 96 + + + + + Knowledge Domain: Channel Divinity: Read Thoughts + At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it. + As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. + If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. + During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. + + Source: Player's Handbook p. 59 + + + + + Knowledge Domain (PSA): Subclass Feature + See the Knowledge domain. + + Source: Plane Shift: Amonkhet p. 25 + + + + + Life Domain: Blessed Healer + Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. + + Source: Player's Handbook p. 60 + + + + + Light Domain: Improved Flare + Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. + + Source: Player's Handbook p. 60 + + + + + Nature Domain: Dampen Elements + Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. + + Source: Player's Handbook p. 61 + + + + + Tempest Domain: Thunderbolt Strike + At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. + + Source: Player's Handbook p. 62 + + + + + Trickery Domain: Channel Divinity: Cloak of Shadows + Starting at 6th level, you can use your Channel Divinity to vanish. + As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. + + Source: Player's Handbook p. 62 + + + + + War Domain: Channel Divinity: War God's Blessing + At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Player's Handbook p. 63 + + + + + Forge Domain (UA): Soul of the Forge + Starting at 6th level, your mastery of the forge grants you a number of special abilities: + • You gain a +1 bonus to AC while you are wearing medium or heavy armor. + • You gain resistance to fire damage. + • When you hit a construct with an attack, you deal additional force damage to it equal to your cleric level. + + Source: Unearthed Arcana: Cleric Divine Domains p. 1 + + + + + Forge Domain: Soul of the Forge + Starting at 6th level, your mastery of the forge grants you special abilities: + • You gain resistance to fire damage. + • While wearing heavy armor, you gain a +1 bonus to AC. + + Source: Xanathar's Guide to Everything p. 18 + + + + + Grave Domain (UA): Sentinel at Death's Door + Starting at 6th level, you gain the ability to impede death's progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Cleric Divine Domains p. 2 + + + + + Protection Domain (UA): Blessed Healer + Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's level. + + Source: Unearthed Arcana: Cleric Divine Domains p. 3 + + + + + Solidarity Domain (PSA): Oketra's Blessing + At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Plane Shift: Amonkhet p. 24 + + + + + Strength Domain (PSA): Rhonas's Blessing + At 6th level, when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fail. + + Source: Plane Shift: Amonkhet p. 26 + + + + + Ambition Domain (PSA): Channel Divinity: Cloak of Shadows + Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. + + Source: Plane Shift: Amonkhet p. 27 + + + + + Zeal Domain (PSA): Resounding Strike + At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you. + + Source: Plane Shift: Amonkhet p. 28 + + + + + Grave Domain: Sentinel at Death's Door + At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 19 + + + + + Order Domain (UA): Order's Dominion + At 6th level, you become extraordinarily adept at channeling magical energy to compel others. + When you cast a spell of the enchantment school using a spell slot of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level. + + Source: Unearthed Arcana: Order Domain p. 1 + + + + + Darkness Domain (Twitter): Hungry Darkness + Starting at 6th level, your Shield of Ineffable Darkness becomes more powerful. When you use it, you can select up to three additional, hostile creatures you can see within 30 feet of you. They are also blinded until the end of your next turn. + + Source: Twitter + + + + + Destruction Domain (Twitter): Appetite for Destruction + Starting at 6th level, your destructive acts fuel further expressions of devastation. If you kill a creature or destroy an object with a weapon attack, you can use your reaction to immediately make one additional weapon attack. + You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you complete a long rest. + + Source: Twitter + + + + + Beauty Domain (Twitter): Superior Refuge + Starting at 6th level, the temporary hit points granted by your Beauty's Refuge ability increase to 5 + your Charisma modifier (minimum 1). + + Source: Twitter + + + + + Order Domain: Embodiment of the Law + At 6th level, you become remarkably adept at channeling magical energy to compel others. + If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Twilight Domain (UA): Steps of the Brave + 6th-level Twilight Domain feature + You draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits: + • You have advantage on saving throws against being frightened. + • If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Love Domain (UA): Protective Bond + 6th-level Love Domain feature + The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Unity Domain (UA): Protective Bond + 6th-level Unity Domain feature + The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + 4, 4, 3, 3, 1 + + + 4, 4, 3, 3, 2 + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 36 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Destroy Undead (CR 1) + Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. + + Source: Player's Handbook p. 36 + + + + + Divine Domain feature + At 8th level, you gain a feature from your Divine Domain. + + Source: Player's Handbook p. 36 + + + + + Arcana Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Sword Coast Adventurer's Guide p. 125 + + + + + Arcana Domain: Potent Spellcasting + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Sword Coast Adventurer's Guide p. 125 + + + + + City Domain (UA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Modern Magic p. 1 + + + + + City Domain (UA): Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8. + + Source: Unearthed Arcana: Modern Magic p. 1 + + + + + Death Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Dungeon Master's Guide p. 96 + + + + + Death Domain: Divine Strike + At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. + + Source: Dungeon Master's Guide p. 96 + + + + + Knowledge Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Player's Handbook p. 59 + + + + + Knowledge Domain: Potent Spellcasting + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Player's Handbook p. 59 + + + + + Knowledge Domain (PSA): Subclass Feature + See the Knowledge domain. + + Source: Plane Shift: Amonkhet p. 25 + + + + + Life Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Player's Handbook p. 60 + + + + + Life Domain: Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook p. 60 + + + + + Light Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Player's Handbook p. 60 + + + + + Light Domain: Potent Spellcasting + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Player's Handbook p. 60 + + + + + Nature Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Player's Handbook p. 61 + + + + + Nature Domain: Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook p. 61 + + + + + Tempest Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Player's Handbook p. 62 + + + + + Tempest Domain: Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook p. 62 + + + + + Trickery Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Player's Handbook p. 62 + + + + + Trickery Domain: Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook p. 62 + + + + + War Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Player's Handbook p. 63 + + + + + War Domain: Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook p. 63 + + + + + Forge Domain (UA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Cleric Divine Domains p. 1 + + + + + Forge Domain (UA): Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Unearthed Arcana: Cleric Divine Domains p. 1 + + + + + Forge Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Xanathar's Guide to Everything p. 18 + + + + + Forge Domain: Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything p. 18 + + + + + Grave Domain (UA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Cleric Divine Domains p. 2 + + + + + Grave Domain (UA): Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8. + + Source: Unearthed Arcana: Cleric Divine Domains p. 2 + + + + + Protection Domain (UA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Cleric Divine Domains p. 3 + + + + + Protection Domain (UA): Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Unearthed Arcana: Cleric Divine Domains p. 3 + + + + + Solidarity Domain (PSA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Plane Shift: Amonkhet p. 24 + + + + + Solidarity Domain (PSA): Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Plane Shift: Amonkhet p. 24 + + + + + Strength Domain (PSA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Plane Shift: Amonkhet p. 26 + + + + + Strength Domain (PSA): Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Plane Shift: Amonkhet p. 26 + + + + + Ambition Domain (PSA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Plane Shift: Amonkhet p. 27 + + + + + Ambition Domain (PSA): Potent Spellcasting + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Plane Shift: Amonkhet p. 27 + + + + + Zeal Domain (PSA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Plane Shift: Amonkhet p. 28 + + + + + Zeal Domain (PSA): Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Plane Shift: Amonkhet p. 28 + + + + + Grave Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Xanathar's Guide to Everything p. 19 + + + + + Grave Domain: Potent Spellcasting + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Xanathar's Guide to Everything p. 19 + + + + + Order Domain (UA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Order Domain p. 1 + + + + + Order Domain (UA): Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Unearthed Arcana: Order Domain p. 1 + + + + + Darkness Domain (Twitter): Potent Cantrip + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Twitter + + + + + Destruction Domain (Twitter): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Twitter + + + + + Destruction Domain (Twitter): Divine Strike + Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Twitter + + + + + Beauty Domain (Twitter): Potent Cantrip + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Twitter + + + + + Order Domain: Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Order Domain: Divine Strike + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Twilight Domain (UA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Twilight Domain (UA): Divine Strike + 8th-level Twilight Domain feature + You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Love Domain (UA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Love Domain (UA): Potent Spellcasting + 8th-level Love Domain feature + You add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Unity Domain (UA): Blessed Strikes + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Unity Domain (UA): Potent Spellcasting + 8th-level Unity Domain feature + You add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + 4, 4, 3, 3, 3, 1 + + + 5, 4, 3, 3, 3, 2 + + + + Divine Intervention + Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. + Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. + At 20th level, your call for intervention succeeds automatically, no roll required. + + Source: Player's Handbook p. 36 + + + + 5, 4, 3, 3, 3, 2, 1 + + + + Destroy Undead (CR 2) + Starting at 11th level, when an undead of CR 2 or lower or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. + + Source: Player's Handbook p. 36 + + + + 5, 4, 3, 3, 3, 2, 1 + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 36 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + + Destroy Undead (CR 3) + Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. + + Source: Player's Handbook p. 36 + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 36 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + Destroy Undead (CR 4) + Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. + + Source: Player's Handbook p. 36 + + + + + Divine Domain feature + At 17th level, you gain a feature from your Divine Domain. + + Source: Player's Handbook p. 36 + + + + + Arcana Domain: Arcane Mastery + At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you. + + Source: Sword Coast Adventurer's Guide p. 125 + + + + + City Domain (UA): Express Transit + At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again. + + Source: Unearthed Arcana: Modern Magic p. 1 + + + + + Death Domain: Improved Reaper + Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target. + + Source: Dungeon Master's Guide p. 96 + + + + + Knowledge Domain: Visions of the Past + Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. + Once you use this feature, you can't use it again until you finish a short or long rest. + Knowledge Domain: Object Reading + Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. + Knowledge Domain: Area Reading + As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. + + Source: Player's Handbook p. 59 + + + + + Knowledge Domain (PSA): Subclass Feature + See the Knowledge domain. + + Source: Plane Shift: Amonkhet p. 25 + + + + + Life Domain: Supreme Healing + Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. + + Source: Player's Handbook p. 60 + + + + + Light Domain: Corona of Light + Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. + + Source: Player's Handbook p. 60 + + + + + Nature Domain: Master of Nature + At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. + + Source: Player's Handbook p. 61 + + + + + Tempest Domain: Stormborn + At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. + + Source: Player's Handbook p. 62 + + + + + Trickery Domain: Improved Duplicity + At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. + + Source: Player's Handbook p. 62 + + + + + War Domain: Avatar of Battle + At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + + Source: Player's Handbook p. 63 + + + + + Forge Domain (UA): Saint of Forge and Fire + At 17th level, your affinity for fire and metal becomes more powerful due to your deity's blessing. You gain immunity to fire damage, and while you're wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. + + Source: Unearthed Arcana: Cleric Divine Domains p. 1 + + + + + Forge Domain: Saint of Forge and Fire + At 17th level, your blessed affinity with fire and metal becomes more powerful: + • You gain immunity to fire damage + • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. + + Source: Xanathar's Guide to Everything p. 18 + + + + + Grave Domain (UA): Keeper of Souls + At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature as long as you aren't incapacitated, but no more than once per round. + + Source: Unearthed Arcana: Cleric Divine Domains p. 2 + + + + + Protection Domain (UA): Indomitable Defense + At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. + As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action. + + Source: Unearthed Arcana: Cleric Divine Domains p. 3 + + + + + Solidarity Domain (PSA): Supreme Healing + Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. + + Source: Plane Shift: Amonkhet p. 24 + + + + + Strength Domain (PSA): Avatar of Battle + At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. + + Source: Plane Shift: Amonkhet p. 26 + + + + + Ambition Domain (PSA): Improved Duplicity + At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. + + Source: Plane Shift: Amonkhet p. 27 + + + + + Zeal Domain (PSA): Blaze of Glory + Starting at 17th level, you can delay death for an instant to perform a final heroic act. + When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon's type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Plane Shift: Amonkhet p. 28 + + + + + Grave Domain: Keeper of Souls + Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn. + + Source: Xanathar's Guide to Everything p. 19 + + + + + Order Domain (UA): Order's Wrath + Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature, that creature takes an extra 2d8 force damage the first time each turn that any ally of yours hits it with a weapon attack. This benefit lasts until the start of your next turn. + + Source: Unearthed Arcana: Order Domain p. 1 + + + + + Darkness Domain (Twitter): Soul of Darkness + Starting at 17th level, you gain strength from darkness. As a bonus action, you fade into the shadows. You regain hit points equal to your cleric level and gain resistance to all damage for one minute. In addition, while this duration lasts you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. + + Source: Twitter + + + + + Destruction Domain (Twitter): Hand of Devastation + Starting at 17th level, your spells deliver exceptional power. When you roll damage for a spell, roll twice the listed number of dice. You then choose from among the rolled dice the results you wish to use to determine the spell's damage. You must select dice that match the quantity and type normally rolled to determine the spell's damage. + + Source: Twitter + + + + + Beauty Domain (Twitter): Soul of Beauty + Starting at 17th level, you become an avatar of unearthly beauty. Your enemies attack with uncertainty, fearful of damaging the wondrous being they behold, while your magic draws upon your presence to augment its power. + As a reaction, you can impose a penalty on a creature's attacks against you or on its saving throws against your spells and abilities. This benefit lasts until the end of the current turn The penalty equals your Charisma modifier (minimum 1). + + Source: Twitter + + + + + Order Domain: Order's Wrath + Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Twilight Domain (UA): Midnight Shroud + 17th-level Twilight Domain feature + You can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Love Domain (UA): Enduring Unity + 17th-level Love Domain feature + The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other. + Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point: + • The creature has advantage on attack rolls, ability checks, and saving throws + • The creature gains resistance to all damage + • As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Unity Domain (UA): Enduring Unity + 17th-level Unity Domain feature + The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other. + Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point: + • The creature has advantage on attack rolls, ability checks, and saving throws + • The creature gains resistance to all damage + • As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + 5, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + Channel Divinity (3/rest) + Beginning at 18th level, you can use your Channel Divinity three times between rests. + + Source: Player's Handbook p. 36 + + + + 5, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 36 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 5, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + Divine Intervention Improvement + At 20th level, your call for intervention succeeds automatically, no roll required. + + Source: Player's Handbook p. 36 + + + + diff --git a/FightClub5eXML/Sources/classes/class-druid.xml b/FightClub5eXML/Sources/classes/class-druid.xml new file mode 100755 index 0000000..650493b --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-druid.xml @@ -0,0 +1,1137 @@ + + + + Druid + 8 + Intelligence, Wisdom, Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival + 2 + Wisdom + + + Starting Druid + As a 1st-level Druid, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, medium, shields (druids will not wear armor or use shields made of metal) + • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears + • Tools: {@item Herbalism kit|PHB} + • Skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a wooden shield or (b) any simple weapon + • (a) a scimitar or (b) any simple melee weapon + • Leather armor, an explorer's pack, and a druidic focus + + Alternatively, you may start with 2d4 x 10 gp and choose your own equipment. + + Source: Player's Handbook p. 64 + + + + + Multiclass Druid + To multiclass as a Druid, you must meet the following prerequisites: + • Wisdom 13 + + You gain the following proficiencies: + • Armor: light, medium, shields (druids will not wear armor or use shields made of metal) + • Weapons: none + • Tools: none + + Source: Player's Handbook p. 64 + + + light, medium, shields (druids will not wear armor or use shields made of metal) + clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears + {@item Herbalism kit|PHB} + 2d4 x 10 + + 2, 2 + + + + Druidic + You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. + + Source: Player's Handbook p. 64 + + + + + Spellcasting + Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. + + Cantrips: + At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. + + Preparing and Casting Spells: + The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. + For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. + You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. + + Ritual Casting: + You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. + + Spellcasting Focus: + You can use a druidic focus as a spellcasting focus for your druid spells + + Source: Player's Handbook p. 64 + + + + + Cantrip Versatility + 1st-level druid feature (enhances Spellcasting) + Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list. + + Source: Unearthed Arcana: Class Feature Variants p. 4 + + + + 2, 3 + + + + Wild Shape + Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. + Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. + + Beast Shapes + Level | Max. CR | Limitations | Example + 2nd | 1/4 | No flying or swimming speed | Wolf + 4th | 1/2 | No flying speed | Crocodile + 8th | 1 | — | Giant eagle + You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. + While you are transformed, the following rules apply: + • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. + • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. + • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. + • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. + • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. + + Source: Player's Handbook p. 64 + + + + + Wild Companion + 2nd-level druid feature (enhances Wild Shape) + You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. + When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. + + Source: Unearthed Arcana: Class Feature Variants p. 4 + + + + + Druid Circle + At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook p. 64 + + + + + Druid Circle: Circle of the Land + The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites. + + Source: Player's Handbook p. 68 + + + + + Circle of the Land: Bonus Cantrip + You learn one additional druid cantrip of your choice. + + Source: Player's Handbook p. 68 + + + + + Circle of the Land: Circle Spells + Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark - and consult the associated list of spells. + Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. + + Arctic + Druid Level | Circle Spells + 3rd | hold person, spike growth + 5th | sleet storm, slow + 7th | freedom of movement, ice storm + 9th | commune with nature, cone of cold + + Coast + Druid Level | Circle Spells + 3rd | mirror image, misty step + 5th | water breathing, water walk + 7th | control water, freedom of movement + 9th | conjure elemental, scrying + + Desert + Druid Level | Circle Spells + 3rd | blur, silence + 5th | create food and water, protection from energy + 7th | blight, hallucinatory terrain + 9th | insect plague, wall of stone + + Forest + Druid Level | Circle Spells + 3rd | barkskin, spider climb + 5th | call lightning, plant growth + 7th | divination, freedom of movement + 9th | commune with nature, tree stride + + Grassland + Druid Level | Circle Spells + 3rd | invisibility, pass without trace + 5th | daylight, haste + 7th | divination, freedom of movement + 9th | dream, insect plague + + Mountain + Druid Level | Circle Spells + 3rd | spider climb, spike growth + 5th | lightning bolt, meld into stone + 7th | stone shape, stoneskin + 9th | passwall, wall of stone + + Swamp + Druid Level | Circle Spells + 3rd | darkness, Melf's acid arrow + 5th | water walk, stinking cloud + 7th | freedom of movement, locate creature + 9th | insect plague, scrying + + Underdark + Druid Level | Circle Spells + 3rd | spider climb, web + 5th | gaseous form, stinking cloud + 7th | greater invisibility, stone shape + 9th | cloudkill, insect plague + + Source: Player's Handbook p. 68 + + + + + Circle of the Land: Natural Recovery + Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest + For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. + + Source: Player's Handbook p. 68 + + + + + Druid Circle: Circle of the Moon + Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. + Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood. + + Source: Player's Handbook p. 69 + + + + + Circle of the Moon: Circle Forms + The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). + Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. + + Circle of the Moon Beast Shapes + Level | Max. CR | Limitations + 2nd | 1 | No flying or swimming speed + 4th | 1 | No flying speed + 6th | 2 | No flying speed + 8th | 2 | — + 9th | 3 | — + 12th | 4 | — + 15th | 5 | — + 18th | 6 | — + + Source: Player's Handbook p. 69 + + + + + Circle of the Moon: Combat Wild Shape + You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. + Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. + + Source: Player's Handbook p. 69 + + + + + Circle of Dreams (UA): Circle of Dreams + Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places. + + Source: Unearthed Arcana: Druid p. 1 + + + + + Circle of Dreams (UA): Balm of the Summer Court + At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that lends relief to weary feet and respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. + As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent, and its speed increases by 5 feet per die spent. The speed increase lasts for 1 minute. + You regain the expended dice when you finish a long rest. + + Source: Unearthed Arcana: Druid p. 1 + + + + + Circle of the Shepherd (UA): Circle of the Shepherd + Druids of the Circle of the Shepherd commune with the spirits of beasts. While these druids recognize that all living things play a role in the natural world, they focus on protecting animals. Shepherds, as they are known, see beasts as their charges. They ward off monsters that threaten natural creatures, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on habitats and paths needed for animal migrations. Many of these druids are happiest far from cities and towns, content to spend their days in the company of wild animals. + + Source: Unearthed Arcana: Druid p. 1 + + + + + Circle of the Shepherd (UA): Beast Speech + At 2nd level, you gain the ability to converse with beasts. Beasts can understand your speech, and you gain the ability to decipher their noises and motions into recognizable words and phrases. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. + This ability does not grant you any special friendship with beasts, though you can combine this ability with gifts and other favors to curry favor with them as you would any other nonplayer character. + + Source: Unearthed Arcana: Druid p. 1 + + + + + Circle of the Shepherd (UA): Spirit Bond + Starting at 2nd level, you gain the ability to call forth animal spirits and use them to influence the world around you. As a bonus action, you magically summon a Medium spirit to an unoccupied space you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around it, it doesn't occupy its space, it is immobile, and it counts as neither a creature nor an object. + The spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest. + The nature of the aura depends on the type of spirit you choose to summon from the options below. + Circle of the Shepherd (UA): Bear + The bear spirit grants you and your allies its might and endurance. You and your allies who are in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. + Circle of the Shepherd (UA): Hawk + The hawk spirit is a consummate hunter, marking your enemies with its keen sight. You and your allies gain advantage on ranged attack rolls against targets in the spirit's aura. + Circle of the Shepherd (UA): Wolf + The wolf spirit lends you and your allies its precise senses, while your magic works to benefit the members of your pack. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each of your allies in the aura also regains hit points equal to your druid level. + + Source: Unearthed Arcana: Druid p. 1 + + + + + Circle of the Shepherd v2 (UA): Circle of the Shepherd v2 + Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. + Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them. + + Source: Unearthed Arcana: Revised Class Options p. 1 + + + + + Circle of the Shepherd v2 (UA): Speech of the Woods + At 2nd level, you gain the ability to converse with beasts and many fey. + You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. + + Source: Unearthed Arcana: Revised Class Options p. 1 + + + + + Circle of the Shepherd v2 (UA): Spirit Totem + Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. + As a bonus action, you can move the spirit up to 60 feet to a point you can see. + The spirit persists for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest. + The effect of the spirit's aura depends on the type of spirit you summon from the options below. + Circle of the Shepherd v2 (UA): Bear Spirit + The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. + Circle of the Shepherd v2 (UA): Hawk Spirit + The hawk spirit is a consummate hunter, marking your enemies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. + Circle of the Shepherd v2 (UA): Unicorn Spirit + The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. + + Source: Unearthed Arcana: Revised Class Options p. 1 + + + + + Circle of Twilight (UA): Circle of Twilight + The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. + These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life. + + Source: Unearthed Arcana: Druid p. 2 + + + + + Circle of Twilight (UA): Harvest's Scythe + Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level. + When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead. + You regain the expended dice when you finish a long rest. + + Source: Unearthed Arcana: Druid p. 2 + + + + + Druid Circle: Circle of Dreams + Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest. + + Source: Xanathar's Guide to Everything p. 22 + + + + + Circle of Dreams: Balm of the Summer Court + At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. + As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. + You regain all expended dice when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 22 + + + + + Druid Circle: Circle of the Shepherd + Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. + Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them. + + Source: Xanathar's Guide to Everything p. 23 + + + + + Circle of the Shepherd: Speech of the Woods + At 2nd level, you gain the ability to converse with beasts and many fey. + You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. + + Source: Xanathar's Guide to Everything p. 23 + + + + + Circle of the Shepherd: Spirit Totem + Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. + As a bonus action, you can move the spirit up to 60 feet to a point you can see. + The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest. + The effect of the spirit's aura depends on the type of spirit you summon from the options below. + Circle of the Shepherd: Bear Spirit + The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. + Circle of the Shepherd: Hawk Spirit + The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura. + Circle of the Shepherd: Unicorn Spirit + The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. + + Source: Xanathar's Guide to Everything p. 23 + + + + + Druid Circle: Circle of Spores (UA) + Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form. Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted. + + Source: Unearthed Arcana: Three Subclasses p. 1 + + + + + Circle of Spores (UA): Circle Spells + Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 1st level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. + Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. + + Circle of Spores Spells + Druid Level | Circle Spells + 3rd | gentle repose, ray of enfeeblement + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Source: Unearthed Arcana: Three Subclasses p. 1 + + + + + Circle of Spores (UA): Halo of Spores + Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th. + + Source: Unearthed Arcana: Three Subclasses p. 1 + + + + + Circle of Spores (UA): Symbiotic Entity + At 2nd level, you gain the ability to channel magic into the spores that infuse you. + When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again. + + Source: Unearthed Arcana: Three Subclasses p. 1 + + + + + Druid Circle: Circle of Spores + Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. + These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form. + Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Circle of Spores: Circle Spells + Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. + Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. + + Circle of Spores Spells + Druid Level | Circle Spells + 3rd | blindness/deafness, gentle repose + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Circle of Spores: Halo of Spores + Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Circle of Spores: Symbiotic Entity + At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: + • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. + • Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. + These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Circle of Wildfire (UA): Circle of Wildfire + Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Circle of Wildfire (UA): Circle Spells + 2nd-level Circle of Wildfire feature + You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip. + When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. + + Circle of Wildfire Spells + Druid Level | Circle Spells + 3rd | locate animals or plants, scorching ray + 5th | fireball, plant growth + 7th | aura of life, fire shield + 9th | flame strike, raise dead + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Circle of Wildfire (UA): Summon Wildfire + 2nd-level Circle of Wildfire feature + You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. + The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage. + The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the wildfire spirit stat block. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. + In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. + The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Circle of the Stars (UA): Circle of the Stars + An ancient lineage, the Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. + Many druids of this circle keep detailed records of the stars and their effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3 + + + + + Circle of the Stars (UA): Star Map + 2nd-level Circle of the Stars feature + You've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells. You decide what form the object takes, or you can determine what it is by rolling on the Star Map table. + + Star Map + d6 | Map Form + 1 | A scroll of living wood that aligns with heavenly bodies + 2 | A stone tablet with fine holes drilled through it + 3 | A speckled owlbear hide, tooled with raised marks + 4 | A collection of maps bound in an ebony cover + 5 | A crystal that projects starry patterns when placed before a light + 6 | Tempered glass disks that align to depict constellations + If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. + You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3 + + + + + Circle of the Stars (UA): Starry Form + 2nd-level Circle of the Stars feature + You gain the ability to harness constellations' power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. + While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you're incapacitated. + Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: + + Chalice + • A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + half your level in this class. + Archer + • A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. + Dragon + • A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. + + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3 + + + + 2, 4, 2 + + + 3, 4, 3 + + + + Wild Shape Improvement + At 4th level, your Wild Shape improves as shown on the Beast Shapes table. + + Source: Player's Handbook p. 64 + + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 64 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 3, 4, 3, 2 + + + 3, 4, 3, 3 + + + + Druid Circle feature + At 6th level, you gain a feature granted by your Druid Circle. + + Source: Player's Handbook p. 64 + + + + + Circle of the Land: Land's Stride + Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. + In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. + + Source: Player's Handbook p. 68 + + + + + Circle of the Moon: Primal Strike + Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Player's Handbook p. 69 + + + + + Circle of Dreams (UA): Hearth of Moonlight and Shadow + At 6th level, home is wherever you set up camp. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to ward your campsite from intruders. At the start of the rest, you create an area with a 30-foot radius. Within this area, you and your allies gain a +5 bonus to Wisdom (Perception) checks to detect creatures, and any light from open flames (campfire, torches, and the like) is not visible outside the area. These effects end when the rest finishes or when you leave the area. + + Source: Unearthed Arcana: Druid p. 1 + + + + + Circle of the Shepherd (UA): Mighty Summoner + At 6th level, you gain the ability to conjure forth powerful animals. Any beast summoned or created by your spells gains two benefits. Its hit point maximum increases by 2 per Hit Die, and the damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. + + Source: Unearthed Arcana: Druid p. 1 + + + + + Circle of the Shepherd v2 (UA): Mighty Summoner + At 6th level, you gain the ability to conjure forth powerful beasts and fey. Any beast or fey summoned or created by your spells gains two benefits: + • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. + • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. + + Source: Unearthed Arcana: Revised Class Options p. 1 + + + + + Circle of Twilight (UA): Speech Beyond the Grave + At 6th level, you gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Druid p. 2 + + + + + Circle of Dreams: Hearth of Moonlight and Shadow + At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. + While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it. + The sphere vanishes at the end of the rest or when you leave the sphere. + + Source: Xanathar's Guide to Everything p. 22 + + + + + Circle of the Shepherd: Mighty Summoner + Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: + • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. + • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. + + Source: Xanathar's Guide to Everything p. 23 + + + + + Circle of Spores (UA): Fungal Infestation + At 6th level, your spores gain the ability to infest a humanoid corpse and animate it. + If you slay a humanoid with your Halo of Spores damage, the creature rises as a zombie at the end of your turn. It has 1 hit point. In combat, its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 1 hour, after which time it collapses and dies. + + Source: Unearthed Arcana: Three Subclasses p. 1 + + + + + Circle of Spores: Fungal Infestation + At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. + In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Circle of Wildfire (UA): Enhanced Bond + 6th-level Circle of Wildfire feature + The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Circle of the Stars (UA): Cosmic Omen + 6th-level Circle of the Stars feature + You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6: + + Weal (even) + • Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. + Woe (odd) + • Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. + + You can use this reaction a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3 + + + + 3, 4, 3, 3, 1 + + + 3, 4, 3, 3, 2 + + + + Wild Shape Improvement + At 8th level, your Wild Shape improves as shown on the Beast Shapes table. + + Source: Player's Handbook p. 64 + + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 64 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 3, 4, 3, 3, 3, 1 + + + 4, 4, 3, 3, 3, 2 + + + + Druid Circle feature + At 10th level, you gain a feature granted by your Druid Circle feature. + + Source: Player's Handbook p. 64 + + + + + Circle of the Land: Nature's Ward + When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. + + Source: Player's Handbook p. 68 + + + + + Circle of the Moon: Elemental Wild Shape + At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. + + Source: Player's Handbook p. 69 + + + + + Circle of Dreams (UA): Hidden Paths + At 10th level, you can use the hidden, unpredictable magical pathways that some fey use to traverse space in a blink of an eye. On your turn, you can teleport up to 30 feet to a spot you can see. Each foot of this teleportation costs 1 foot of your movement. + You can also use this feature to teleport someone else. As an action, you can teleport a willing ally you touch up to 30 feet to a point you can see. + Once you use either option—teleporting yourself or an ally—you can't use that option again until 1d4 rounds have passed. + + Source: Unearthed Arcana: Druid p. 1 + + + + + Circle of the Shepherd (UA): Guardian Spirit + At 10th level, you gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours. + + Source: Unearthed Arcana: Druid p. 1 + + + + + Circle of the Shepherd v2 (UA): Guardian Spirit + At 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. + + Source: Unearthed Arcana: Revised Class Options p. 1 + + + + + Circle of Twilight (UA): Watcher at the Threshold + At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws. + + Source: Unearthed Arcana: Druid p. 2 + + + + + Circle of Dreams: Hidden Paths + Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 22 + + + + + Circle of the Shepherd: Guardian Spirit + Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. + + Source: Xanathar's Guide to Everything p. 23 + + + + + Circle of Spores (UA): Spreading Spores + At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. While the cube of spores persists, you can't use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage. The cube of spores vanishes early if you use this feature again. + + Source: Unearthed Arcana: Three Subclasses p. 1 + + + + + Circle of Spores: Spreading Spores + At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. + Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. + While the cube of spores persists, you can't use your Halo of Spores reaction. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Circle of Wildfire (UA): Flames of Life + 10th-level Circle of Wildfire feature + You gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Circle of the Stars (UA): Full of Stars + 10th-level Circle of the Stars feature + While your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3 + + + + 4, 4, 3, 3, 3, 2, 1 + + + 4, 4, 3, 3, 3, 2, 1 + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 64 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + + Druid Circle feature + At 14th level, you gain a feature granted by your Druid Circle feature. + + Source: Player's Handbook p. 64 + + + + + Circle of the Land: Nature's Sanctuary + When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. + The creature is aware of this effect before it makes its attack against you. + + Source: Player's Handbook p. 68 + + + + + Circle of the Moon: Thousand Forms + By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will. + + Source: Player's Handbook p. 69 + + + + + Circle of Dreams (UA): Purifying Light + At 14th level, the favor of the Summer Court allows you to end spells that hamper you and your allies. When you cast a spell with a spell slot and it restores hit points to you or an ally this turn, you can simultaneously target the healed creature with dispel magic, using a spell slot with a level equal to the slot used to cast the healing spell. + You can use this feature three times, and you regain expended uses of it when you finish a long rest. If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature. + + Source: Unearthed Arcana: Druid p. 1 + + + + + Circle of the Shepherd (UA): Faithful Summons + Starting at 14th level, the bestial spirits you commune with protect you when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it was cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Druid p. 1 + + + + + Circle of the Shepherd v2 (UA): Faithful Summons + Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Revised Class Options p. 1 + + + + + Circle of Twilight (UA): Paths of the Dead + At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest. + + Source: Unearthed Arcana: Druid p. 2 + + + + + Circle of Dreams: Walker in Dreams + At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. + When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. + This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 22 + + + + + Circle of the Shepherd: Faithful Summons + Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 23 + + + + + Circle of Spores (UA): Fungal Body + At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn't deal its extra damage to you. + + Source: Unearthed Arcana: Three Subclasses p. 1 + + + + + Circle of Spores: Fungal Body + At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Circle of Wildfire (UA): Blazing Endurance + 14th-level Circle of Wildfire feature + The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Circle of the Stars (UA): Star Flare + 14th-level Circle of the Stars feature + Your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn. + Once you have used this action, you can't use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 3 + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 64 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + 4, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + Timeless Body + Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. + + Source: Player's Handbook p. 64 + + + + + Beast Spells + Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. + + Source: Player's Handbook p. 64 + + + + 4, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 64 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + Archdruid + At 20th level, you can use your Wild Shape an unlimited number of times. + Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. + + Source: Player's Handbook p. 64 + + + + diff --git a/FightClub5eXML/Sources/classes/class-fighter.xml b/FightClub5eXML/Sources/classes/class-fighter.xml new file mode 100755 index 0000000..1941757 --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-fighter.xml @@ -0,0 +1,2407 @@ + + + + Fighter + 10 + Strength, Constitution, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival + 2 + + + Starting Fighter + As a 1st-level Fighter, you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, medium, heavy, shields + • Weapons: simple, martial + • Tools: none + • Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) chain mail or (b) leather armor, longbow, and arrows (20) + • (a) a martial weapon and a shield or (b) two martial weapons + • (a) a light crossbow and crossbow bolts (20) or (b) two handaxe + • (a) a dungeoneer's pack or (b) an explorer's pack + + Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. + + Source: Player's Handbook p. 70 + + + + + Multiclass Fighter + To multiclass as a Fighter, you must meet the following prerequisites: + + • Strength 13 + • Dexterity 13 + + You gain the following proficiencies: + • Armor: light, medium, shields + + • Tools: none + + Source: Player's Handbook p. 70 + + + light, medium, heavy, shields + simple, martial + none + 5d4 x 10 + + + Fighting Style + You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. + + Source: Player's Handbook p. 72 + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook p. 72 + + + Fighting Style: Close Quarters Shooter + When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook p. 72 + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook p. 72 + + + Fighting Style: Great Weapon Fighting + When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. + + Source: Player's Handbook p. 72 + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures p. 3 + + + Fighting Style: Protection + When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. + + Source: Player's Handbook p. 72 + + + Fighting Style: Tunnel Fighter + As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook p. 72 + + + Fighting Style: Superior Technique + You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). + You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. + + Source: Unearthed Arcana: Class Feature Variants p. 5 + + + Fighting Style: Blind Fighting + Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + Fighting Style: Interception + When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + Fighting Style: Thrown Weapon Fighting + You can draw a weapon that has the thrown property as part of the attack you make with the weapon. + In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. + + Source: Unearthed Arcana: Class Feature Variants p. 13 + + + Fighting Style: Unarmed Fighting + Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. + When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. + + Source: Unearthed Arcana: Class Feature Variants p. 13 + + + + + Martial Versatility + 1st-level feature (enhances Fighting Style) + Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + + + Second Wind + You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. + Once you use this feature, you must finish a short or long rest before you can use it again. + + Source: Player's Handbook p. 72 + + + + + Maneuver Versatility + 1st-level feature (enhances Maneuvers) + If you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead. + + Source: Unearthed Arcana: Class Feature Variants p. 5 + + + + + Action Surge + Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. + Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. + + Source: Player's Handbook p. 72 + + + + + Martial Archetype + At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. + + Source: Player's Handbook p. 72 + + + + + Martial Archetype: Champion + The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. + + Source: Player's Handbook p. 72 + + + + + Champion: Improved Critical + Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. + + Source: Player's Handbook p. 72 + + + + + Martial Archetype: Battle Master + Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. + + Source: Player's Handbook p. 73 + + + + + Battle Master: Combat Superiority + When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. + Battle Master: Maneuvers + You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. + You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. + Battle Master: Superiority Dice + You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. + You gain another superiority die at 7th level and one more at 15th level. + Battle Master: Saving Throws + Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: + + Source: Player's Handbook p. 73 + + + + + Battle Master: Maneuver Options + 1st-level feature (enhances Maneuvers) + If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters and to characters who have the Superior Technique fighting style or the Martial Adept feat. + + Source: Player's Handbook p. 73 + + + + + Battle Master: Maneuvers + The maneuvers are presented in alphabetical order. + + Source: Player's Handbook p. 73 + + + + + Battle Master: Student of War + At 3rd level, you gain proficiency with one type of artisan's tools of your choice. + + Source: Player's Handbook p. 73 + + + + + Cavalier (UA): Cavalier + The archetypal Cavalier excels at mounted combat. Usually born to nobility and raised in a royal court, a Cavalier is equally at home leading a cavalry charge or exchanging witty repartee at a state dinner. + + Source: Unearthed Arcana: Kits Of Old p. 3 + + + + + Cavalier (UA): Bonus Proficiencies + When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency. + + Source: Unearthed Arcana: Kits Of Old p. 3 + + + + + Cavalier (UA): Born to the Saddle + At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. + + Source: Unearthed Arcana: Kits Of Old p. 3 + + + + + Cavalier (UA): Combat Superiority + At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. + Cavalier (UA): Superiority Dice + You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. + You gain another superiority die at 7th level and one more at 15th level. + Cavalier (UA): Using Superiority Dice + You can expend superiority dice to gain a number of different benefits: + • When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful. + • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. + • When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. + • If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount's AC. If the attack still hits, you or your mount take half damage from it. + + Source: Unearthed Arcana: Kits Of Old p. 3 + + + + + Cavalier v2 (UA): Cavalier v2 + The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. + + Source: Unearthed Arcana: Revised Class Options p. 2 + + + + + Cavalier v2 (UA): Bonus Proficiencies + When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. + + Source: Unearthed Arcana: Revised Class Options p. 2 + + + + + Cavalier v2 (UA): Born to the Saddle + Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. + Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. + + Source: Unearthed Arcana: Revised Class Options p. 2 + + + + + Cavalier v2 (UA): Combat Superiority + At 3rd level, you gain a set of combat abilities, referred to as maneuvers, which are fueled by special dice called superiority dice. + Cavalier v2 (UA): Superiority Dice + You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all your expended superiority dice when you finish a short or long rest. + You gain another superiority die at 7th level and one more at 15th level. + Cavalier v2 (UA): Maneuvers + You spend your superiority dice on your maneuvers. You can use more than one maneuver per turn, but no more than one maneuver per attack. You know the maneuvers detailed under "Maneuvers" below. + + Source: Unearthed Arcana: Revised Class Options p. 2 + + + + + Cavalier v2 (UA): Maneuvers + The maneuvers are presented in alphabetical order. + + Source: Unearthed Arcana: Revised Class Options p. 2 + + + + + Martial Archetype: Eldritch Knight + The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. + + Source: Player's Handbook p. 74 + + + + + Eldritch Knight: Spellcasting + When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. + Eldritch Knight: Cantrips + You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. + Eldritch Knight: Spell Slots + The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. + Eldritch Knight: Spells Known of 1st-Level and Higher + You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. + The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. + The spells you learn at 8th, 14th, and 20th level can come from any school of magic. + Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. + Eldritch Knight: Spellcasting Ability + Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. + + Source: Player's Handbook p. 74 + + + + + Eldritch Knight: Weapon Bond + At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. + Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. + You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. + + Source: Player's Handbook p. 74 + + + + + Monster Hunter (UA): Monster Hunter + As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Monster Hunter (UA): Bonus Proficiencies + When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can choose to gain proficiency with thieves' tools in place of one skill choice. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Monster Hunter (UA): Combat Superiority + At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. + Monster Hunter (UA): Superiority Dice + You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level. + Monster Hunter (UA): Using Superiority Dice + You can expend superiority dice to gain a number of different benefits: + • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. + • When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. + • When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed. + • When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Monster Hunter (UA): Hunter's Mysticism + At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. + In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Martial Archetype: Purple Dragon Knight (Banneret) + Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers. + A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. + A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had. + + Source: Sword Coast Adventurer's Guide p. 128 + + + + + Purple Dragon Knight (Banneret): Rallying Cry + When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. + When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. + + Source: Sword Coast Adventurer's Guide p. 128 + + + + + Purple Dragon Knight (Banneret): Restriction: Knighthood + Purple Dragon Knights are tied to a specific order of Cormyrean knighthood. + Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights. + + Source: Sword Coast Adventurer's Guide p. 128 + + + + + Scout (UA): Scout + The archetypal Scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting. + + Source: Unearthed Arcana: Kits Of Old p. 4 + + + + + Scout (UA): Bonus Proficiencies + When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves' tools in place of one skill choice. + + Source: Unearthed Arcana: Kits Of Old p. 4 + + + + + Scout (UA): Combat Superiority + At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. + Scout (UA): Superiority Dice + You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level. + Scout (UA): Using Superiority Dice + You can expend superiority dice to gain a number of different benefits: + • When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful. + • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. + • If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it. + + Source: Unearthed Arcana: Kits Of Old p. 4 + + + + + Scout (UA): Natural Explorer + You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. + While traveling for an hour or more in your favored terrain, you gain the following benefits: + • Difficult terrain doesn't slow your group's travel. + • Your group can't become lost except by magical means. + • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. + • If you are traveling alone, you can move stealthily at a normal pace. + • When you forage, you find twice as much food as you normally would. + • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. + You choose additional favored terrain types at 7th and 15th level. + + Source: Unearthed Arcana: Kits Of Old p. 4 + + + + + Arcane Archer (UA): Arcane Archer + An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. + + Source: Unearthed Arcana: Fighter p. 1 + + + + + Arcane Archer (UA): Arcane Arrow + When you choose this archetype at 3rd level, you learn to channel magic into your attacks with a longbow or shortbow. + Arcane Archer (UA): Create Magic Arrow + As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from a shortbow or longbow. The arrow is a magic weapon that deals an additional 2d6 force damage on a hit. + You have two uses of this feature, and you regain all expended uses of it when you finish a short or long rest. + Arcane Archer (UA): Arcane Shot + When you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow. + You gain an additional Arcane Shot option of your choice at 7th, 10th, 15th, and 18th level. + + Source: Unearthed Arcana: Fighter p. 1 + + + + + Arcane Archer (UA): Arcane Shots + The Arcane Arrow feature lets you choose Arcane Shot options at certain levels. The options are presented here in alphabetical order. These are all magical effects. + + Source: Unearthed Arcana: Fighter p. 1 + + + + + Arcane Archer (UA): Archer's Lore + At 3rd level, you learn a few skills relating to the typical duties of an Arcane Archer. You learn to understand magical theory and develop survival skills for wandering the wilds. + You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival. + + Source: Unearthed Arcana: Fighter p. 1 + + + + + Arcane Archer v2 (UA): Arcane Archer v2 + An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. + + Source: Unearthed Arcana: Revised Subclasses p. 2 + + + + + Arcane Archer v2 (UA): Arcane Arrow + At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the "Arcane Shot Options" section below). + Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. + You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter. + + Source: Unearthed Arcana: Revised Subclasses p. 2 + + + + + Arcane Archer v2 (UA): Arcane Shot + The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. + If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier. + + Source: Unearthed Arcana: Revised Subclasses p. 2 + + + + + Arcane Archer v2 (UA): Archer's Lore + At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or Nature skill. + + Source: Unearthed Arcana: Revised Subclasses p. 2 + + + + + Arcane Archer v2 (UA): Magic Arrow + When you choose this archetype at 3rd level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it a magic arrow, with a +1 bonus to the attack and damage rolls. The magic fades from the arrow immediately after it hits or misses its target. + + Source: Unearthed Arcana: Revised Subclasses p. 2 + + + + + Knight (UA): Knight + The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy's forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe. + + Source: Unearthed Arcana: Fighter p. 2 + + + + + Knight (UA): Born to the Saddle + Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren't incapacitated and you fall less than 10 feet. + + Source: Unearthed Arcana: Fighter p. 2 + + + + + Knight (UA): Implacable Mark + At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can't be frightened. + The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it. + If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack's weapon deals extra damage to the target equal to your fighter level. + You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest. + + Source: Unearthed Arcana: Fighter p. 2 + + + + + Samurai (UA): Samurai + The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's willpower is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting. + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Samurai (UA): Fighting Spirit + Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn. + You can use this feature three times. You regain all expended uses of it when you finish a short or long rest. + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Sharpshooter (UA): Sharpshooter + The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range. + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Sharpshooter (UA): Steady Aim + Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target: + • The attacks ignore half and three-quarters cover. + • On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level. + You can use this feature three times. You regain all expended uses of it when you finish a short or long rest. + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Martial Archetype: Arcane Archer + An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. + + Source: Xanathar's Guide to Everything p. 28 + + + + + Arcane Archer: Arcane Archer Lore + At 3rd level, you learn magical theory or some of the secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip. + + Source: Xanathar's Guide to Everything p. 28 + + + + + Arcane Archer: Arcane Shot + At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below). + Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. + You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter. + + Source: Xanathar's Guide to Everything p. 28 + + + + + Arcane Archer: Arcane Shot Options + The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. + If an option requires a saving throw, your Arcane Shot save DC is calculated as follows: + + Source: Xanathar's Guide to Everything p. 28 + + + + + Martial Archetype: Cavalier + The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. + + Source: Xanathar's Guide to Everything p. 30 + + + + + Cavalier: Bonus Proficiency + When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. + + Source: Xanathar's Guide to Everything p. 30 + + + + + Cavalier: Born to the Saddle + Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. + Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. + + Source: Xanathar's Guide to Everything p. 30 + + + + + Cavalier: Unwavering Mark + Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. + While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. + In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. + Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 30 + + + + + Martial Archetype: Samurai + The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting. + + Source: Xanathar's Guide to Everything p. 31 + + + + + Samurai: Bonus Proficiency + When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. + + Source: Xanathar's Guide to Everything p. 31 + + + + + Samurai: Fighting Spirit + Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. + You can use this feature three times, and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 31 + + + + + Brute (UA): Brute + Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + Brute (UA): Brute Force + Starting at 3rd level, you're able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you're proficient with and deal damage, the weapon's damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table. + + Brute Bonus Damage + Fighter Level | Damage Increase + 3rd | 1d4 + 10th | 1d6 + 16th | 1d8 + 20th | 1d10 + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + Martial Archetype: Warlord (Livestream) + Transcribed on 2018-03-28. [Square bracketed text] denotes transcriber's annotations. + + Source: Livestream + + + + + Warlord (Livestream): Tactical Focus + At 3rd level, your tactical acumen allows you to study an area of a battlefield and provide direction to your allies that can tilt a battle in your favor. + As a bonus action or as part of the attack action, you can select an area on the ground that measures 10 feet on each side. This area is your tactical focus. It remains your tactical focus until you use this ability again or you are unable to take actions. + When you select an area as your tactical focus, you choose one of your tactics to apply to that area. You gain three tactics at 3rd level. You gain an additional tactic at 7th and 15 level. Each time you complete a long rest, you can swap one of your tactics for a different one. + Warlord (Livestream): Tactics + + Source: Livestream + + + + + Warlord (Livestream): Tactician's Insight + Starting at 3rd level, you can grant your allies useful tactical insights while they are in the area of your tactical focus. + You gain a number of uses of insight based on your fighter level. + As a bonus action or as a part of an attack action you grant insight to yourself or allies in your tactical focus. You grant this benefit to yourself and as many allies as you wish in your focus, but you cannot expend more uses than you currently have [or more than the maximum in the table below. A creature can receive more than one Tactician's Insight when you take this action.] + A creature that gains your insight can use it in two ways. It can regain hit points immediately upon receiving it. Roll 2d10 and the creature regains that many hit points. If the creature would gain hit points that place it above its maximum, it gains the difference as temporary hit points. + Alternatively, a creature can save the insight to use when it hits with an attack. It increases the attack's damage by 2d10. + You regain expended uses of Tactician's Insight when you complete a long rest. + + Tactician's Insight + Fighter Level | Uses | Maximum | Gambits + 3 | 2 | 1 | 0 + 4-6 | 3 | 1 | 0 + 7-9 | 7 | 2 | 3 + 10-12 | 9 | 2 | 4 + 13-15 | 14 | 3 | 5 + 16-18 | 16 | 3 | 6 + 19-20 | 20 | 4 | 7 + + Source: Livestream + + + + + Warlord (Livestream): Advance + You and your allies can move 10 ft. in your tactical focus for every 5 feet of movement expended there. [Changed during stream to "You and your allies can basically teleport into your focus. Movement on allies turn." Specifically, the movement is not made as a reaction—your allies can use their movement on their turn(s) to move towards the focus, and gain bonuses to speed or other effects (for example, ignoring difficult terrain, or movement does not provoke opportunity attacks) to aid and incentivize this. Additionally, this may replace "Cover That Flank" in future.] + + Source: Livestream + + + + + Warlord (Livestream): Clear the area + If an ally hits a creature in your tactical focus with an attack, the ally can move that creature 5 ft. in addition to the attack's other effects. + + Source: Livestream + + + + + Warlord (Livestream): Cover That Flank + When a hostile creature that you can see enters your tactical focus, up to three target creatures of your choice that can see the creature can use a reaction to move up to their speed. The targets must end their movement in the tactical focus. A target creature that ends this movement adjacent to the triggering creature regains its reaction. + + Source: Livestream + + + + + Warlord (Livestream): Form Shield Wall + Allies in your tactical focus gain a +2 bonus to AC while they are adjacent to an ally using a shield. [In future, this will likely be changed to benefit only creatures not already wielding a shield, and to affect each creature at most once.] + + Source: Livestream + + + + + Warlord (Livestream): Get Down + If an allied creature in your tactical focus must make a Dexterity saving throw it can use its reaction to move up to its speed. If this movement takes it out of the range or area of the effect that caused the saving throw, it is no longer subjected to the effect. [In future, this may be changed to instead give advantage on the saving throw, or require the creature to drop prone, or cancel the creature's next move.] + + Source: Livestream + + + + + Warlord (Livestream): Reorder Ranks + Allies in your tactical focus do not provoke opportunity attacks while they are within 5 feet of an ally. In addition, you and your allies can end movement in an ally's space. That ally immediately moves so that you do not occupy the same space, but it must end that move at least partially occupying your tactical focus. [Noted as requiring cleanup.] + + Source: Livestream + + + + + Weapon Master (Livestream): Paths of the Sublime Way + Each path of the sublime way features a unique take on combat mastery. Many, but not all, require you to wield certain weapons to use their exploits. + When you use a martial exploit, you can choose to use one of the special exploits listed under one of the paths you know. You choose the special exploit when you decide to use a martial exploit. + Some of these abilities require you to roll fewer dice when using a martial exploit. You cannot use an ability that reduces the total dice you roll for the exploit to less than 1. Such an ability is beyond your skill. + Some of these abilities require a creature to make a saving throw. The DC for such a save is 8 + your proficiency bonus + your Strength modifier. + + Source: Livestream + + + + + Martial Archetype: Weapon Master (Livestream) + Transcribed on 2018-10-13. [Square bracketed text] denotes transcriber's annotations. + A weapon master follows the fighting techniques of the Sublime way. This martial discipline combines a variety of sources, from arcane and divine magic to the hardened resolve of a master warrior, to produce astounding battlefield effects. + + Source: Livestream + + + + + Weapon Master (Livestream): Martial Exploits + Starting at 3rd level, you gain the ability to use your tactical acumen, physical prowess, and sometimes a dash of mystic energy to achieve astounding feats of martial skill. + You gain the ability to use martial exploits. You gain uses based on your fighter level, as shown on the Martial Exploits table. You regain all expended uses when you complete a long + You also gain access to one path of the Sublime Way at 3rd level. The Martial Exploits table also shows when you get access to additional paths as you gain fighter levels. + Whenever you gain a fighter level, you can choose to lose access to one path and replace it with access to a different one. + + Martial Exploits + Level | Path | Uses | Exploit Dice + 3 | 1 | 4 | 2d6 + 4 | 2 | 5 | 2d6 + 5 | 2 | 5 | 2d6 + 6 | 3 | 5 | 2d6 + 7 | 3 | 7 | 3d6 + 8 | 3 | 7 | 3d6 + 9 | 3 | 7 | 3d6 + 10 | 4 | 9 | 3d6 + 11 | 4 | 9 | 3d6 + 12 | 5 | 9 | 3d6 + 13 | 5 | 10 | 4d6 + 14 | 5 | 10 | 4d6 + 15 | 5 | 10 | 4d6 + 16 | 5 | 10 | 5d6 + 17 | 5 | 10 | 5d6 + 18 | 5 | 10 | 5d6 + 19 | 5 | 10 | 6d6 + 20 | 5 | 10 | 6d6 + + Source: Livestream + + + + + Weapon Master (Livestream): Masterful Strike + When you reach 3rd level, you gain the ability to use a martial exploit to land a telling blow. When you make a weapon attack, you can expend a martial exploit. Roll the dice for your exploit along with your attack. If your attack misses, you can use one or more of the exploit's dice results as a bonus to your attack. If the attack hits, apply any unused dice as a bonus to your weapon damage roll. + + Source: Livestream + + + + + Weapon Master (Livestream): Path of the Shadow Harlequin + The Shadow Harlequin path is a school of artful sword play and mesmerizing flourishes. Its practitioners attack a foe's mind and body, maneuvering their foes into tactical blunders with cunning feints and sudden, surprising moves. + Shadow Harlequins typically fight with light, agile weapons, such as rapiers and short swords, but their talents are useful to almost any warrior. + Weapon Master (Livestream): Come Forth to Dance + Your weapon moves in a lazy, hypnotic pattern, luring your foe to blunder ahead and walk into your trap. + As an action, expend a martial exploit and select a creature that can see you within 15 feet of you. The target must make a Wisdom saving throw. If it fails, it moves up to 15 feet closer to you. You then make a single melee attack against it using your martial exploit with one die fewer. + Weapon Master (Livestream): Cutting Dialogue + If this exchange of blows is a dramatic play, let your rejoinder be its final act. + As a reaction when a creature makes a melee attack against you, you can expend a martial exploit and make a melee weapon attack against that creature. You can select one of the dice rolled and add it to your AC against the target's attack. + Weapon Master (Livestream): Dramatic Exit + Your overly dramatic strike distracts your opponent, allowing you to slip away from their grasp. + When you expend a martial exploit when making a melee weapon attack, you can move up to 5 feet, without provoking opportunity attacks, per exploit die rolled after your attack. + + Source: Livestream + + + + + Weapon Master (Livestream): Path of the Stone Dragon + The Stone Dragon path focuses on brutal power and overwhelming toughness. Most of these exploits require you to attack with a two-handed melee weapon or a versatile melee weapon you wield in two hands. + Warriors of the Stone Dragon are often cruel destroyers. They fight with the subtlety and irresistible force of an avalanche. Their punishing attacks render their enemies immobile, allowing them to then take careful aim for one, final executioner's blow. + Weapon Master (Livestream): Adamantine Bones + You focus your mind and grit your teeth, pushing aside pain and drawing on wellsprings of energy that blot out the pain of your wounds. + When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them. You gain temporary hit points equal to the total of the dice + your Constitution modifier (minimum of 1). + You can also activate this ability as a bonus action. In that case, you roll your martial exploit dice and gain temporary hit points equal to their total + your Constitution modifier. + Weapon Master (Livestream): Colossus Strike + You swing your weapon in an upward arc, catching your foe in the chest and sending them flying across the battlefield. + When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them and disregard their result. For each die selected, you push the target 5 feet in a straight line along the ground if your attack hits. + Weapon Master (Livestream): Jaws of the Stone Dragon + Like a mighty dragon pouncing upon a helpless victim, you take stock of an immobilized foe before landing a crushing strike. + When you expend a martial exploit when attacking a target that cannot move or with a speed of 0 with a two-handed melee weapon or a versatile one wielded in two hands, you gain an additional +2 bonus per die used as a bonus to your weapon damage roll. + Weapon Master (Livestream): Mountain's Grasp + Your blows land with such force that your enemy is left off balance, unable to escape your brutal assault. + When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select at least two of them and disregard their results. The target must make a Constitution saving throw. If it fails, its speed is reduced to 0 until the end of your next turn. + Weapon Master (Livestream): Sweeping Bludgeon + As you ready to strike your enemy, you sweep your weapon around you in a great arc that builds momentum and forces your enemies to dive to the ground to avoid a crushing blow. + When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them and disregard their result. For each die selected, pick a creature within reach of your attack. Each chosen creature must make a Strength saving throw or be knocked prone. + + Source: Livestream + + + + + Slayer (Livestream): Slayer + A slayer is a fighter who specializes in bringing down the mightiest monsters wth a few, resounding blows. Some slayers target specific types of monsters, such as dwarven giant slayers who patrol the mountain's peaks or human dragon slayers who train to defeat wyrms of all types. + + Source: Livestream + + + + + Slayer (Livestream): Martial Exploits + Starting at 3rd level, you gain the ability to use your tactical acumen and physical prowess to achieve astounding feats of martial skill. + You gain the ability to use martial exploits. You gain uses of martial exploits based on your fighter level, as shown in the Martial Exploits table. You retain all expenses uses when you complete a long rest. + You can apply the benefits of only one exploit to any given attack. If more than one exploit applies to an attack, you select which one to use. Some exploits require a creature to make a saving throw. The DC for such a save is 8 + your proficiency bonus + your Strength modifier. + + Martial Exploits + Level | Uses + 3 | 3 + 4-6 | 5 + 7-9 | 7 + 11-12 | 9 + 13+ | 10 + + Source: Livestream + + + + + Slayer (Livestream): Slayer's Exploits + When you reach 3rd level, you gain several martial exploits that allow you to lay low even the mightiest foe. The ability to use a martial exploit to land a telling blow. You gain the Adamantine Bones, Bell Ringer, and Masterful Strike exploits. + Slayer (Livestream): Adamantine Bones + You focus your mind and grit your teeth, pushing aside pain and drawing on wellsprings of energy that blot out the pain of your wounds. + During your turn, you can expend a martial exploit to gain temporary hit points. You gain temporary hit points equal to 5 times your proficiency bonus. + Slayer (Livestream): Bellringer + You take careful aim at your foe's head or other sensitive point, unleashing a brutal attack that knocks the target senseless. + You can expend a martial exploit when you hit with a melee weapon attack. The target of the attack must make a Constitution saving throw. If it fails, it is paralyzed. At the end of each of its turns, it can make a Constitution saving throw to end this effect. + Slayer (Livestream): Masterful Strike + You strike with overwhelming strength and accuracy, battering aside your foe's defense to deliver a deadly strike. + When you make an attack, you can expend a martial exploit and roll a number of d6s equal to your proficiency bonus. + If the attack misses, you learn the target's AC and can use the result of one or more d6s of your choice as a bonus to your attack roll, possibly turning the miss into a hit. Any remaining dice are used as a bonus to your weapon's damage roll. + + Source: Livestream + + + + + Rune Knight (UA): Rune Knight + You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr ("rune cutters") can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant's craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + + + Rune Knight (UA): Bonus Proficiencies + 3rd-level Rune Knight feature + You gain proficiency with smith's tools, and you learn to speak, read, and write Giant. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + + + Rune Knight (UA): Giant Might + 3rd-level Rune Knight feature + You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: + • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. + • You have advantage on Strength checks and Strength saving throws. + • Your weapon attacks deal an extra 1d6 damage. + You can use this feature twice, and you regain all expended uses of it when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + + + Rune Knight (UA): Rune Magic + 3rd-level Rune Knight feature + You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see "Rune Options"). + Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield. + Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes. + Each time you gain a level in this class, you can replace one rune you know with a different one. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + + + Rune Knight (UA): Rune Options + Here are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + + + Psychic Warrior (UA): Psychic Warrior + Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force. + As a Psychic Warrior, you might have honed your psionic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind's power as both weapon and shield. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Psychic Warrior (UA): Psionic Armament + 3rd-level Psychic Warrior feature + You can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest. + Psychic Warrior (UA): Augmented Defenses + When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12. + Psychic Warrior (UA): Augmented Strikes + Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Psychic Warrior (UA): Telekinetic Hand + 3rd-level Psychic Warrior feature + You learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Martial Archetype: Echo Knight + A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes. + + Source: Explorer's Guide to Wildemount p. 183 + + + + + Echo Knight: Manifest Echo + 3rd-level Echo Knight feature + You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. + Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. + You can use the echo in the following ways: + • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. + • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. + • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. + + Source: Explorer's Guide to Wildemount p. 183 + + + + + Echo Knight: Unleash Incarnation + 3rd-level Echo Knight feature + You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. + You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Explorer's Guide to Wildemount p. 183 + + + + + Psi Knight (UA): Psi Knight + Awake to the psionic power within, a Psi Knight is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such knights, as do some of the most disciplined high elves. In the world of Athas, renowned gladiators in the arenas of the Sorcerer-Kings are often Psi Knights, and in Eberron, the psionic kalashtar view membership in this knighthood as a special honor. + As a Psi Knight, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2 + + + + + Psi Knight (UA): Changing the Die's Size + If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest. + Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6. + Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2 + + + + + Psi Knight (UA): Psi Replenishment + As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2 + + + + + Psi Knight (UA): Psionic Talent + 3rd-level Psi Knight feature + You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2 + + + + + Psi Knight (UA): Psionic Talent Options + You can use your Psionic Talent die in the following ways: + + Protective Field. + • When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. + Psi-Powered Leap. + • When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement. + Telekinetic Strike. + • You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled. + + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2 + + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 72 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. + + Source: Player's Handbook p. 72 + + + + + Ability Score Improvement + When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 72 + + + + + Proficiency Versatility + 6th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Martial Archetype feature + At 7th level, you gain a feature granted by your Martial Archetype. + + Source: Player's Handbook p. 72 + + + + + Champion: Remarkable Athlete + Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. + In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. + + Source: Player's Handbook p. 72 + + + + + Battle Master: Additional Maneuvers + At 7th level, you learn two additional maneuvers of your choice. + + Source: Player's Handbook p. 73 + + + + + Battle Master: Additional Superiority Die + You gain another superiority die at 7th level. + + Source: Player's Handbook p. 73 + + + + + Battle Master: Know Your Enemy + If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: + • Strength score + • Dexterity score + • Constitution score + • Armor Class + • Current hit points + • Total class levels (if any) + • Fighter class levels (if any) + + Source: Player's Handbook p. 73 + + + + + Cavalier (UA): Ferocious Charger + At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack with a lance. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice, the target has disadvantage on its Strength saving throw to avoid being knocked prone. + + Source: Unearthed Arcana: Kits Of Old p. 3 + + + + + Cavalier v2 (UA): Ferocious Charger + At 7th level, you gain additional benefits when you use your Trip Attack maneuver. You can expend up to two superiority dice on it, adding both dice to the damage roll. When you spend two dice in this way, the target has disadvantage on its Strength saving throw to avoid being knocked prone. + + Source: Unearthed Arcana: Revised Class Options p. 2 + + + + + Eldritch Knight: War Magic + Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. + + Source: Player's Handbook p. 74 + + + + + Monster Hunter (UA): Monster Slayer + At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Purple Dragon Knight (Banneret): Royal Envoy + A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace. + At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. + Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature. + + Source: Sword Coast Adventurer's Guide p. 128 + + + + + Scout (UA): Additional Superiority Die + You gain another superiority die at 7th level. + + Source: Unearthed Arcana: Kits Of Old p. 4 + + + + + Arcane Archer (UA): Conjure Arrows + At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish. + + Source: Unearthed Arcana: Fighter p. 1 + + + + + Arcane Archer (UA): Extra Arcane Shot + At 7th level, you learn an additional Arcane Shot option. + + Source: Unearthed Arcana: Fighter p. 1 + + + + + Arcane Archer v2 (UA): Curving Shot + At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. + + Source: Unearthed Arcana: Revised Subclasses p. 2 + + + + + Arcane Archer v2 (UA): Extra Arcane Shot + At 7th level, you learn an additional Arcane Shot option. + + Source: Unearthed Arcana: Revised Subclasses p. 2 + + + + + Knight (UA): Noble Cavalry + At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice. + + Source: Unearthed Arcana: Fighter p. 2 + + + + + Samurai (UA): Elegant Courtier + Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station. + You also gain proficiency in the History, Insight, or Persuasion skill (choose one). Alternatively, you learn one language of your choice. + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Sharpshooter (UA): Careful Eyes + Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. + You also gain proficiency in the Perception, Investigation, or Survival skill (choose one). + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Arcane Archer: Additional Arcane Shot Option + You gain an additional Arcane Shot option of your choice when you reach 7th level. + + Source: Xanathar's Guide to Everything p. 28 + + + + + Arcane Archer: Curving Shot + At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. + + Source: Xanathar's Guide to Everything p. 28 + + + + + Arcane Archer: Magic Arrow + At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. + + Source: Xanathar's Guide to Everything p. 28 + + + + + Cavalier: Warding Maneuver + At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. + You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 30 + + + + + Samurai: Elegant Courtier + Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. + Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything p. 31 + + + + + Brute (UA): Brutish Durability + Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. + Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + Warlord (Livestream): Additional Tactic + At 7th level, you learn an additional tactic of your choice. + + Source: Livestream + + + + + Warlord (Livestream): Tactical Gambits + Starting at 7th level, your tactical cunning allows you to seize the moment in battle. + At 7th level, you learn two gambits. You learn an additional gambit at 10th and 18th level. + You use a gambit as an action. You can use your gambits a number of times based on your fighter level. + Each time you complete a long rest, you regain all expended uses of your gambits and can swap one of your gambits for a different one. + Warlord (Livestream): Saving Throws + A gambit sometimes requires a saving throw. The saving throw DC is calculated as follows: + Warlord (Livestream): Gambits + The gambits are presented in alphabetical order. + Warlord (Livestream): Aggressive Advance + You and your allies howl in rage and glower at your foes, making a display that sends fear into their hearts. + Hostile creatures within 60 feet of you that can see you must make a Wisdom saving throw. On a failed save, a creature is frightened of your tactical focus. A creature frightened by this effect can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. As part of this gambit, you may take the attack action. [In future, may be changed to require you or an ally to be present within the focus.] + Warlord (Livestream): Cut Them Down! + You direct your allies to strike with perfect timing. Landing blows just as your enemies are of balance to send them tumbling to the ground. + Until the end of your next turn, hostile creatures in your tactical focus that you can see must make Strength saves each time they are hit by an attack. On a failed save, they are knocked prone. As part of this gambit, you may take the attack action. + Warlord (Livestream): Luring Gambit + You entangle your weapon with a chosen foe, luring it to duel you as your allies close in for the kill. + As part of this gambit, you may take the attack action. If you hit a creature with a weapon attack during your turn, it must make a Wisdom saving throw. On a failed save, your allies are invisible to it until the end of your next turn. + Warlord (Livestream): Pile On + You direct your allies' attacks against a target, each blow building on the next to build a devastating result. Select a creature in your tactical focus that you can see. At the start of your next turn, that creature must make a Constitution saving throw if you or an ally has hit it with an attack since you used this ability. It suffers disadvantage on the saving throw if it has been hit by three or more attacks [in future, this may be changed to "hit by three or more creatures"]. On a failed saving throw, the creature is stunned until the end of your next turn. + As part of this gambit, you may take the attack action. + Warlord (Livestream): Pincer Movement + With precise timing, you order your allies to charge into the enemy, dealing body checks that leave your foes entangled and helpless. + Up to two allies that can see or hear you can use their reactions to move up to their speed. Any creature adjacent to both of your allies or to you and one of the chosen allies at the end of their movement must make a Strength saving throw or become restrained until the end of your next turn. As part of this gambit, you may take the attack action. + Warlord (Livestream): Vexing Maneuvers + With precise movements, you and your allies dash around the foes to leave them confused and unable to pick out their most dangerous targets. + Each enemy in your tactical focus that you can see must make an Intelligence saving throw. On a failed save, it cannot leave your tactical focus using its move until the end of your next turn. As part of this gambit you may take the attack action. + + Source: Livestream + + + + + Weapon Master (Livestream): Way of the Blade + Starting at 7th level, you blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check, you gain a bonus to the roll equal to half your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with a staff, using your sword to aid your balance, or menacing an enemy with your bloodied flail. + + Source: Livestream + + + + + Slayer (Livestream): Slayer's Diplomacy + Starting at 7th level, you blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a Charisma (Intimidation) check, you gain a bonus to the roll equal to your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with your staff, using your sword to aid your balance, or menacing an enemy with a bloodied flail. + + Source: Livestream + + + + + Rune Knight (UA): Defensive Runes + 7th-level Rune Knight feature + You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2). + In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three). + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + + + Psychic Warrior (UA): Strength of Mind + 7th-level Psychic Warrior feature + As a bonus action, you can telekinetically lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes force damage equal to 2d6 plus your Intelligence modifier and is telekinetically moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn't moved. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Echo Knight: Echo Avatar + 7th-level Echo Knight feature + You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. + + Source: Explorer's Guide to Wildemount p. 183 + + + + + Psi Knight (UA): Telekinetic Adept + 7th-level Psi Knight feature + You have mastered new ways to use your telekinesis: + + Psionic Thrust. + • When you deal damage to a target with the Telekinetic Strike of your Psionic Talent, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, you can knock the target prone or move it up to 10 feet in any direction horizontally. + Telekinetic Movement. + • If your Psionic Talent die is available, you can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. When you take this action, your Psionic Talent die decreases by one die size. + + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2 + + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 72 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Indomitable + Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. + You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. + + Source: Player's Handbook p. 72 + + + + + Martial Archetype feature + At 10th level, you gain a feature granted by your Martial Archetype. + + Source: Player's Handbook p. 72 + + + + + Champion: Additional Fighting Style + At 10th level, you can choose a second option from the Fighting Style class feature. + + Source: Player's Handbook p. 72 + + + + + Battle Master: Additional Maneuvers + At 10th level, you learn two additional maneuvers of your choice. + + Source: Player's Handbook p. 73 + + + + + Battle Master: Improved Combat Superiority (d10) + At 10th level, your superiority dice turn into d10s. + + Source: Player's Handbook p. 73 + + + + + Cavalier (UA): Improved Combat Superiority + At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. + + Source: Unearthed Arcana: Kits Of Old p. 3 + + + + + Cavalier v2 (UA): Improved Combat Superiority + At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. + + Source: Unearthed Arcana: Revised Class Options p. 2 + + + + + Eldritch Knight: Eldritch Strike + At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. + + Source: Player's Handbook p. 74 + + + + + Monster Hunter (UA): Improved Combat Superiority + At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Purple Dragon Knight (Banneret): Inspiring Surge + Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. + Starting at 18th level, you can choose two allies within 60 feet of you, rather than one. + + Source: Sword Coast Adventurer's Guide p. 128 + + + + + Scout (UA): Improved Combat Superiority + At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. + + Source: Unearthed Arcana: Kits Of Old p. 4 + + + + + Arcane Archer (UA): Extra Arcane Shot + At 10th level, you learn an additional Arcane Shot option. + + Source: Unearthed Arcana: Fighter p. 1 + + + + + Arcane Archer v2 (UA): Extra Arcane Shot + At 10th level, you learn an additional Arcane Shot option. + + Source: Unearthed Arcana: Revised Subclasses p. 2 + + + + + Knight (UA): Hold the Line + At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack's weapon deals extra damage to the target equal to half your fighter level, and the target's speed is reduced to 0 until the end of this turn. + + Source: Unearthed Arcana: Fighter p. 2 + + + + + Samurai (UA): Unbreakable Will + At 10th level, your superior willpower allows you to shrug off mind-assaulting effects. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (choose one). + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Sharpshooter (UA): Close-Quarters Shooting + At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. + In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn. + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Arcane Archer: Additional Arcane Shot Option + You gain an additional Arcane Shot option of your choice when you reach 10th level. + + Source: Xanathar's Guide to Everything p. 28 + + + + + Cavalier: Hold the Line + At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. + + Source: Xanathar's Guide to Everything p. 30 + + + + + Samurai: Tireless Spirit + Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. + + Source: Xanathar's Guide to Everything p. 31 + + + + + Brute (UA): Additional Fighting Style + At 10th level, you can choose a second option from the Fighting Style feature. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + Warlord (Livestream): Additional Gambit + At 10th level, you learn an additional gambit of your choice. + + Source: Livestream + + + + + Warlord (Livestream): Lead from the Front + At 10th level you strike with a cunning insight that allows your allies to make effective follow up attacks. + If you hit a creature with a weapon attack, it has disadvantage on all saving throws against your gambits until the end of your next turn. + + Source: Livestream + + + + + Weapon Master (Livestream): Superior Fighting Style + Starting at 10th level, your mastery of your fighting style deepens. You can choose a second option from the Fighting Style feature you gain at 2nd level, or you can choose an improved version of a fighting style you already know as detailed below. + Weapon Master (Livestream): Superior Archery + You gain a +3 bonus to attack rolls you make with ranged weapons. + Weapon Master (Livestream): Superior Defense + While you are wearing armor, you gain a +1 bonus to AC. You also gain a +1 bonus to all saving throws. + Weapon Master (Livestream): Superior Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon. + Weapon Master (Livestream): Superior Great Weapon Fighting + When you roll a 1, 2, or 3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is 1, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this benefit. + Weapon Master (Livestream): Superior Protection + When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll and make an opportunity attack against the attacker. You must be wielding a shield. + Weapon Master (Livestream): Superior Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. + + Source: Livestream + + + + + Slayer (Livestream): Superior Exploits + Starting at 10th level, your mastery of your exploits allows you to maximize their effectiveness. + Slayer (Livestream): Improved Adamantine Bones + When you use Adamantine Bones, you gain advantage on all saving throws until the end of your next turn. + Slayer (Livestream): Improved Bell Ringer + If a target successfully saves against your Bell Ringer exploit or the attack misses, you can choose to not expend the use of your exploit. If you do so, you cannot use Bell Ringer again until the start of your next turn. + Slayer (Livestream): Improved Masterful Strike + You now roll d8s instead of d6s when using Masterful Strike. + + Source: Livestream + + + + + Rune Knight (UA): Great Stature + 10th-level Rune Knight feature + The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8. + In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four). + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + + + Psychic Warrior (UA): Psionic Armament Improvement + 10th-level Psychic Warrior feature + When you reach 10th level in this class, your Augmented Defenses dice increases to 1d12, and your Augmented Strikes dice increases to a d6. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Psychic Warrior (UA): Telekinetic Bulwark + 10th-level Psychic Warrior feature + When you take the Attack action, you can forgo one of your attacks to project a bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until you're incapacitated. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws. + Once you use this feature, you can't do so again until you finish a long rest or until after you use your Second Wind feature. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Echo Knight: Shadow Martyr + 10th-level Echo Knight feature + You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Explorer's Guide to Wildemount p. 183 + + + + + Psi Knight (UA): Psi-Enhanced Metabolism + 10th-level Psi Knight feature + The psionic energy flowing through you has bolstered your mind and body. You have resistance to poison and psychic damage, and you are immune to the poisoned condition. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2 + + + + + Extra Attack (2) + At 11th level, you can attack three times whenever you take the Attack action on your turn. + + Source: Player's Handbook p. 72 + + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 72 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Indomitable (two uses) + At 13th level, you can use Indomitable twice between long rests. + + Source: Player's Handbook p. 72 + + + + + Ability Score Improvement + When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 72 + + + + + Proficiency Versatility + 14th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Martial Archetype feature + At 15th level, you gain a feature granted by your Martial Archetype. + + Source: Player's Handbook p. 72 + + + + + Champion: Superior Critical + Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. + + Source: Player's Handbook p. 72 + + + + + Battle Master: Additional Maneuvers + At 15th level, you learn two additional maneuvers of your choice. + + Source: Player's Handbook p. 73 + + + + + Battle Master: Additional Superiority Die + You gain another superiority die at 15th level. + + Source: Player's Handbook p. 73 + + + + + Battle Master: Relentless + Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. + + Source: Player's Handbook p. 73 + + + + + Cavalier (UA): Relentless + Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. + + Source: Unearthed Arcana: Kits Of Old p. 3 + + + + + Cavalier v2 (UA): Relentless + Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die. + + Source: Unearthed Arcana: Revised Class Options p. 2 + + + + + Eldritch Knight: Arcane Charge + At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. + + Source: Player's Handbook p. 74 + + + + + Monster Hunter (UA): Relentless + Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Purple Dragon Knight (Banneret): Bulwark + Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. + + Source: Sword Coast Adventurer's Guide p. 128 + + + + + Scout (UA): Additional Superiority Die + You gain another superiority die at 15th level. + + Source: Unearthed Arcana: Kits Of Old p. 4 + + + + + Scout (UA): Relentless + Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. + + Source: Unearthed Arcana: Kits Of Old p. 4 + + + + + Arcane Archer (UA): Ever-Ready Arrow + Starting at 15th level, you can conjure forth a magic-infused arrow more often than before. One minute after expending your last remaining use of Arcane Arrow, you regain one use of it. + + Source: Unearthed Arcana: Fighter p. 1 + + + + + Arcane Archer (UA): Extra Arcane Shot + At 15th level, you learn an additional Arcane Shot option. + + Source: Unearthed Arcana: Fighter p. 1 + + + + + Arcane Archer v2 (UA): Ever-Ready Shot + Starting at 15th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. + + Source: Unearthed Arcana: Revised Subclasses p. 2 + + + + + Arcane Archer v2 (UA): Extra Arcane Shot + At 15th level, you learn an additional Arcane Shot option. + + Source: Unearthed Arcana: Revised Subclasses p. 2 + + + + + Knight (UA): Rapid Strike + Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. + + Source: Unearthed Arcana: Fighter p. 2 + + + + + Samurai (UA): Rapid Strike + Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Sharpshooter (UA): Rapid Strike + Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Arcane Archer: Additional Arcane Shot Option + You gain an additional Arcane Shot option of your choice when you reach 15th level. + + Source: Xanathar's Guide to Everything p. 28 + + + + + Arcane Archer: Ever-Ready Shot + Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. + + Source: Xanathar's Guide to Everything p. 28 + + + + + Cavalier: Ferocious Charger + Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. + + Source: Xanathar's Guide to Everything p. 30 + + + + + Samurai: Rapid Strike + Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. + + Source: Xanathar's Guide to Everything p. 31 + + + + + Brute (UA): Devastating Critical + Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your level in this class. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + Warlord (Livestream): Additional Tactic + At 15th level, you learn an additional tactic of your choice. + + Source: Livestream + + + + + Warlord (Livestream): Tactical Maneuvers + At 15th level, you can provide leadership that allows your allies to move in perfect harmony. + In place of moving, you can instead allow up to three allies who can see or hear you to move up to half their speed. The chosen allies must be capable of taking actions in order to move in this manner. + + Source: Livestream + + + + + Weapon Master (Livestream): Unknown + [No content available.] + + Source: Livestream + + + + + Slayer (Livestream): Bloodthirsty Rush + Starting at 15th level, you strike with speed and certainty that catches others off guard. When rolling initiative, you add your proficiency bonus to the roll. + + Source: Livestream + + + + + Rune Knight (UA): Rune Magic Mastery + 15th-level Rune Knight feature + You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. + In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five). + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + + + Psychic Warrior (UA): Agonizing Strikes + 15th-level Psychic Warrior feature + Your attacks can channel psychic agony. When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your next turn. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Echo Knight: Reclaim Potential + 15th-level Echo Knight feature + You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points. + You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Explorer's Guide to Wildemount p. 183 + + + + + Psi Knight (UA): Bulwark of Force + 15th-level Psi Knight feature + You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated. Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2 + + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 72 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Action Surge (two uses) + At 17th level, you can use Action Surge twice before a rest, but only once on the same turn. + + Source: Player's Handbook p. 72 + + + + + Indomitable (three uses) + At 17th level, you can use Indomitable three times between long rests. + + Source: Player's Handbook p. 72 + + + + + Martial Archetype feature + At 18th level, you gain a feature granted by your Martial Archetype. + + Source: Player's Handbook p. 72 + + + + + Champion: Survivor + At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. + + Source: Player's Handbook p. 72 + + + + + Battle Master: Improved Combat Superiority (d12) + At 18th level, your superiority dice turn into d12s. + + Source: Player's Handbook p. 73 + + + + + Cavalier (UA): Improved Combat Superiority + At 18th level, your superiority dice turn into d12s. + + Source: Unearthed Arcana: Kits Of Old p. 3 + + + + + Cavalier v2 (UA): Improved Combat Superiority + At 18th level, your superiority dice turn into d12s. + + Source: Unearthed Arcana: Revised Class Options p. 2 + + + + + Eldritch Knight: Improved War Magic + Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. + + Source: Player's Handbook p. 74 + + + + + Monster Hunter (UA): Improved Combat Superiority + At 18th level, your superiority dice turn into d12s. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Purple Dragon Knight (Banneret): Inspiring Surge + Starting at 18th level, you can choose two allies within 60 feet of you, rather than one. + + Source: Sword Coast Adventurer's Guide p. 128 + + + + + Scout (UA): Improved Combat Superiority + At 18th level, your superiority dice turn into d12s. + + Source: Unearthed Arcana: Kits Of Old p. 4 + + + + + Arcane Archer (UA): Deadly Arrow + At 18th level, your Arcane Arrow's bonus damage increases to 4d6 force damage. + + Source: Unearthed Arcana: Fighter p. 1 + + + + + Arcane Archer (UA): Extra Arcane Shot + At 18th level, you learn an additional Arcane Shot option. + + Source: Unearthed Arcana: Fighter p. 1 + + + + + Arcane Archer v2 (UA): Extra Arcane Shot + At 18th level, you learn an additional Arcane Shot option. + + Source: Unearthed Arcana: Revised Subclasses p. 2 + + + + + Knight (UA): Defender's Blade + At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. + In addition, you gain a +1 bonus to AC while wearing heavy armor. + + Source: Unearthed Arcana: Fighter p. 2 + + + + + Samurai (UA): Strength Before Death + Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don't take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage you take. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Sharpshooter (UA): Snap Shot + Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action. + + Source: Unearthed Arcana: Fighter p. 3 + + + + + Arcane Archer: Additional Arcane Shot Option + You gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter. + + Source: Xanathar's Guide to Everything p. 28 + + + + + Cavalier: Vigilant Defender + Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction. + + Source: Xanathar's Guide to Everything p. 30 + + + + + Samurai: Strength before Death + Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 31 + + + + + Brute (UA): Survivor + At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + Warlord (Livestream): Additional Gambit + At 18th level, you learn an additional gambit of your choice. + + Source: Livestream + + + + + Warlord (Livestream): Perfect Coordination + Starting at 18th level, you gain the ability to unleash a devastating combination of your allies' abilities. As a bonus action, select up to five allies who can see or hear you. They can use their reactions to immediately take actions. + Once you use this ability, you cannot use it again until you complete a long rest. + + Source: Livestream + + + + + Weapon Master (Livestream): Unknown + [No content available.] + + Source: Livestream + + + + + Slayer (Livestream): Overwhelming Momentum + Starting at 18th level, when you miss a foe with a melee attack, your next attack this turn against that target gains advantage. + + Source: Livestream + + + + + Rune Knight (UA): Blessing of the All Father + 18th-level Rune Knight feature + You learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + + + Psychic Warrior (UA): Psychic Dreadnaught + 18th-level Psychic Warrior feature + The power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you're incapacitated: + • At the start of each of your turns, you regain 10 hit points. + • Your walking speed increases by 10 feet. + • If you're prone, you can stand up by spending 5 feet of movement. + Once you activate this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Echo Knight: Legion of One + 18th-level Echo Knight feature + You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead. + In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature. + + Source: Explorer's Guide to Wildemount p. 183 + + + + + Psi Knight (UA): Telekinetic Master + 18th-level Psi Knight feature + Your ability to move creatures and objects with your mind is matched by few. If your Psionic Talent die is available, you can cast the telekinesis spell, requiring no components. Your spellcasting ability for the spell is Intelligence. When you cast this spell, your Psionic Talent die decreases by one die size. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 2 + + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 72 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Extra Attack (3) + At 20th level, you can attack four times whenever you take the Attack action on your turn. + + Source: Player's Handbook p. 72 + + + + diff --git a/FightClub5eXML/Sources/classes/class-monk.xml b/FightClub5eXML/Sources/classes/class-monk.xml new file mode 100755 index 0000000..f1de392 --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-monk.xml @@ -0,0 +1,1362 @@ + + + + Monk + 8 + Strength, Dexterity, Acrobatics, Athletics, History, Insight, Religion, Stealth + 2 + + + Starting Monk + As a 1st-level Monk, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: simple, shortswords + • Tools: any one type of artisan's tools or any one {@item musical instrument|PHB} of your choice + • Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a shortsword or (b) any simple weapon + • (a) a dungeoneer's pack or (b) an explorer's pack + • 10 dart + + Alternatively, you may start with 5d4 gp and choose your own equipment. + + Source: Player's Handbook p. 76 + + + + + Multiclass Monk + To multiclass as a Monk, you must meet the following prerequisites: + • Wisdom 13 + + You gain the following proficiencies: + • Armor: none + + • Tools: none + + Source: Player's Handbook p. 76 + + + none + simple, shortswords + any one type of artisan's tools or any one {@item musical instrument|PHB} of your choice + 5d4 + + + Unarmored Defense + Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. + + Source: Player's Handbook p. 76 + + + + + Martial Arts + Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. + You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield. + • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. + • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. + • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. + Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). + + Source: Player's Handbook p. 76 + + + + + Monk Weapons + 1st-level monk feature (enhances Martial Arts) + You can use this feature to define your monk weapons, rather than using the definition in Martial Arts. + You practice your martial arts with specially chosen weapons, which become monk weapons for you. You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons). The chosen weapons must each meet the following criteria: + • The weapon must be a simple or martial weapon. + • You must be proficient with the weapon. + • The weapon must lack these properties: heavy, special, or two-handed. + + Source: Unearthed Arcana: Class Feature Variants p. 6 + + + + + Ki + Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. + You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. + When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. + Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: + + Flurry of Blows: + Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. + + Patient Defense: + You can spend 1 ki point to take the Dodge action as a bonus action on your turn. + + Step of the Wind: + You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. + + Source: Player's Handbook p. 76 + + + + + Ki-Fueled Strike + 2nd-level monk feature (enhances Ki) + If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action. + + Source: Unearthed Arcana: Class Feature Variants p. 6 + + + + + Ki Features + 2nd-level monk feature (enhances Ki) + When you gain the Ki feature at 2nd level, you get access to the following features. + + Distant Eye: + When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn. + + Quickened Healing: + As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled. + + Source: Unearthed Arcana: Class Feature Variants p. 6 + + + + + Unarmored Movement + Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. + At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. + + Source: Player's Handbook p. 76 + + + + + Deflect Missiles + Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. + If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. + + Source: Player's Handbook p. 76 + + + + + Monastic Tradition + When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. + + Source: Player's Handbook p. 76 + + + + + Monastic Tradition: Way of Shadow + Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. + + Source: Player's Handbook p. 80 + + + + + Way of Shadow: Shadow Arts + You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it. + + Source: Player's Handbook p. 80 + + + + + Monastic Tradition: Way of the Open Hand + Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. + + Source: Player's Handbook p. 79 + + + + + Way of the Open Hand: Open Hand Technique + You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target. + • It must succeed on a Dexterity saving throw or be knocked prone. + • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. + • It can't take reactions until the end of your next turn. + + Source: Player's Handbook p. 79 + + + + + Monastic Tradition: Way of the Four Elements + You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. + Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves. + + Source: Player's Handbook p. 80 + + + + + Way of the Four Elements: Disciple of the Elements + You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. + You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. + Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. + Way of the Four Elements: Casting Elemental Spells + Some elemental disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. + Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1). + The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level. + + Spells and Ki Points + Monk Levels | Maximum Ki Points for a Spell + 5th-8th | 3 + 9th-12th | 4 + 13th-16th | 5 + 17th-20th | 6 + + Source: Player's Handbook p. 80 + + + + + Way of the Four Elements: Elemental Disciplines + The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be the level in this class to learn the discipline. + Way of the Four Elements: Breath of Winter (17th Level Required) + Way of the Four Elements: Clench of the North Wind (6th Level Required) + Way of the Four Elements: Eternal Mountain Defense (17th Level Required) + Way of the Four Elements: Flames of the Phoenix (11th Level Required) + Way of the Four Elements: Gong of the Summit (6th Level Required) + Way of the Four Elements: Mist Stance (11th Level Required) + Way of the Four Elements: Ride the Wind (11th Level Required) + Way of the Four Elements: River of Hungry Flame (17th Level Required) + Way of the Four Elements: Wave of Rolling Earth (17th Level Required) + + Source: Player's Handbook p. 80 + + + + + Monastic Tradition: Way of the Long Death + Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style. + + Source: Sword Coast Adventurer's Guide p. 130 + + + + + Way of the Long Death: Touch of Death + Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). + + Source: Sword Coast Adventurer's Guide p. 130 + + + + + Monastic Tradition: Way of the Sun Soul + Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. + + Source: Sword Coast Adventurer's Guide p. 131 + + + + + Way of the Sun Soul: Radiant Sun Bolt + Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. + You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels—to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. + When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action. + + Source: Sword Coast Adventurer's Guide p. 131 + + + + + Monastic Tradition: Way of the Sun Soul + Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. + + Source: Sword Coast Adventurer's Guide p. 131 + + + + + Way of the Sun Soul: Radiant Sun Bolt + Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. + You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. + When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. + When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. + + Source: Sword Coast Adventurer's Guide p. 131 + + + + + Way of the Kensei (UA): Way of the Kensei + Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior and is but a side effect of intense devotion, practice, and study. + + Source: Unearthed Arcana: Monk p. 1 + + + + + Way of the Kensei (UA): Path of the Kensei + When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons. + You gain the following benefits: + • You gain proficiency with three martial weapons of your choice. A martial weapon is considered a kensei weapon for you if you're proficient with it. + • Whenever you wield a kensei weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weapon's damage die. + • When you take the Attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to pummel the target, dealing an additional 1d4 bludgeoning damage to that target and to any other target you hit with the weapon as part of the Attack. + • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the weapon is in your hand. + + Source: Unearthed Arcana: Monk p. 1 + + + + + Way of the Kensei v2 (UA): Way of the Kensei v2 + Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study. + + Source: Unearthed Arcana: Revised Subclasses p. 4 + + + + + Way of the Kensei v2 (UA): Path of the Kensei + When you choose this tradition at 3rd level, you learn to extend your knowledge of the martial arts beyond the standard array of monk weapons. + You gain the following benefits: + • Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—melee or ranged—to be a kensei weapon for you, following the criteria above. + • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated. + • You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn. + + Source: Unearthed Arcana: Revised Subclasses p. 4 + + + + + Way of Tranquility (UA): Way of Tranquility + Monks of the Way of Tranquility see violence as a last resort. They use diplomacy, mercy, and understanding to resolve conflicts. If pushed, though, they are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason. When adventuring, these monks make excellent diplomats. They are also skilled in the healing arts, and can preserve their allies in the face of daunting foes. + + Source: Unearthed Arcana: Monk p. 1 + + + + + Way of Tranquility (UA): Healing Hands + Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level x 10. + As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. + Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. + When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature. + This feature has no effect on undead and constructs. + + Source: Unearthed Arcana: Monk p. 1 + + + + + Way of Tranquility (UA): Path of Tranquility + When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour. + Once you cast the spell in this way, you can't do so again for 1 minute. + + Source: Unearthed Arcana: Monk p. 1 + + + + + Way of the Drunken Master (UA): Way of the Drunken Master + The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master's apparent incompetence to recognize the masterful technique employed. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Way of the Drunken Master (UA): Drunken Technique + When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester. + You also learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Monastic Tradition: Way of the Drunken Master + The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. + A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe. + + Source: Xanathar's Guide to Everything p. 33 + + + + + Way of the Drunken Master: Bonus Proficiencies + When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it. + + Source: Xanathar's Guide to Everything p. 33 + + + + + Way of the Drunken Master: Drunken Technique + At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. + + Source: Xanathar's Guide to Everything p. 33 + + + + + Monastic Tradition: Way of the Kensei + Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. + A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study. + + Source: Xanathar's Guide to Everything p. 34 + + + + + Way of the Kensei: Path of the Kensei + When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits. + Way of the Kensei: Kensei Weapons + Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above. + Way of the Kensei: Agile Parry + If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated. + Way of the Kensei: Kensei's Shot + You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn. + Way of the Kensei: Way of the Brush + You gain proficiency with your choice of calligrapher's supplies or painter's supplies. + + Source: Xanathar's Guide to Everything p. 34 + + + + + Monastic Tradition: Way of the Sun Soul + Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. + + Source: Xanathar's Guide to Everything p. 35 + + + + + Way of the Sun Soul: Radiant Sun Bolt + Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. + You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels—to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. + When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action. + + Source: Xanathar's Guide to Everything p. 35 + + + + + Monastic Tradition: Way of the Sun Soul + Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. + + Source: Xanathar's Guide to Everything p. 35 + + + + + Way of the Sun Soul: Radiant Sun Bolt + Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. + You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. + When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. + When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. + + Source: Xanathar's Guide to Everything p. 35 + + + + + Monastic Tradition: Way of the Soul Knife (Livestream) + Transcribed on 2018-10-13. [Square bracketed text] denotes transcriber's annotations. + Monks of the Way of the Soul Knife are deadly assassins and bounty hunters. They use their psionic talents to manifest psionic blades that tear through their enemies' bodies and psychic auras. Their talents extend beyond combat, as their ability to perceive auras allows them to track down foes and see through their deceptions. + + Source: Livestream + + + + + Way of the Soul Knife (Livestream): Psychic Slash + At 3rd level, when you channel ki into your attacks you augment your soul knives to inflict devastating psionic attacks. + Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that attack inflicts psychic damage, you can impose one of the following effects on the target: + Way of the Soul Knife (Livestream): Life Drain + You gain temporary hit points equal to half the damage your attack deals. + Way of the Soul Knife (Livestream): Invoke Terror + The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. + Way of the Soul Knife (Livestream): Invoke Wrath + The target suffers disadvantage on all attack rolls against targets other than you until the end of your next turn. + Way of the Soul Knife (Livestream): Astral Slide + You teleport the target up to 10 feet to a destination you can see. + Way of the Soul Knife (Livestream): Synaptic Overload + The target gains vulnerability to psychic damage until the end of your next turn. + + Source: Livestream + + + + + Way of the Soul Knife (Livestream): Soul Knife + Starting when you choose this tradition at 3rd level, you can use your psionic energy to manifest blades that disrupt your foes' minds. + Your unarmed strikes deal your choice of psychic, piercing, slashing, or bludgeoning damage each time you hit. + In addition, you can use a bonus action to increase the reach of your unarmed strikes by 30 feet until the end of your turn. + + Source: Livestream + + + + + Way of the Astral Self (UA): Way of the Astral Self + Monks of the Way of the Astral Self have an internal struggle with their ki. They see their mystical energy as a representation of their true form, an astral self. This form has the capacity to be a force of good or destruction, with some monasteries training students to either temper their nature or embrace their impulses. + + Source: Unearthed Arcana: Barbarian And Monk p. 2 + + + + + Way of the Astral Self (UA): Arms of the Astral Self + At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms' appearance based on the qualities of your character. + While your astral arms are summoned, you gain the following benefits: + • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. + • The arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage (your choice). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls. + • Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks increases when you reach certain levels in this class, increasing to two at 11th level and three at 17th level. + + Source: Unearthed Arcana: Barbarian And Monk p. 2 + + + + + Way of the Astral Self (UA): Forms of Your Astral Self + The astral self is a translucent embodiment of the monk's psyche and soul. As a result, the form of an astral self reflects the mind of the monk who manifests it. Your astral self could be a humanoid knight with a helmeted face and large, muscular arms, or it could be a golden metallic form with thin arms like a modron. + When choosing this path, consider the quirks that define your monk. Are they obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self. + + Source: Unearthed Arcana: Barbarian And Monk p. 2 + + + + + Way of Mercy (UA): Way of Mercy + Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help—whether ailing or evil—they bring a swift end as an act of mercy. + Those who follow the Way of Mercy might be humble members of a religious order, administering to those in greatest need, making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don simple robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. If you wear a mask, choose its appearance, or determine it randomly by rolling on the Merciful Mask table. + + Merciful Mask + d6 | Mask Appearance + 1 | Raven + 2 | Blank and white + 3 | Crying visage + 4 | Laughing visage + 5 | Skull + 6 | Butterfly + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2 + + + + + Way of Mercy (UA): Hands of Harm + 3rd-level Way of Mercy feature + You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die. If the creature is incapacitated or poisoned, the creature instead takes necrotic damage equal to three rolls of your Martial Arts die instead. You can use this feature only once on each of your turns. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2 + + + + + Way of Mercy (UA): Hands of Healing + 3rd-level Way of Mercy feature + Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. + When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending its ki cost. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2 + + + + + Way of Mercy (UA): Implements of Mercy + 3rd-level Way of Mercy feature + You gain proficiency in the Insight or Medicine skill (your choice), and you gain proficiency with the herbalism kit and the poisoner's kit. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2 + + + + + Way of the Ascendant Dragon (UA): Way of the Ascendant Dragon + Monks who follow the Way of the Ascendant Dragon revere the power and grandeur of dragons. They alter their own ki to resonate with draconic might, channeling it to augment their prowess in battle, soar through the air, and to bolster their allies. + As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities. + + Ascendant Dragon Origin + d6 | Origin + 1 | You honed your abilities by observing a dragon and aligning your ki with their world-altering power. + 2 | A dragon personally took an active role in shaping your inner energy. + 3 | You studied at a monastery that traces its teachings back centuries or more to a single dragon's instruction. + 4 | You spent long stretches meditating in the region of influence of an ancient dragon's lair, absorbing its ambient magic. + 5 | You found a scroll written in Draconic that contained inspiring new techniques. + 6 | After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1 + + + + + Way of the Ascendant Dragon (UA): Breath of the Dragon + 3rd-level Way of the Ascendant Dragon feature + You can channel your ki into destructive waves of energy like the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in the area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failure, or half as much damage on a success. + At 11th level, the damage of your breath increases to three rolls of your Martial Arts die. + You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1 + + + + + Way of the Ascendant Dragon (UA): Draconic Disciple + 3rd-level Way of the Ascendant Dragon feature + You can channel your draconic ki to imbue your unarmed strikes with the essence of a dragon's breath and to use your connection with draconic creatures to magnify your presence. You gain the following benefits: + • When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison. + • If you can't already, you learn to speak, read, and write Draconic. + • If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1 + + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 76 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Slow Fall + Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. + + Source: Player's Handbook p. 76 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook p. 76 + + + + + Stunning Strike + Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. + + Source: Player's Handbook p. 76 + + + + + Ki-Empowered Strikes + Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Player's Handbook p. 76 + + + + + Monastic Tradition feature + At 6th level, you gain one feature granted by your Monastic Tradition. + + Source: Player's Handbook p. 76 + + + + + Way of Shadow: Shadow Step + You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. + + Source: Player's Handbook p. 80 + + + + + Way of the Open Hand: Wholeness of Body + You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. + + Source: Player's Handbook p. 79 + + + + + Way of the Four Elements: Extra Elemental Discipline + You learn one additional elemental discipline of your choice. You should know 2 elemental disciplines, as well as Elemental Attunement. + Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. + + Source: Player's Handbook p. 80 + + + + + Way of the Long Death: Hour of Reaping + At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. + + Source: Sword Coast Adventurer's Guide p. 130 + + + + + Way of the Sun Soul: Searing Arc Strike + At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st-level spell burning hands as a bonus action. + You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down). + + Source: Sword Coast Adventurer's Guide p. 131 + + + + + Way of the Sun Soul: Searing Arc Strike + At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action. + You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. + + Source: Sword Coast Adventurer's Guide p. 131 + + + + + Way of the Kensei (UA): One with the Blade + At 6th level, you extend your ki into the weapons you hold, granting you the following benefits: + Way of the Kensei (UA): Magic Weapons + Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + Way of the Kensei (UA): Precise Strike + You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Monk p. 1 + + + + + Way of the Kensei v2 (UA): One with the Blade + At 6th level, you extend your ki into the weapons you hold, granting you the following benefits. + Way of the Kensei v2 (UA): Magic Kensei Weapons + Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + Way of the Kensei v2 (UA): Precise Strike + When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns. + + Source: Unearthed Arcana: Revised Subclasses p. 4 + + + + + Way of Tranquility (UA): Emissary of Peace + At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn't apply if proficiency in the Deception or Intimidation skill applies to your check. + You also gain proficiency in the Performance or Persuasion skill (choose one). + + Source: Unearthed Arcana: Monk p. 1 + + + + + Way of the Drunken Master (UA): Tipsy Sway + At 6th level, your swaying in combat becomes maddeningly unpredictable. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Way of the Drunken Master: Tipsy Sway + Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. + Way of the Drunken Master: Leap to Your Feet + When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. + Way of the Drunken Master: Redirect Attack + When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. + + Source: Xanathar's Guide to Everything p. 33 + + + + + Way of the Kensei: One with the Blade + At 6th level, you extend your ki into your kensei weapons, granting you the following benefits. + Way of the Kensei: Magic Kensei Weapons + Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + Way of the Kensei: Deft Strike + When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns. + + Source: Xanathar's Guide to Everything p. 34 + + + + + Way of the Sun Soul: Searing Arc Strike + At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st-level spell burning hands as a bonus action. + You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down). + + Source: Xanathar's Guide to Everything p. 35 + + + + + Way of the Sun Soul: Searing Arc Strike + At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action. + You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. + + Source: Xanathar's Guide to Everything p. 35 + + + + + Way of the Soul Knife (Livestream): Aura Sight + At 6th level, you gain the ability to perceive the auras of other creatures. + As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature's distance and direction from you. + If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest. + + Source: Livestream + + + + + Way of the Astral Self (UA): Visage of the Astral Self + Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character. + While your visage is summoned, you gain the following benefits. + Way of the Astral Self (UA): Wisdom of the Spirit + You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks. + Way of the Astral Self (UA): Astral Sight + You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. + + Source: Unearthed Arcana: Barbarian And Monk p. 2 + + + + + Way of Mercy (UA): Noxious Aura + 6th-level Way of Mercy feature + As a bonus action, you spend 1 ki point to turn your ki into an aura of toxic miasma. The aura extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you're incapacitated, or you dismiss it (no action required). + While your aura is active, ranged attacks have disadvantage against you. Any other creature that starts its turn in the aura must succeed on a Constitution saving throw or become poisoned until the end of your next turn and take poison damage equal to your Wisdom modifier (minimum of 0 damage). + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2 + + + + + Way of the Ascendant Dragon (UA): Wings Unfurled + 6th-level Way of the Ascendant Dragon feature + When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed. + You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point when you activate Step of the Wind to use this feature again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1 + + + + + Evasion + At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Player's Handbook p. 76 + + + + + Stillness of Mind + Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. + + Source: Player's Handbook p. 76 + + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 76 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Unarmored Movement improvement + At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. + + Source: Player's Handbook p. 76 + + + + + Purity of Body + At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. + + Source: Player's Handbook p. 76 + + + + + Monastic Tradition feature + At 11th level, you gain one feature granted by your Monastic Tradition. + + Source: Player's Handbook p. 76 + + + + + Way of Shadow: Cloak of Shadows + By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. + + Source: Player's Handbook p. 80 + + + + + Way of the Open Hand: Tranquility + Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. + + Source: Player's Handbook p. 79 + + + + + Way of the Four Elements: Extra Elemental Discipline + You learn one additional elemental discipline of your choice. You should know 3 elemental disciplines, as well as Elemental Attunement. + Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. + + Source: Player's Handbook p. 80 + + + + + Way of the Long Death: Mastery of Death + Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. + + Source: Sword Coast Adventurer's Guide p. 130 + + + + + Way of the Sun Soul: Searing Sunburst + At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. + Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque. + You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6. + + Source: Sword Coast Adventurer's Guide p. 131 + + + + + Way of the Sun Soul: Searing Sunburst + At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. + Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque. + You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6. + + Source: Sword Coast Adventurer's Guide p. 131 + + + + + Way of the Kensei (UA): Sharpen the Blade + At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute. + + Source: Unearthed Arcana: Monk p. 1 + + + + + Way of the Kensei v2 (UA): Sharpen the Blade + At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. + + Source: Unearthed Arcana: Revised Subclasses p. 4 + + + + + Way of Tranquility (UA): Douse the Flames of War + At 11th level, you gain the ability to temporarily extinguish a creature's violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it's missing any of its hit points. If the target fails the save, it can't attack for 1 minute. During that time, it also can't cast spells that deal damage or that force someone to make a saving throw. + This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies. + + Source: Unearthed Arcana: Monk p. 1 + + + + + Way of the Drunken Master (UA): Drunkard's Luck + Starting at 11th level, you always seem to get a lucky bounce at just the right moment to save you from doom. When you make a saving throw, you can spend 1 ki point to give yourself advantage on that roll. You must decide to use this feature before rolling. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Way of the Drunken Master: Drunkard's Luck + Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll. + + Source: Xanathar's Guide to Everything p. 33 + + + + + Way of the Kensei: Sharpen the Blade + At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls. + + Source: Xanathar's Guide to Everything p. 34 + + + + + Way of the Sun Soul: Searing Sunburst + At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. + Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque. + You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6. + + Source: Xanathar's Guide to Everything p. 35 + + + + + Way of the Sun Soul: Searing Sunburst + At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. + Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque. + You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6. + + Source: Xanathar's Guide to Everything p. 35 + + + + + Way of the Soul Knife (Livestream): Spectral Blades + At 11th level, you can cause your blades to phase through physical objects and defenses. + Once during your turn, you can choose to forego one unarmed strike in place of forcing a creature within the reach of that attack to make a Dexterity saving throw. On a failed saving throw, it takes your unarmed strike's damage, or half that damage if it succeeds. + + Source: Livestream + + + + + Way of the Astral Self (UA): Awakening of the Astral Self + Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits. + Way of the Astral Self (UA): Deflect Energy + When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level. + Way of the Astral Self (UA): Empowered Arms + Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die. + Way of the Astral Self (UA): Word of the Spirit + When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you. + + Source: Unearthed Arcana: Barbarian And Monk p. 2 + + + + + Way of the Astral Self (UA): Improved Arms of the Astral Self + At 11th level, you make two extra attacks instead of one when you attack with your astral arms as a bonus action. + + Source: Unearthed Arcana: Barbarian And Monk p. 2 + + + + + Way of Mercy (UA): Healing Technique + 11th-level Way of Mercy feature + Your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2 + + + + + Way of the Ascendant Dragon (UA): Aspect of the Wyrm + 11th-level Way of the Ascendant Dragon feature + The power of your draconic ki now radiates from you, protecting your allies from harm and punishing any who raise arms against them. As a bonus action, you can create an aura of draconic power that radiates 30 feet from you for 1 minute. Choose acid, cold, fire, lightning, or poison damage, and for the duration, you gain the following effects: + • You and your allies within your aura gain resistance to the chosen damage type. + • Waves of destructive energy flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, the target that was hit can use their reaction to deal an amount of damage of the chosen type equal to one roll of your Martial Arts die to the attacker. + Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend 4 ki points to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1 + + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 76 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Tongue of the Sun and Moon + Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. + + Source: Player's Handbook p. 76 + + + + + Diamond Soul + Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. + Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. + + Source: Player's Handbook p. 76 + + + + + Timeless Body + At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. + + Source: Player's Handbook p. 76 + + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 76 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Monastic Tradition feature + At 17th level, you gain one feature granted by your Monastic Tradition. + + Source: Player's Handbook p. 76 + + + + + Way of Shadow: Opportunist + At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. + + Source: Player's Handbook p. 80 + + + + + Way of the Open Hand: Quivering Palm + You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. + You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. + + Source: Player's Handbook p. 79 + + + + + Way of the Four Elements: Extra Elemental Discipline + You learn one additional elemental discipline of your choice. You should know 4 elemental disciplines, as well as Elemental Attunement. + Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. + + Source: Player's Handbook p. 80 + + + + + Way of the Long Death: Touch of the Long Death + Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. + + Source: Sword Coast Adventurer's Guide p. 130 + + + + + Way of the Sun Soul: Sun Shield + At 17th level, you become wreathed in a magical, luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. + If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. + + Source: Sword Coast Adventurer's Guide p. 131 + + + + + Way of the Sun Soul: Sun Shield + At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. + If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. + + Source: Sword Coast Adventurer's Guide p. 131 + + + + + Way of the Kensei (UA): Unerring Accuracy + At 17th level, your mastery of weapons grants you extraordinary accuracy. On each of your turns, you can reroll one weapon attack roll you make that misses. + + Source: Unearthed Arcana: Monk p. 1 + + + + + Way of the Kensei v2 (UA): Unerring Accuracy + At 17th level, your mastery of weapons grants you extraordinary accuracy. If you make an attack roll with a monk weapon and miss, you can reroll it. You can use this feature only once on each of your turns. + + Source: Unearthed Arcana: Revised Subclasses p. 4 + + + + + Way of Tranquility (UA): Anger of a Gentle Soul + At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level. + Once you use this ability, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Monk p. 1 + + + + + Way of the Drunken Master (UA): Intoxicated Frenzy + At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Way of the Drunken Master: Intoxicated Frenzy + At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. + + Source: Xanathar's Guide to Everything p. 33 + + + + + Way of the Kensei: Unerring Accuracy + At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns. + + Source: Xanathar's Guide to Everything p. 34 + + + + + Way of the Sun Soul: Sun Shield + At 17th level, you become wreathed in a magical, luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. + If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. + + Source: Xanathar's Guide to Everything p. 35 + + + + + Way of the Sun Soul: Sun Shield + At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. + If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. + + Source: Xanathar's Guide to Everything p. 35 + + + + + Way of the Soul Knife (Livestream): Psychic Form + At 17th level, you can transform your physical body into the same psychic energy that comprises your soul knives. As a bonus action, you gain resistance to all types of damage, a fly speed of 30 feet, and the ability to pass through solid objects but not end your movement within them. This benefit lasts for 1 minute. You cannot use it again until you complete a long rest. + + Source: Livestream + + + + + Way of the Astral Self (UA): Complete Astral Self + Starting at 17th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character. While your astral self is summoned, you gain the following benefits. + Way of the Astral Self (UA): Armor of the Spirit + You gain a +2 bonus to AC while you aren't incapacitated. + Way of the Astral Self (UA): Astral Barrage + Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms. + Way of the Astral Self (UA): Ki Consumption + When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1). + + Source: Unearthed Arcana: Barbarian And Monk p. 2 + + + + + Way of the Astral Self (UA): Improved Arms of the Astral Self + At 17th level, you make three extra attacks instead of one when you attack with your astral arms as a bonus action. + + Source: Unearthed Arcana: Barbarian And Monk p. 2 + + + + + Way of Mercy (UA): Hand of Mercy + 17th-level Way of Mercy feature + Your mastery of life energy opens the door to the ultimate respite technique. As an action, you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature's status. + You can have only one creature under the effect of this feature at a time. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 2 + + + + + Way of the Ascendant Dragon (UA): Ascendant Aspect + 17th-level Way of the Ascendant Dragon feature + Your draconic ki reaches its peak. You gain the following benefits: + • You gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. + • When you damage a creature with your Breath of the Dragon, the energy clings to the target. At the start of each of the creature's turns, it takes damage of the type your breath dealt equal to one roll of your Martial Arts die. At the end of its turn, the creature can repeat the save, ending the effect on itself on a success. + • When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see within your aura. Those creatures each take 4d10 acid, cold, fire, lightning, or poison damage (your choice). + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 1 + + + + + Empty Body + Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. + Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you. + + Source: Player's Handbook p. 76 + + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 76 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Perfect Self + At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. + + Source: Player's Handbook p. 76 + + + + diff --git a/FightClub5eXML/Sources/classes/class-mystic.xml b/FightClub5eXML/Sources/classes/class-mystic.xml new file mode 100755 index 0000000..ed873eb --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-mystic.xml @@ -0,0 +1,655 @@ + + + + Mystic (UA) + 8 + Intelligence, Wisdom, Arcana, History, Insight, Medicine, Nature, Perception, Religion + 2 + + + Starting Mystic (UA) + As a 1st-level Mystic (UA), you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light + • Weapons: simple + • Tools: None + • Skills: Choose 2 from Arcana, History, Insight, Medicine, Nature, Perception, Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a spear or (b) a mace + • (a) leather armor or (b) studded leather armor + • (a) a light crossbow and crossbow bolts (20) or (b) any simple weapon + • (a) a scholar's pack or (b) an explorer's pack + + Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + light + simple + None + 5d4 x 10 + + + Psionics + As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting. + + Psionic Talents: + A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic (UA) table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. + + Psionic Disciplines: + A psionic discipline is a rigid set of mental exercises that allows a Mystic (UA) to manifest psionic power. A Mystic (UA) masters only a few disciplines at a time. + At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic (UA) table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. + In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. + + Psi Points: + You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. + The number of psi points you have is based on your Mystic (UA) level, as shown in the Psi Points column of the Mystic (UA) table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum. + + Psi Limit: + Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your Mystic (UA) level, as shown in the Psi Limit column of the Mystic (UA) table. For example, as a 3rd-level Mystic (UA), you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have. + + Psychic Focus: + You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline's description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. + You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn't limit your ability to use other disciplines. + + Psionic Ability: + Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Psionic Disciplines and Talents + Psionic talents and disciplines are the heart of a Mystic (UA)'s craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects. + Psionic disciplines were each discovered by different orders and tend to reflect their creators' specialties. However, a Mystic (UA) can learn any discipline regardless of its associated order. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Using a Discipline + Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on. + The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells. + + Psychic Focus: + The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus. + + Effect Options and Psi Points: + A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don't have enough psi points left, or the cost is above your psi limit, you can't use the option. + Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline's potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can't decide to spend additional points once you see the discipline in action. + Each option notes specific information about its effect, including any action required to use it and its range. + + Components: + Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind. + + Duration: + An effect option in a discipline specifies how long its effect lasts. + + Instantaneous: + If no duration is specified, the effect of the option is instantaneous. + + Concentration: + Some options require concentration to maintain their effects. This requirement is noted with "conc." after the option's psi point cost. The "conc." notation is followed by the maximum duration of the concentration. For example, if an option says "conc., 1 min.," you can concentrate on its effect for up to 1 minute. + Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, "Spellcasting," in the Player's Handbook for how concentration works. + + Targets and Areas of Effect: + Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, "Spellcasting," of the Player's Handbook. + + Saving Throws and Attack Rolls: + If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability. + Some disciplines require you to make an attack roll to determine whether the discipline's effect hits its target. The attack roll uses your psionic ability. + + Combining Psionic Effects: + The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn't combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect—applies while the durations of the effects overlap. + Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Mystic (UA) Order + At 1st level, you choose a Mystic (UA) Order from the list of available orders. Each order specializes in a specific approach to psionics. + Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Mystic (UA) Order: Order of the Avatar + Mystic (UA)s of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these Mystic (UA)s vary from tyrants to inspiring leaders who are loved by their followers. + Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie. + + Source: Unearthed Arcana: The Mystic Class p. 5 + + + + + Order of the Avatar: Armor Training + At 1st level, you gain proficiency with medium armor and shields. + + Source: Unearthed Arcana: The Mystic Class p. 5 + + + + + Order of the Avatar: Bonus Disciplines + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines. + + Source: Unearthed Arcana: The Mystic Class p. 5 + + + + + Mystic (UA) Order: Order of the Awakened + Mystic (UA)s dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. + The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened Mystic (UA)s who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Order of the Awakened: Awakened Talent + At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Order of the Awakened: Bonus Disciplines + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Mystic (UA) Order: Order of the Immortal + The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. + Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Order of the Immortal: Bonus Disciplines + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Order of the Immortal: Immortal Durability + Starting at 1st level, your hit point maximum increases by 1 per Mystic (UA) level. + In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Mystic (UA) Order: Order of the Nomad + Mystic (UA)s of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. + Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them. + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Order of the Nomad: Bonus Disciplines + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines. + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Order of the Nomad: Breadth of Knowledge + At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest. + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Mystic (UA) Order: Order of the Soul Knife + The Order of the Soul Knife sacrifices the breadth of knowledge other Mystic (UA)s gain to focus on a specific psionic technique. These Mystic (UA)s learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. + Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer. + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Order of the Soul Knife: Martial Training + At 1st level, you gain proficiency with medium armor and martial weapons. + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Order of the Soul Knife: Soul Knife + Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can't hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. + For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. + As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated. + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Mystic (UA) Order: Order of the Wu Jen + The Order of the Wu Jen features some of the most devoted Mystic (UA)s. These Mystic (UA)s seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these Mystic (UA)s cast their minds into the world, seize control of its fundamental principles, and rebuild it. + In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires. + + Source: Unearthed Arcana: The Mystic Class p. 8 + + + + + Order of the Wu Jen: Bonus Disciplines + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines. + + Source: Unearthed Arcana: The Mystic Class p. 8 + + + + + Order of the Wu Jen: Hermit's Study + At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival. + + Source: Unearthed Arcana: The Mystic Class p. 8 + + + + + Mystic (UA)al Recovery + Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. + Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Telepathy + At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Mystic (UA) Order feature + At 3rd level, you gain another feature from your Mystic (UA) Order. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Order of the Avatar: Avatar of Battle + Starting at 3rd level, you project an inspiring aura. While you aren't incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls. + + Source: Unearthed Arcana: The Mystic Class p. 5 + + + + + Order of the Awakened: Psionic Investigation + Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours. + You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses. + Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Order of the Immortal: Psionic Resilience + Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Order of the Nomad: Memory of One Thousand Steps + At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Order of the Soul Knife: Hone the Blade + Starting at 3rd level, you can spend psi points to augment your soul knife's attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below. This bonus lasts for 10 minutes. + + Psi Points | Attack and Damage Bonus + 2 | +1 + 5 | +2 + 7 | +4 + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Order of the Wu Jen: Elemental Attunement + Starting at 3rd level, when a creature's resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature's resistance. You can't spend this point if doing so would increase the discipline's cost above your psi limit. + + Source: Unearthed Arcana: The Mystic Class p. 8 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Strength of Mind + Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. + Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Mystic (UA) Order feature + At 6th level, you gain another feature from your Mystic (UA) Order. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Order of the Avatar: Avatar of Healing + Beginning at 6th level, you project an aura of resilience. While you aren't incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline. + + Source: Unearthed Arcana: The Mystic Class p. 5 + + + + + Order of the Awakened: Psionic Surge + Starting at 6th level, you can overload your psychic focus to batter down an opponent's defenses. You can impose disadvantage on a target's saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest. + You can't use this feature if you can't use your psychic focus. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Order of the Immortal: Surge of Health + Starting at 6th level, you can draw on your psychic focus to escape death's grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest. + You can't use this feature if you can't use your psychic focus. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Order of the Nomad: Superior Teleportation + At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet. + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Order of the Soul Knife: Consumptive Knife + Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points. + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Order of the Wu Jen: Arcane Dabbler + At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. + As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below. + + Spell Slot Level | Psi Cost + 1st | 2 + 2nd | 3 + 3rd | 5 + 4th | 6 + 5th | 7 + The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. + Whenever you gain a level in this class, you can replace on of the chosen wizard spells with a different wizard spell of 1st through 3rh level. + + Source: Unearthed Arcana: The Mystic Class p. 8 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Potent Psionics (1d8) + At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. + In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Consumptive Power + At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Psionic Mastery (1/Day) + Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven't spent. + If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines end that you're concentrating on. + At 15th level, the pool of psi points you gain from this feature increases to 11. + You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Psionic Mastery (2/Day) + At 13th level, you can use your Psionic Mastery twice per day. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Mystic (UA) Order feature + At 14th level, you gain another feature from your Mystic (UA) Order. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Order of the Avatar: Avatar of Speed + Starting at 14th level, you project an aura of speed. While you aren't incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action. + + Source: Unearthed Arcana: The Mystic Class p. 5 + + + + + Order of the Awakened: Spectral Form + At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can't willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Order of the Immortal: Immortal Will + Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your Mystic (UA) level + your Constitution modifier. + + Source: Unearthed Arcana: The Mystic Class p. 6 + + + + + Order of the Nomad: Effortless Journey + Starting at 14th level, your mind can Mystic (UA)ally move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see. + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Order of the Soul Knife: Phantom Knife + Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target's AC as 10 against this attack, regardless of the target's actual AC. + + Source: Unearthed Arcana: The Mystic Class p. 7 + + + + + Order of the Wu Jen: Elemental Mastery + Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn. + + Source: Unearthed Arcana: The Mystic Class p. 8 + + + + + Potent Psionics (2d8) + At 14th level, your potent psionics damage increased to 2d8. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Psionic Mastery (3/Day) + At 15th level, you can use your Psionic Mastery three times per day. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Psionic Mastery (4/Day) + At 17th level, you can use your Psionic Mastery four times per day. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Psionic Body + At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits: + • You gain resistance to bludgeoning, piercing, and slashing damage. + • You no longer age. + • You are immune to disease, poison damage, and the poisoned condition. + • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest. + + Source: Unearthed Arcana: The Mystic Class p. 1 + + + + diff --git a/FightClub5eXML/Sources/classes/class-paladin.xml b/FightClub5eXML/Sources/classes/class-paladin.xml new file mode 100755 index 0000000..a5f5a1a --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-paladin.xml @@ -0,0 +1,1656 @@ + + + + Paladin + 10 + Wisdom, Charisma, Athletics, Insight, Intimidation, Medicine, Persuasion, Religion + 2 + Charisma + + + Starting Paladin + As a 1st-level Paladin, you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, medium, heavy, shields + • Weapons: simple, martial + • Tools: none + • Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a martial weapon and a shield or (b) two martial weapons + • (a) five javelin or (b) any simple melee weapon + • (a) a priest's pack or (b) an explorer's pack + • Chain mail and a holy symbol + + Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. + + Source: Player's Handbook p. 82 + + + + + Multiclass Paladin + To multiclass as a Paladin, you must meet the following prerequisites: + • Charisma 13 + + You gain the following proficiencies: + • Armor: light, medium, shields + + • Tools: none + + Source: Player's Handbook p. 82 + + + light, medium, heavy, shields + simple, martial + none + 5d4 x 10 + + + Divine Sense + The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. + You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. + + Source: Player's Handbook p. 82 + + + + + Lay on Hands + Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. + As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. + Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. + This feature has no effect on undead and constructs. + + Source: Player's Handbook p. 82 + + + + 0, 2 + + + + Divine Smite + Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. + + Source: Player's Handbook p. 82 + + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. + + Source: Player's Handbook p. 82 + + + Fighting Style: Close Quarters Shooter + When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook p. 72 + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook p. 72 + + + Fighting Style: Great Weapon Fighting + When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. + + Source: Player's Handbook p. 72 + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures p. 3 + + + Fighting Style: Protection + When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. + + Source: Player's Handbook p. 72 + + + Fighting Style: Tunnel Fighter + As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + Fighting Style: Blind Fighting + Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + Fighting Style: Interception + When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + Fighting Style: Thrown Weapon Fighting + You can draw a weapon that has the thrown property as part of the attack you make with the weapon. + In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. + + Source: Unearthed Arcana: Class Feature Variants p. 13 + + + Fighting Style: Unarmed Fighting + Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. + When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. + + Source: Unearthed Arcana: Class Feature Variants p. 13 + + + Fighting Style: Blessed Warrior + You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list. + + Source: Unearthed Arcana: Class Feature Variants p. 6 + + + + + Martial Versatility + 2nd-level feature (enhances Fighting Style) + Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + + + Spellcasting + By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. + + Preparing and Casting Spells: + The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. + For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. + You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. + + Spellcasting Focus: + You can use a holy symbol as a spellcasting focus for your paladin spells. + + Source: Player's Handbook p. 82 + + + + 0, 3 + + + + Divine Health + By 3rd level, the divine magic flowing through you makes you immune to disease. + + Source: Player's Handbook p. 82 + + + + + Sacred Oath + When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. + Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. + + Oath Spells: + Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. + If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. + + Channel Divinity: + Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. + When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. + Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. + + Breaking Your Oath: + A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. + A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. + If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide. + + Source: Player's Handbook p. 82 + + + + + Sacred Oath: Oath of the Ancients + The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world. + + Source: Player's Handbook p. 86 + + + + + Oath of the Ancients: Channel Divinity: Nature's Wrath + You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. + + Source: Player's Handbook p. 86 + + + + + Oath of the Ancients: Channel Divinity: Turn the Faithless + You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. + If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. + + Source: Player's Handbook p. 86 + + + + + Oath of the Ancients: Oath Spells + You gain oath spells at the paladin levels listed. + + Oath of the Ancients Spells + Paladin Level | Spells + 3rd | ensnaring strike, speak with animals + 5th | moonbeam, misty step + 9th | plant growth, protection from energy + 13th | ice storm, stoneskin + 17th | commune with nature, tree stride + + Source: Player's Handbook p. 86 + + + + + Oath of the Ancients: Tenets of the Ancients + The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple. + + Kindle the Light + Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. + + Shelter the Light + Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. + + Preserve Your Own Light + Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world. + + Be the Light + Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. + + Source: Player's Handbook p. 86 + + + + + Sacred Oath: Oath of Devotion + The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. + + Source: Player's Handbook p. 85 + + + + + Oath of Devotion: Channel Divinity: Sacred Weapon + As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. + You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. + + Source: Player's Handbook p. 85 + + + + + Oath of Devotion: Channel Divinity: Turn the Unholy + As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. + + Source: Player's Handbook p. 85 + + + + + Oath of Devotion: Oath Spells + You gain oath spells at the paladin levels listed. + + Oath of Devotion Spells + Paladin Level | Spells + 3rd | protection from evil and good, sanctuary + 5th | lesser restoration, zone of truth + 9th | beacon of hope, dispel magic + 13th | freedom of movement, guardian of faith + 17th | commune, flame strike + + Source: Player's Handbook p. 85 + + + + + Oath of Devotion: Tenets of Devotion + Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. + Oath of Devotion: Honesty + Don't lie or cheat. Let your word be your promise. + Oath of Devotion: Courage + Never fear to act, though caution is wise. + Oath of Devotion: Compassion + Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. + Oath of Devotion: Honor + Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. + Oath of Devotion: Duty + Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. + + Source: Player's Handbook p. 85 + + + + + Sacred Oath: Oath of Vengeance + The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice. + + Source: Player's Handbook p. 87 + + + + + Oath of Vengeance: Channel Divinity: Abjure Enemy + As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. + On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. + On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. + + Source: Player's Handbook p. 87 + + + + + Oath of Vengeance: Channel Divinity: Vow of Enmity + As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. + + Source: Player's Handbook p. 87 + + + + + Oath of Vengeance: Oath Spells + You gain oath spells at the paladin levels listed. + + Oath of Vengeance Spells + Paladin Level | Spells + 3rd | bane, hunter's mark + 5th | hold person, misty step + 9th | haste, protection from energy + 13th | banishment, dimension door + 17th | hold monster, scrying + + Source: Player's Handbook p. 87 + + + + + Oath of Vengeance: Tenets of Vengeance + The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple. + Oath of Vengeance: Fight the Greater Evil + Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil. + Oath of Vengeance: No Mercy for the Wicked + Ordinary foes might win my mercy, but my sworn enemies do not. + Oath of Vengeance: By Any Means Necessary + My qualms can't get in the way of exterminating my foes. + Oath of Vengeance: Restitution + If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds. + + Source: Player's Handbook p. 87 + + + + + Sacred Oath: Oathbreaker + An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains. + A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features. + + Source: Dungeon Master's Guide p. 97 + + + + + Oathbreaker: Oathbreaker Channel Divinity: Control Undead + As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect. + + Source: Dungeon Master's Guide p. 97 + + + + + Oathbreaker: Oathbreaker Channel Divinity: Dreadful Aspect + As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it. + + Source: Dungeon Master's Guide p. 97 + + + + + Oathbreaker: Oathbreaker Spells + You gain oathbreaker spells at the paladin levels listed. + + Oathbreaker Spells + Paladin Level | Spells + 3rd | hellish rebuke, inflict wounds + 5th | crown of madness, darkness + 9th | animate dead, bestow curse + 13th | blight, confusion + 17th | contagion, dominate person + + Source: Dungeon Master's Guide p. 97 + + + + + Sacred Oath: Oath of the Crown + The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks. + + Source: Sword Coast Adventurer's Guide p. 132 + + + + + Oath of the Crown: Channel Divinity: Champion Challenge + As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. + + Source: Sword Coast Adventurer's Guide p. 132 + + + + + Oath of the Crown: Channel Divinity: Turn the Tide + As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. + + Source: Sword Coast Adventurer's Guide p. 132 + + + + + Oath of the Crown: Oath Spells + You gain oath spells at the paladin levels listed. + + Oath of the Crown Spells + Paladin Level | Spells + 3rd | command, compelled duel + 5th | warding bond, zone of truth + 9th | aura of vitality, spirit guardians + 13th | banishment, guardian of faith + 17th | circle of power, geas + + Source: Sword Coast Adventurer's Guide p. 132 + + + + + Oath of the Crown: Tenets of the Crown + The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. + Oath of the Crown: Law + The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. + Oath of the Crown: Loyalty + Your word is your bond. Without loyalty, oaths and laws are meaningless. + Oath of the Crown: Courage + You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will? + Oath of the Crown: Responsibility + You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. + + Source: Sword Coast Adventurer's Guide p. 132 + + + + + Oath of Conquest (UA): Oath of Conquest + The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells. The archdevil Bel, warlord of Avernus, counts many of these paladins called hell knights as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. + + Source: Unearthed Arcana: Paladin p. 1 + + + + + Oath of Conquest (UA): Channel Divinity: Conquering Strike + You can use your Channel Divinity to break a foe's will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Unearthed Arcana: Paladin p. 1 + + + + + Oath of Conquest (UA): Channel Divinity: Guided Strike + You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Unearthed Arcana: Paladin p. 1 + + + + + Oath of Conquest (UA): Oath Spells + You gain oath spells at the paladin levels listed. + + Oath of Conquest Spells + Paladin Level | Spells + 3rd | armor of Agathys, command + 5th | hold person, spiritual weapon + 9th | bestow curse, fear + 13th | blight, dominate beast + 17th | dominate person, insect plague + + Source: Unearthed Arcana: Paladin p. 1 + + + + + Oath of Conquest (UA): Tenets of Conquest + A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell. + Oath of Conquest (UA): Douse the Flame of Hope + It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies will to fight is shattered forever. A blade can end a life. Fear can end an empire. + Oath of Conquest (UA): Rule with an Iron Fist + Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. + Oath of Conquest (UA): Strength Above All + You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. + + Source: Unearthed Arcana: Paladin p. 1 + + + + + Oath of Conquest v2 (UA): Oath of Conquest v2 + The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. + Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. + + Source: Unearthed Arcana: Revised Class Options p. 3 + + + + + Oath of Conquest v2 (UA): Channel Divinity: Conquering Presence + You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Unearthed Arcana: Revised Class Options p. 3 + + + + + Oath of Conquest v2 (UA): Channel Divinity: Guided Strike + You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Unearthed Arcana: Revised Class Options p. 3 + + + + + Oath of Conquest v2 (UA): Oath Spells + You gain oath spells at the paladin levels listed. + + Oath of Conquest Spells + Paladin Level | Spells + 3rd | armor of Agathys, command + 5th | hold person, spiritual weapon + 9th | bestow curse, fear + 13th | dominate beast, stoneskin + 17th | cloudkill, dominate person + + Source: Unearthed Arcana: Revised Class Options p. 3 + + + + + Oath of Conquest v2 (UA): Tenets of Conquest + A paladin who takes this oath has the tenets of conquest seared on the upper arm. A hell knight's oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell. + Oath of Conquest v2 (UA): Douse the Flame of Hope + It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire. + Oath of Conquest v2 (UA): Rule with an Iron Fist + Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. + Oath of Conquest v2 (UA): Strength Above All + You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. + + Source: Unearthed Arcana: Revised Class Options p. 3 + + + + + Oath of Treachery (UA): Oath of Treachery + The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. Many of these paladins pay homage to demon lords, especially Grazz't and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery. + + Source: Unearthed Arcana: Paladin p. 2 + + + + + Oath of Treachery (UA): Channel Divinity: Conjure Duplicate + As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. + For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is. + + Source: Unearthed Arcana: Paladin p. 2 + + + + + Oath of Treachery (UA): Channel Divinity: Poison Strike + You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll. + + Source: Unearthed Arcana: Paladin p. 2 + + + + + Oath of Treachery (UA): Oath Spells + You gain oath spells at the paladin levels listed. + + Oath of Treachery Spells + Paladin Level | Spells + 3rd | charm person, expeditious retreat + 5th | invisibility, mirror image + 9th | gaseous form, haste + 13th | confusion, greater invisibility + 17th | dominate person, passwall + + Source: Unearthed Arcana: Paladin p. 2 + + + + + Oath of Treachery (UA): Tenets of Treachery + A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard's overwhelming concern is power and safety, especially if both can be obtained at the expense of others. + + Source: Unearthed Arcana: Paladin p. 2 + + + + + Oath of Redemption (UA): Oath of Redemption + The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. + While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Oath of Redemption (UA): Armor of Peace + Starting at 3rd level, your commitment to peace allows you to walk into the most dangerous situations unarmored. While you aren't wearing armor or wielding a shield, your base AC is 16 + your Dexterity modifier. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Oath of Redemption (UA): Channel Divinity: Emissary of Peace + You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next minute. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Oath of Redemption (UA): Channel Divinity: Rebuke the Violent + You can use your Channel Divinity to rebuke those who use violence. As a reaction when an enemy within 10 feet of you deals damage with a melee attack against one creature other than you, you force that attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Oath of Redemption (UA): Oath Spells + You gain oath spells at the paladin levels listed. + + Oath of Redemption Spells + Paladin Level | Spells + 3rd | shield, sleep + 5th | hold person, ray of enfeeblement + 9th | counterspell, hypnotic pattern + 13th | Otiluke's resilient sphere, stoneskin + 17th | hold monster, wall of force + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Oath of Redemption (UA): Tenets of Redemption + The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice. + Oath of Redemption (UA): Peace + Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. + Oath of Redemption (UA): Innocence + All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. + Oath of Redemption (UA): Patience + Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish. + Oath of Redemption (UA): Wisdom + Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Oath of Redemption (UA): Warrior of Reconciliation + At 3rd level, you foreswear the weapons of war in favor of simple tools. While wielding a simple weapon that deals bludgeoning damage, you gain a special benefit if you reduce a creature to 0 hit points with that weapon and decide to spare the creature's life. Instead of falling unconscious, the creature is charmed by you for 1 minute. During that time, the charmed creature is peaceful and docile, refusing to move or to take actions or reactions, unless you command it to. You can't order the creature to attack, force someone to make a saving throw, or cause damage to itself or others. This charmed effect ends early if you are incapacitated or if you or your companions attack the creature, deal damage to it, or force it to make a saving throw. When the effect ends, the creature falls unconscious if it still has 0 hit points. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Sacred Oath: Oath of Conquest + The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. + Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. + + Source: Xanathar's Guide to Everything p. 37 + + + + + Oath of Conquest: Channel Divinity: Conquering Presence + You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Xanathar's Guide to Everything p. 37 + + + + + Oath of Conquest: Channel Divinity: Guided Strike + You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Xanathar's Guide to Everything p. 37 + + + + + Oath of Conquest: Oath Spells + You gain oath spells at the paladin levels listed. + + Oath of Conquest Spells + Paladin Level | Spells + 3rd | armor of Agathys, command + 5th | hold person, spiritual weapon + 9th | bestow curse, fear + 13th | dominate beast, stoneskin + 17th | cloudkill, dominate person + + Source: Xanathar's Guide to Everything p. 37 + + + + + Oath of Conquest: Tenets of Conquest + A paladin who takes this oath has the tenets of conquest seared on the upper arm. + Oath of Conquest: Douse the Flame of Hope + It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire. + Oath of Conquest: Rule with an Iron Fist + Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. + Oath of Conquest: Strength Above All + You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. + + Source: Xanathar's Guide to Everything p. 37 + + + + + Sacred Oath: Oath of Redemption + The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. + While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption. + + Source: Xanathar's Guide to Everything p. 38 + + + + + Oath of Redemption: Channel Divinity: Emissary of Peace + You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. + + Source: Xanathar's Guide to Everything p. 38 + + + + + Oath of Redemption: Channel Divinity: Rebuke the Violent + You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. + + Source: Xanathar's Guide to Everything p. 38 + + + + + Oath of Redemption: Oath Spells + You gain oath spells at the paladin levels listed. + + Oath of Redemption Spells + Paladin Level | Spells + 3rd | sanctuary, sleep + 5th | calm emotions, hold person + 9th | counterspell, hypnotic pattern + 13th | Otiluke's resilient sphere, stoneskin + 17th | hold monster, wall of force + + Source: Xanathar's Guide to Everything p. 38 + + + + + Oath of Redemption: Tenets of Redemption + The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice. + Oath of Redemption: Peace + Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. + Oath of Redemption: Innocence + All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. + Oath of Redemption: Patience + Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish. + Oath of Redemption: Wisdom + Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just. + + Source: Xanathar's Guide to Everything p. 38 + + + + + Oath of Heroism (UA): Oath of Heroism + The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you're ready when destiny calls. + + Source: Unearthed Arcana: Bard And Paladin p. 2 + + + + + Oath of Heroism (UA): Channel Divinity + 3rd-level Oath of Heroism feature + You gain the following two Channel Divinity options. + Oath of Heroism (UA): Peerless Athlete + You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes. + Oath of Heroism (UA): Legendary Strike + You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20. + + Source: Unearthed Arcana: Bard And Paladin p. 2 + + + + + Oath of Heroism (UA): Oath Spells + 3rd-level Oath of Heroism feature + You gain oath spells at the paladin levels listed in the Oath of Heroism Spells table. + + Oath of Heroism Spells + Paladin Level | Spells + 3rd | expeditious retreat, guiding bolt + 5th | enhance ability, enthrall + 9th | haste, protection from energy + 13th | compulsion, freedom of movement + 17th | commune, conjure volley + + Source: Unearthed Arcana: Bard And Paladin p. 2 + + + + + Oath of Heroism (UA): Tenets of Heroism + The tenets of the Oath of Heroism reflect a paladin's commitment to fulfilling their calling as a hero worthy of legend. + Oath of Heroism (UA): Actions over Words + Strive to be known by deeds not words. + Oath of Heroism (UA): Challenges Are but Tests + Every hardship serves to challenge your abilities and harden your resolve. + Oath of Heroism (UA): Embrace Destiny + You didn't choose this path, but it's yours to walk. And it will carry you into legend. + Oath of Heroism (UA): Hone the Body + Like raw stone, your body must be worked so its potential can be realized. + + Source: Unearthed Arcana: Bard And Paladin p. 2 + + + + + Oath of the Watchers (UA): Oath of the Watchers + Paladins who vow the Oath of the Watchers seek to protect the mortal realm from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. + Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3 + + + + + Oath of the Watchers (UA): Channel Divinity + 3rd-level Oath of the Watchers feature + You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. + Oath of the Watchers (UA): Watcher's Will + You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws. + Oath of the Watchers (UA): Abjure the Extraplanar + You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3 + + + + + Oath of the Watchers (UA): Oath Spells + 3rd-level Oath of the Watchers feature + You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work. + + Oath of the Watchers Spells Spells + Paladin Level | Spells + 3rd | alarm, chromatic orb + 5th | augury, moonbeam + 9th | counterspell, nondetection + 13th | aura of purity, banishment + 17th | hold monster, hallow + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3 + + + + + Oath of the Watchers (UA): Tenets of the Watchers + A paladin who assumes the Oath of the Watchers swears to safeguard the mortal realm from otherworldly threats. + Oath of the Watchers (UA): Vigilance + The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption. + Oath of the Watchers (UA): Loyalty + Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty. + Oath of the Watchers (UA): Discipline + You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3 + + + + + Sacred Oath: Oath of Glory + Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls. + + Source: Mythic Odysseys of Theros p. 29 + + + + + Oath of Glory: Channel Divinity + 3rd-level Oath of Glory feature + You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. + + Source: Mythic Odysseys of Theros p. 29 + + + + + Oath of Glory: Oath Spells + 3rd-level Oath of Glory feature + You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work. + + Oath of Glory Spells + Paladin Level | Spells + 3rd | guiding bolt, heroism + 5th | enhance ability, magic weapon + 9th | haste, protection from energy + 13th | compulsion, freedom of movement + 17th | commune, flame strike + + Source: Mythic Odysseys of Theros p. 29 + + + + + Oath of Glory: Tenets of Glory + The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend. + Oath of Glory: Actions over Words + Strive to be known by glorious deeds, not words. + Oath of Glory: Challenges Are but Tests + Face hardships with courage, and encourage your allies to face them with you. + Oath of Glory: Hone the Body + Like raw stone, your body must be worked so its potential can be realized. + Oath of Glory: Discipline the Soul + You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends. + + Source: Mythic Odysseys of Theros p. 29 + + + + + Oath of Glory: Inspiring Smite + Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like. + + Source: Mythic Odysseys of Theros p. 29 + + + + + Oath of Glory: Peerless Athlete + As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). + + Source: Mythic Odysseys of Theros p. 29 + + + + 0, 3 + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 82 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 2 + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook p. 82 + + + + 0, 4, 2 + + + + Aura of Protection + Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook p. 82 + + + + 0, 4, 3 + + + + Sacred Oath feature + At 7th level, you gain a feature granted to you by your Sacred Oath. + + Source: Player's Handbook p. 82 + + + + + Oath of the Ancients: Aura of Warding + Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook p. 86 + + + + + Oath of Devotion: Aura of Devotion + Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook p. 85 + + + + + Oath of Vengeance: Relentless Avenger + By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. + + Source: Player's Handbook p. 87 + + + + + Oathbreaker: Aura of Hate + Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. + At 18th level, the range of this aura increases to 30 feet. + + Source: Dungeon Master's Guide p. 97 + + + + + Oath of the Crown: Divine Allegiance + Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way. + + Source: Sword Coast Adventurer's Guide p. 132 + + + + + Oath of Conquest (UA): Aura of Conquest + Starting at 7th level, you emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened. + At 18th level, the range of this aura increases to 30 feet. + + Source: Unearthed Arcana: Paladin p. 1 + + + + + Oath of Conquest v2 (UA): Aura of Conquest + Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. + If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet. + + Source: Unearthed Arcana: Revised Class Options p. 3 + + + + + Oath of Treachery (UA): Aura of Treachery + Starting at 7th level, you emanate an aura of discord, which gives you the following benefits. + Oath of Treachery (UA): Cull the Herd + You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. + Oath of Treachery (UA): Treacherous Strike + If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. + You can use this ability three times. You regain expended uses of it when you finish a short or long rest. + + Source: Unearthed Arcana: Paladin p. 2 + + + + + Oath of Redemption (UA): Aura of the Guardian + Starting at 7th level, you can shield your allies from harm at the cost of your own health. As a reaction when an ally within 10 feet of you takes damage, you instead magically take that damage. This feature doesn't transfer any other effects that might accompany the damage. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Oath of Conquest: Aura of Conquest + Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. + If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. + At 18th level, the range of this aura increases to 30 feet. + + Source: Xanathar's Guide to Everything p. 37 + + + + + Oath of Redemption: Aura of the Guardian + Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. + At 18th level, the range of this aura increases to 30 feet. + + Source: Xanathar's Guide to Everything p. 38 + + + + + Oath of Heroism (UA): Mighty Deed + 7th-level Oath of Heroism feature + Your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice: + • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point). + • The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn. + Once you use this feature, you can't use it again until the start of your next turn. + + Source: Unearthed Arcana: Bard And Paladin p. 2 + + + + + Oath of the Watchers (UA): Aura of the Sentinel + 7th- and 18th-level Oath of the Watchers feature + You emit an aura of alertness while you aren't incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1). At 18th level, the range of this aura increases to 30 feet. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3 + + + + + Oath of Glory: Aura of Alacrity + 7th-level Oath of Glory feature + You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn. + When you reach 18th level in this class, the range of the aura increases to 10 feet. + + Source: Mythic Odysseys of Theros p. 29 + + + + 0, 4, 3 + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 82 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 2 + + + 0, 4, 3, 2 + + + + Aura of Courage + Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook p. 82 + + + + 0, 4, 3, 3 + + + + Improved Divine Smite + By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. + + Source: Player's Handbook p. 82 + + + + 0, 4, 3, 3 + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 82 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 3, 1 + + + 0, 4, 3, 3, 1 + + + + Cleansing Touch + Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. + You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. + + Source: Player's Handbook p. 82 + + + + 0, 4, 3, 3, 2 + + + + Sacred Oath feature + At 15th level, you gain a feature granted to you by your Sacred Oath. + + Source: Player's Handbook p. 82 + + + + + Oath of the Ancients: Undying Sentinel + Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. + Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically. + + Source: Player's Handbook p. 86 + + + + + Oath of Devotion: Purity of Spirit + Beginning at 15th level, you are always under the effects of a protection from evil and good spell. + + Source: Player's Handbook p. 85 + + + + + Oath of Vengeance: Soul of Vengeance + Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. + + Source: Player's Handbook p. 87 + + + + + Oathbreaker: Supernatural Resistance + At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + + Source: Dungeon Master's Guide p. 97 + + + + + Oath of the Crown: Unyielding Spirit + Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. + + Source: Sword Coast Adventurer's Guide p. 132 + + + + + Oath of Conquest (UA): Implacable Spirit + Once you reach 15th level, you can no longer be charmed. + + Source: Unearthed Arcana: Paladin p. 1 + + + + + Oath of Conquest v2 (UA): Scornful Rebuke + Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you're not incapacitated. + + Source: Unearthed Arcana: Revised Class Options p. 3 + + + + + Oath of Treachery (UA): Blackguard's Escape + At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again. + + Source: Unearthed Arcana: Paladin p. 2 + + + + + Oath of Redemption (UA): Protective Spirit + Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Oath of Conquest: Scornful Rebuke + Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated. + + Source: Xanathar's Guide to Everything p. 37 + + + + + Oath of Redemption: Protective Spirit + Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated. + + Source: Xanathar's Guide to Everything p. 38 + + + + + Oath of Heroism (UA): Glorious Defense + 15th-level Oath of Heroism feature + Your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction. + + Source: Unearthed Arcana: Bard And Paladin p. 2 + + + + + Oath of the Watchers (UA): Vigilant Rebuke + 15th-level Oath of the Watchers feature + You've learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3 + + + + + Oath of Glory: Glorious Defense + 15th-level Oath of Glory feature + You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range. + You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Mythic Odysseys of Theros p. 29 + + + + 0, 4, 3, 3, 2 + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 82 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 3, 3, 1 + + + 0, 4, 3, 3, 3, 1 + + + + Aura improvements + At 18th level, the range of your Aura of Protection increases to 30 feet. + + Source: Player's Handbook p. 82 + + + + 0, 4, 3, 3, 3, 2 + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 82 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 3, 3, 2 + + + + Sacred Oath feature + At 20th level, you gain a feature granted to you by your Sacred Oath. + + Source: Player's Handbook p. 82 + + + + + Oath of the Ancients: Elder Champion + At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane. + Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: + • At the start of each of your turns, you regain 10 hit points. + • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead. + • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Player's Handbook p. 86 + + + + + Oath of Devotion: Holy Nimbus + At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. + Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. + In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Player's Handbook p. 85 + + + + + Oath of Vengeance: Avenging Angel + At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: + • Wings sprout from your back and grant you a flying speed of 60 feet. + • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Player's Handbook p. 87 + + + + + Oathbreaker: Dread Lord + At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. + While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier. + After activating the aura, the paladin can't do so again until he or she finishes a long rest. + + Source: Dungeon Master's Guide p. 97 + + + + + Oath of the Crown: Exalted Champion + At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: + • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + • Your allies have advantage on death saving throws while within 30 feet of you. + • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. + This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest. + + Source: Sword Coast Adventurer's Guide p. 132 + + + + + Oath of Conquest (UA): Invincible Conqueror + At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: + • You have resistance to all damage. + • When you take the Attack action on your turn, you can make one additional attack as part of that action. + • Your melee weapon attacks score a critical hit on a roll of 19 or 20. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Paladin p. 1 + + + + + Oath of Conquest v2 (UA): Invincible Conqueror + At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: + • You have resistance to all damage. + • When you take the Attack action on your turn, you can make one additional attack as part of that action. + • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Revised Class Options p. 3 + + + + + Oath of Treachery (UA): Icon of Deceit + At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute: + • You are invisible. + • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed. + • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Paladin p. 2 + + + + + Oath of Redemption (UA): Emissary of Redemption + At 20th level, you become an avatar of peace, which gives you two benefits: + • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects). + • Whenever a creature damages you, it takes damage equal to half the amount it dealt to you. + If you attack a creature, deal damage to it, or force it to make a saving throw, neither benefit works against that creature until you finish a long rest. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 1 + + + + + Oath of Conquest: Invincible Conqueror + At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: + • You have resistance to all damage. + • When you take the Attack action on your turn, you can make one additional attack as part of that action. + • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 37 + + + + + Oath of Redemption: Emissary of Redemption + At 20th level, you become an avatar of peace, which gives you two benefits: + • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects). + • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack. + If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 38 + + + + + Oath of Heroism (UA): Living Myth + 20th-level Oath of Heroism feature + You can now empower yourself with the legends—whether true or exaggerated—told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes: + • You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks. + • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead. + • If you fail a saving throw, you can use your reaction to succeed instead. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Bard And Paladin p. 2 + + + + + Oath of the Watchers (UA): Mortal Bulwark + 20th-level Oath of the Watchers feature + You manifest a spark of your deity's power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute: + • You gain truesight in a 120-foot radius. + • You have advantage on attack rolls against elementals, fey, fiends, and aberrations. + • When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours. + Once you use this bonus action, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 3 + + + + + Oath of Glory: Living Legend + 20th-level Oath of Glory feature + You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute: + • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks. + • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead. + • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll. + Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. + + Source: Mythic Odysseys of Theros p. 29 + + + + diff --git a/FightClub5eXML/Sources/classes/class-ranger.xml b/FightClub5eXML/Sources/classes/class-ranger.xml new file mode 100755 index 0000000..c70ea85 --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-ranger.xml @@ -0,0 +1,8326 @@ + + + + Ranger + 10 + Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + 3 + Wisdom + + + Starting Ranger + As a 1st-level Ranger, you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, medium, shields + • Weapons: simple, martial + • Tools: none + • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) scale mail or (b) leather armor + • (a) two shortsword or (b) two simple melee weapons + • (a) a dungeoneer's pack or (b) an explorer's pack + • A longbow and a quiver of arrows (20) + + Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. + + Source: Player's Handbook p. 89 + + + + + Multiclass Ranger + To multiclass as a Ranger, you must meet the following prerequisites: + • Wisdom 13 + + You gain the following proficiencies: + • Armor: light, medium, shields + + • Tools: none + + Source: Player's Handbook p. 89 + + + light, medium, shields + simple, martial + none + 5d4 x 10 + + + Favored Enemy + Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. + Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnoll and orc) as favored enemies. + You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. + When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. + You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. + + Source: Player's Handbook p. 89 + + + + + Favored Foe + 1st-level ranger feature (replaces Favored Enemy) + You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration—a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + + + Natural Explorer + You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. + While traveling for an hour or more in your favored terrain, you gain the following benefits: + • Difficult terrain doesn't slow your group's travel. + • Your group can't become lost except by magical means. + • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. + • If you are traveling alone, you can move stealthily at a normal pace. + • When you forage, you find twice as much food as you normally would. + • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. + You choose additional favored terrain types at 6th and 10th level. + + Source: Player's Handbook p. 89 + + + + + Deft Explorer + 1st-level ranger feature (replaces Natural Explorer) + You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + Deft Explorer: Canny + Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill. + In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + Deft Explorer: Roving + Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + Deft Explorer: Tireless + As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. + In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + + 0, 2 + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. + + Source: Player's Handbook p. 89 + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook p. 72 + + + Fighting Style: Close Quarters Shooter + When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook p. 72 + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook p. 72 + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures p. 3 + + + Fighting Style: Tunnel Fighter + As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook p. 72 + + + Fighting Style: Blind Fighting + Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + Fighting Style: Interception + When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + Fighting Style: Thrown Weapon Fighting + You can draw a weapon that has the thrown property as part of the attack you make with the weapon. + In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. + + Source: Unearthed Arcana: Class Feature Variants p. 13 + + + Fighting Style: Unarmed Fighting + Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. + When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. + + Source: Unearthed Arcana: Class Feature Variants p. 13 + + + Fighting Style: Druidic Warrior + You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + + + Martial Versatility + 2nd-level feature (enhances Fighting Style) + Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + + + Spellcasting + By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. + + Spell Slots: + The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. + + Spells Known of 1st Level and Higher: + You know two 1st-level spells of your choice from the ranger spell list. + The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. + Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. + + Spellcasting Ability: + Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. + + Source: Player's Handbook p. 89 + + + + + Spell Versatility + 2nd-level ranger feature (enhances Spellcasting) + Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace. + + Source: Unearthed Arcana: Class Feature Variants p. 8 + + + + + Spellcasting Focus + 2nd-level ranger feature (enhances Spellcasting) + You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, "Equipment," of the Player's Handbook for a list of things that count as druidic focuses. + + Source: Unearthed Arcana: Class Feature Variants p. 8 + + + + 0, 3 + + + + Ranger Archetype + At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level. + + Source: Player's Handbook p. 89 + + + + + Ranger Archetype: Hunter + Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + + Source: Player's Handbook p. 93 + + + + + Hunter: Horde Breaker + Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. + + Source: Player's Handbook p. 93 + + + + + Hunter: Hunter's Prey + At 3rd level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Colossus Slayer + Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. + + Source: Player's Handbook p. 93 + + + + + Hunter: Giant Killer + When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. + + Source: Player's Handbook p. 93 + + + + + Ranger Archetype: Hunter + Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + + Source: Player's Handbook p. 93 + + + + + Hunter: Horde Breaker + Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. + + Source: Player's Handbook p. 93 + + + + + Hunter: Hunter's Prey + At 3rd level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Colossus Slayer + Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. + + Source: Player's Handbook p. 93 + + + + + Hunter: Giant Killer + When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. + + Source: Player's Handbook p. 93 + + + + + Ranger Archetype: Beast Master + The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Ranger Companion Options + 3rd-level Beast Master feature (enhances Ranger's Companion) + While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures. + A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world. + The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion. + When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Ranger's Companion + You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. + The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. + If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. + While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. + If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. + + Source: Player's Handbook p. 93 + + + + + Ranger Archetype: Beast Master + The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Ranger Companion Options + 3rd-level Beast Master feature (enhances Ranger's Companion) + While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures. + A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world. + The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion. + When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Ranger's Companion + You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. + The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. + If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. + While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. + If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. + + Source: Player's Handbook p. 93 + + + + + Deep Stalker (UA): Deep Stalker + Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Deep Stalker Magic + From 3rd level, you have darkvision with a range of 90 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known. + + Deep Stalker Spells + Ranger Level | Spells + 3rd | disguise self + 5th | rope trick + 9th | glyph of warding + 13th | greater invisibility + 17th | seeming + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Underdark Scout + At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Deep Stalker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Underdark Scout + At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Horizon Walker (UA): Horizon Walker + Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | alter self + 9th | protection from energy + 13th | banishment + 17th | teleportation circle + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Warrior + At 3rd level, you learn to draw on the energy of the planes to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Portal Lore + At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. + Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Warrior + At 3rd level, you learn to draw on the energy of the planes to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Portal Lore + At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. + Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | alter self + 9th | protection from energy + 13th | banishment + 17th | teleportation circle + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Warrior + At 3rd level, you learn to draw on the energy of the planes to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Portal Lore + At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. + Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Primeval Guardian + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Primeval Guardian Spells + Ranger Level | Spells + 3rd | entangle + 5th | enhance ability + 9th | conjure animals + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Soul + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + • Your size becomes Large, unless you were larger. + • Any speed you have becomes 5 feet, unless the speed was lower. + • Your reach increases by 5 feet. + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Piercing Thorns + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Primeval Guardian + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Soul + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + • Your size becomes Large, unless you were larger. + • Any speed you have becomes 5 feet, unless the speed was lower. + • Your reach increases by 5 feet. + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Piercing Thorns + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Primeval Guardian + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Primeval Guardian Spells + Ranger Level | Spells + 3rd | entangle + 5th | enhance ability + 9th | conjure animals + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Soul + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + • Your size becomes Large, unless you were larger. + • Any speed you have becomes 5 feet, unless the speed was lower. + • Your reach increases by 5 feet. + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Piercing Thorns + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Monster Slayer + Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Eye + Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. + In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. + This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Mysticism + You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | planar binding + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Eye + Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. + In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. + This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Eye + Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. + In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. + This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Mysticism + You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | planar binding + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Ranger Archetype: Gloom Stalker + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Dread Ambusher + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Gloom Stalker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Gloom Stalker Spells + Ranger Level | Spells + 3rd | disguise self + 5th | rope trick + 9th | fear + 13th | greater invisibility + 17th | seeming + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Umbral Sight + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Ranger Archetype: Gloom Stalker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Dread Ambusher + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Umbral Sight + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Ranger Archetype: Gloom Stalker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Dread Ambusher + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Gloom Stalker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Gloom Stalker Spells + Ranger Level | Spells + 3rd | disguise self + 5th | rope trick + 9th | fear + 13th | greater invisibility + 17th | seeming + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Umbral Sight + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Ranger Archetype: Horizon Walker + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Detect Portal + At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can't use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Horizon Walker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | misty step + 9th | haste + 13th | banishment + 17th | teleportation circle + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Planar Warrior + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Ranger Archetype: Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Detect Portal + At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can't use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Planar Warrior + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Ranger Archetype: Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Detect Portal + At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can't use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Horizon Walker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | misty step + 9th | haste + 13th | banishment + 17th | teleportation circle + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Planar Warrior + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Ranger Archetype: Monster Slayer + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Hunter's Sense + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Monster Slayer Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | hold monster + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Prey + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Ranger Archetype: Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Hunter's Sense + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Prey + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Ranger Archetype: Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Hunter's Sense + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Monster Slayer Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | hold monster + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Prey + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Swarmkeeper + Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm + 3rd-level Swarmkeeper feature + You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. + As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper Magic + 3rd-level Swarmkeeper feature + You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know. + + Swarmkeeper Spells + Ranger Level | Spells + 3rd | faerie fire + 5th | web + 9th | gaseous form + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm + 3rd-level Swarmkeeper feature + You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. + As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm + 3rd-level Swarmkeeper feature + You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. + As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper Magic + 3rd-level Swarmkeeper feature + You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know. + + Swarmkeeper Spells + Ranger Level | Spells + 3rd | faerie fire + 5th | web + 9th | gaseous form + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Fey Wanderer + As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. + Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. + + Feywild Gifts + d6 | Gift + 1 | Illusory butterflies flutter around you while you take a short or long rest. + 2 | Fresh, seasonal flowers sprout from your hair each dawn. + 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. + 4 | Your shadow dances while no one is looking directly at it. + 5 | Delicate horns or antlers sprout from your head. + 6 | Your skin and hair change color to match the season at each dawn. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Cunning Will + 3rd-level Fey Wanderer feature + Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. + In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Dreadful Strikes + 3rd-level Fey Wanderer feature + You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. + When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer Magic + 3rd-level Fey Wanderer feature + You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Fey Wanderer Spells + Ranger Level | Spells + 3rd | charm person + 5th | misty step + 9th | dispel magic + 13th | banishment + 17th | mislead + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. + Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. + + Feywild Gifts + d6 | Gift + 1 | Illusory butterflies flutter around you while you take a short or long rest. + 2 | Fresh, seasonal flowers sprout from your hair each dawn. + 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. + 4 | Your shadow dances while no one is looking directly at it. + 5 | Delicate horns or antlers sprout from your head. + 6 | Your skin and hair change color to match the season at each dawn. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Cunning Will + 3rd-level Fey Wanderer feature + Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. + In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Dreadful Strikes + 3rd-level Fey Wanderer feature + You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. + When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. + Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. + + Feywild Gifts + d6 | Gift + 1 | Illusory butterflies flutter around you while you take a short or long rest. + 2 | Fresh, seasonal flowers sprout from your hair each dawn. + 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. + 4 | Your shadow dances while no one is looking directly at it. + 5 | Delicate horns or antlers sprout from your head. + 6 | Your skin and hair change color to match the season at each dawn. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Cunning Will + 3rd-level Fey Wanderer feature + Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. + In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Dreadful Strikes + 3rd-level Fey Wanderer feature + You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. + When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer Magic + 3rd-level Fey Wanderer feature + You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Fey Wanderer Spells + Ranger Level | Spells + 3rd | charm person + 5th | misty step + 9th | dispel magic + 13th | banishment + 17th | mislead + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Drakewarden + Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the + drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. + + + d6 | Origin + 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. + 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. + 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. + 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. + 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. + 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Draconic Gift + 3rd-level Drakewarden feature + The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: + • If you can't already, you learn to speak, read, and write Draconic. + • You learn the thaumaturgy cantrip, which is a ranger spell for you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake Companion + 3rd-level Drakewarden feature + You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. + The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. + In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. + Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. + The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drakewarden + Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the + drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. + + + d6 | Origin + 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. + 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. + 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. + 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. + 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. + 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Draconic Gift + 3rd-level Drakewarden feature + The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: + • If you can't already, you learn to speak, read, and write Draconic. + • You learn the thaumaturgy cantrip, which is a ranger spell for you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake Companion + 3rd-level Drakewarden feature + You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. + The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. + In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. + Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. + The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drakewarden + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the + drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. + + + d6 | Origin + 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. + 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. + 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. + 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. + 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. + 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Draconic Gift + 3rd-level Drakewarden feature + The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: + • If you can't already, you learn to speak, read, and write Draconic. + • You learn the thaumaturgy cantrip, which is a ranger spell for you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake Companion + 3rd-level Drakewarden feature + You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. + The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. + In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. + Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. + The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Primeval Awareness + Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. + + Source: Player's Handbook p. 89 + + + + + Primal Awareness + 3rd-level ranger feature (replaces Primeval Awareness) + You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. + + Primal Awareness Spells + Ranger Level | Spell + 3rd | detect magic, speak with animals + 5th | beast sense, locate animals or plants + 9th | speak with plants + 13th | locate creature + 17th | commune with nature + You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. + + Source: Unearthed Arcana: Class Feature Variants p. 8 + + + + 0, 3 + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 89 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 2 + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook p. 89 + + + + 0, 4, 2 + + + + Favored Enemy and Natural Explorer improvements + At 6th level, you gain an additional favored terrain. + At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures. + + Source: Player's Handbook p. 89 + + + + 0, 4, 3 + + + + Ranger Archetype feature + At 7th level, you gain a feature granted to you by your Ranger Archetype. + + Source: Player's Handbook p. 89 + + + + + Hunter: Defensive Tactics + At 7th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Escape the Horde + Opportunity attacks against you are made with disadvantage. + + Source: Player's Handbook p. 93 + + + + + Hunter: Multiattack Defense + When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. + + Source: Player's Handbook p. 93 + + + + + Hunter: Steel Will + You have advantage on saving throws against being frightened. + + Source: Player's Handbook p. 93 + + + + + Hunter: Defensive Tactics + At 7th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Escape the Horde + Opportunity attacks against you are made with disadvantage. + + Source: Player's Handbook p. 93 + + + + + Hunter: Multiattack Defense + When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. + + Source: Player's Handbook p. 93 + + + + + Hunter: Steel Will + You have advantage on saving throws against being frightened. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Exceptional Training + Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Exceptional Training + Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Player's Handbook p. 93 + + + + + Deep Stalker (UA): Iron Mind + At 7th level, you gain proficiency in Wisdom saving throws. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Iron Mind + At 7th level, you gain proficiency in Wisdom saving throws. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Horizon Walker (UA): Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Ancient Fortitude + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Ancient Fortitude + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Ancient Fortitude + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Gloom Stalker: Iron Mind + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Iron Mind + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Iron Mind + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything p. 41 + + + + + Horizon Walker: Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Monster Slayer: Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Writhing Tide + 7th-level Swarmkeeper feature + You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits: + • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action. + • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check. + • You gain a flying speed of 10 feet and can hover. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Writhing Tide + 7th-level Swarmkeeper feature + You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits: + • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action. + • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check. + • You gain a flying speed of 10 feet and can hover. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Writhing Tide + 7th-level Swarmkeeper feature + You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits: + • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action. + • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check. + • You gain a flying speed of 10 feet and can hover. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Blessings of the Courts + 7th-level Fey Wanderer feature + You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. + In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Blessings of the Courts + 7th-level Fey Wanderer feature + You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. + In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Blessings of the Courts + 7th-level Fey Wanderer feature + You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. + In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Bond of Fang and Scale + 7th-level Drakewarden feature + The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: + • You gain resistance to the damage type chosen for the drake's Draconic Essence. + • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Bond of Fang and Scale + 7th-level Drakewarden feature + The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: + • You gain resistance to the damage type chosen for the drake's Draconic Essence. + • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Bond of Fang and Scale + 7th-level Drakewarden feature + The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: + • You gain resistance to the damage type chosen for the drake's Draconic Essence. + • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + 0, 4, 3 + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 89 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Land's Stride + Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. + In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. + + Source: Player's Handbook p. 89 + + + + 0, 4, 3, 2 + + + 0, 4, 3, 2 + + + + Hide in Plain Sight + Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. + Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. + + Source: Player's Handbook p. 89 + + + + + Fade Away + 10th-level ranger feature (replaces Hide in Plain Sight) + You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Class Feature Variants p. 8 + + + + + Natural Explorer improvement + You gain an additional favored terrain. + + Source: Player's Handbook p. 89 + + + + 0, 4, 3, 3 + + + + Ranger Archetype feature + At 11th level, you gain a feature granted to you by your Ranger Archetype. + + Source: Player's Handbook p. 89 + + + + + Hunter: Multiattack + At 11th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Volley + You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. + + Source: Player's Handbook p. 93 + + + + + Hunter: Whirlwind Attack + You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. + + Source: Player's Handbook p. 93 + + + + + Hunter: Multiattack + At 11th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Volley + You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. + + Source: Player's Handbook p. 93 + + + + + Hunter: Whirlwind Attack + You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Bestial Fury + Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Bestial Fury + Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. + + Source: Player's Handbook p. 93 + + + + + Deep Stalker (UA): Stalker's Flurry + Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Stalker's Flurry + Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Horizon Walker (UA): Distant Strike + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Distant Strike + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Distant Strike + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Rooted Defense + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Rooted Defense + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Rooted Defense + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Relentless Slayer + At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Relentless Slayer + At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Relentless Slayer + At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Gloom Stalker: Stalker's Flurry + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Stalker's Flurry + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Stalker's Flurry + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Horizon Walker: Distant Strike + At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Distant Strike + At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Distant Strike + At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Monster Slayer: Magic-User's Nemesis + At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Magic-User's Nemesis + At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Magic-User's Nemesis + At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Gathered Swarm Improvement + 11th-level Swarmkeeper feature + The extra damage from your swarm increases to 2d6. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Scuttling Eyes + 11th-level Swarmkeeper feature + As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. + As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm Improvement + 11th-level Swarmkeeper feature + The extra damage from your swarm increases to 2d6. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Scuttling Eyes + 11th-level Swarmkeeper feature + As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. + As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm Improvement + 11th-level Swarmkeeper feature + The extra damage from your swarm increases to 2d6. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Scuttling Eyes + 11th-level Swarmkeeper feature + As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. + As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Beguiling Twist + 11th-level Fey Wanderer feature + You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: + • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. + • The creature takes 3d10 psychic damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Beguiling Twist + 11th-level Fey Wanderer feature + You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: + • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. + • The creature takes 3d10 psychic damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Beguiling Twist + 11th-level Fey Wanderer feature + You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: + • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. + • The creature takes 3d10 psychic damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Drake's Breath + 11th-level Drakewarden feature + As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. + This damage increases to 8d6 when you reach 15th level in this class. + Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake's Breath + 11th-level Drakewarden feature + As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. + This damage increases to 8d6 when you reach 15th level in this class. + Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake's Breath + 11th-level Drakewarden feature + As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. + This damage increases to 8d6 when you reach 15th level in this class. + Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + 0, 4, 3, 3 + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 89 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 3, 1 + + + 0, 4, 3, 3, 1 + + + + Vanish + Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. + + Source: Player's Handbook p. 89 + + + + + Favored Enemy improvement + At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures. + + Source: Player's Handbook p. 89 + + + + 0, 4, 3, 3, 2 + + + + Ranger Archetype feature + At 15th level, you gain a feature granted to you by your Ranger Archetype. + + Source: Player's Handbook p. 89 + + + + + Hunter: Evasion + You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Player's Handbook p. 93 + + + + + Hunter: Stand Against the Tide + When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Superior Hunter's Defense + At 15th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Uncanny Dodge + When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. + + Source: Player's Handbook p. 93 + + + + + Hunter: Evasion + You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Player's Handbook p. 93 + + + + + Hunter: Stand Against the Tide + When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Superior Hunter's Defense + At 15th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Uncanny Dodge + When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Share Spells + Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Beastly Coordination + Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack's damage against it. + + Source: Player's Handbook p. 93 + + + + + Deep Stalker (UA): Stalker's Dodge + At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Stalker's Dodge + At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Horizon Walker (UA): Spectral Defense + At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Spectral Defense + At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Spectral Defense + At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Guardian Aura + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Aura + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Aura + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Gloom Stalker: Shadowy Dodge + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Shadowy Dodge + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Shadowy Dodge + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Horizon Walker: Spectral Defense + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Spectral Defense + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Spectral Defense + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Monster Slayer: Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Storm of Minions + 15th-level Swarmkeeper feature + Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet. + When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Storm of Minions + 15th-level Swarmkeeper feature + Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet. + When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Storm of Minions + 15th-level Swarmkeeper feature + Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet. + When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Misty Presence + 15th-level Fey Wanderer feature + You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. + Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Misty Presence + 15th-level Fey Wanderer feature + You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. + Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Misty Presence + 15th-level Fey Wanderer feature + You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. + Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Perfected Bond + 15th-level Drakewarden feature + Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: + • The drake grows to Large size. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). + • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Perfected Bond + 15th-level Drakewarden feature + Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: + • The drake grows to Large size. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). + • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Perfected Bond + 15th-level Drakewarden feature + Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: + • The drake grows to Large size. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). + • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + 0, 4, 3, 3, 2 + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 89 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 3, 3, 1 + + + 0, 4, 3, 3, 3, 1 + + + + Feral Senses + At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. + + Source: Player's Handbook p. 89 + + + + 0, 4, 3, 3, 3, 2 + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 89 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 3, 3, 2 + + + + Foe Slayer + At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. + + Source: Player's Handbook p. 89 + + + + + Ranger (Spell-less) (UA) + 10 + Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + 3 + + + Starting Ranger (Spell-less) (UA) + As a 1st-level Ranger (Spell-less) (UA), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, medium, shields + • Weapons: simple, martial + • Tools: none + • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) scale mail or (b) leather armor + • (a) two shortsword or (b) two simple melee weapons + • (a) a dungeoneer's pack or (b) an explorer's pack + • A longbow and a quiver of arrows (20) + + Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + light, medium, shields + simple, martial + none + 5d4 x 10 + + + Favored Enemy + Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. + Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnoll and orc) as favored enemies. + You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. + When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. + You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Favored Foe + 1st-level ranger feature (replaces Favored Enemy) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. + You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration—a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + + + Natural Explorer + You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. + While traveling for an hour or more in your favored terrain, you gain the following benefits: + • Difficult terrain doesn't slow your group's travel. + • Your group can't become lost except by magical means. + • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. + • If you are traveling alone, you can move stealthily at a normal pace. + • When you forage, you find twice as much food as you normally would. + • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. + You choose additional favored terrain types at 6th and 10th level. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Deft Explorer + 1st-level ranger feature (replaces Natural Explorer) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. + You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + Deft Explorer: Canny + Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill. + In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + Deft Explorer: Roving + Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + Deft Explorer: Tireless + As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. + In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook p. 72 + + + Fighting Style: Close Quarters Shooter + When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook p. 72 + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook p. 72 + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures p. 3 + + + Fighting Style: Tunnel Fighter + As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook p. 72 + + + Fighting Style: Blind Fighting + Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + Fighting Style: Interception + When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + Fighting Style: Thrown Weapon Fighting + You can draw a weapon that has the thrown property as part of the attack you make with the weapon. + In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. + + Source: Unearthed Arcana: Class Feature Variants p. 13 + + + Fighting Style: Unarmed Fighting + Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. + When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. + + Source: Unearthed Arcana: Class Feature Variants p. 13 + + + Fighting Style: Druidic Warrior + You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + + + Martial Versatility + 2nd-level feature (enhances Fighting Style) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. + Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + + + Combat Superiority + At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. + + Maneuvers: + You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. + You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. + + Superiority Dice: + You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. + You gain another superiority die at 9th level and one more at 17th level. + + Saving Throws: + Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Ranger Archetype + At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Ranger Archetype: Hunter + Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + + Source: Player's Handbook p. 93 + + + + + Hunter: Horde Breaker + Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. + + Source: Player's Handbook p. 93 + + + + + Hunter: Hunter's Prey + At 3rd level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Colossus Slayer + Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. + + Source: Player's Handbook p. 93 + + + + + Hunter: Giant Killer + When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. + + Source: Player's Handbook p. 93 + + + + + Ranger Archetype: Hunter + Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + + Source: Player's Handbook p. 93 + + + + + Hunter: Horde Breaker + Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. + + Source: Player's Handbook p. 93 + + + + + Hunter: Hunter's Prey + At 3rd level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Colossus Slayer + Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. + + Source: Player's Handbook p. 93 + + + + + Hunter: Giant Killer + When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. + + Source: Player's Handbook p. 93 + + + + + Ranger Archetype: Beast Master + The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Ranger Companion Options + 3rd-level Beast Master feature (enhances Ranger's Companion) + While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures. + A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world. + The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion. + When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Ranger's Companion + You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. + The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. + If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. + While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. + If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. + + Source: Player's Handbook p. 93 + + + + + Ranger Archetype: Beast Master + The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Ranger Companion Options + 3rd-level Beast Master feature (enhances Ranger's Companion) + While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures. + A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world. + The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion. + When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Ranger's Companion + You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. + The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. + If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. + While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. + If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. + + Source: Player's Handbook p. 93 + + + + + Deep Stalker (UA): Deep Stalker + Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Deep Stalker Magic + From 3rd level, you have darkvision with a range of 90 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known. + + Deep Stalker Spells + Ranger Level | Spells + 3rd | disguise self + 5th | rope trick + 9th | glyph of warding + 13th | greater invisibility + 17th | seeming + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Underdark Scout + At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Deep Stalker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Underdark Scout + At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Horizon Walker (UA): Horizon Walker + Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | alter self + 9th | protection from energy + 13th | banishment + 17th | teleportation circle + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Warrior + At 3rd level, you learn to draw on the energy of the planes to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Portal Lore + At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. + Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Warrior + At 3rd level, you learn to draw on the energy of the planes to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Portal Lore + At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. + Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | alter self + 9th | protection from energy + 13th | banishment + 17th | teleportation circle + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Warrior + At 3rd level, you learn to draw on the energy of the planes to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Portal Lore + At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. + Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Primeval Guardian + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Primeval Guardian Spells + Ranger Level | Spells + 3rd | entangle + 5th | enhance ability + 9th | conjure animals + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Soul + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + • Your size becomes Large, unless you were larger. + • Any speed you have becomes 5 feet, unless the speed was lower. + • Your reach increases by 5 feet. + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Piercing Thorns + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Primeval Guardian + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Soul + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + • Your size becomes Large, unless you were larger. + • Any speed you have becomes 5 feet, unless the speed was lower. + • Your reach increases by 5 feet. + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Piercing Thorns + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Primeval Guardian + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Primeval Guardian Spells + Ranger Level | Spells + 3rd | entangle + 5th | enhance ability + 9th | conjure animals + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Soul + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + • Your size becomes Large, unless you were larger. + • Any speed you have becomes 5 feet, unless the speed was lower. + • Your reach increases by 5 feet. + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Piercing Thorns + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Monster Slayer + Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Eye + Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. + In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. + This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Mysticism + You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | planar binding + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Eye + Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. + In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. + This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Eye + Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. + In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. + This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Mysticism + You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | planar binding + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Ranger Archetype: Gloom Stalker + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Dread Ambusher + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Gloom Stalker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Gloom Stalker Spells + Ranger Level | Spells + 3rd | disguise self + 5th | rope trick + 9th | fear + 13th | greater invisibility + 17th | seeming + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Umbral Sight + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Ranger Archetype: Gloom Stalker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Dread Ambusher + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Umbral Sight + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Ranger Archetype: Gloom Stalker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Dread Ambusher + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Gloom Stalker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Gloom Stalker Spells + Ranger Level | Spells + 3rd | disguise self + 5th | rope trick + 9th | fear + 13th | greater invisibility + 17th | seeming + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Umbral Sight + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Ranger Archetype: Horizon Walker + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Detect Portal + At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can't use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Horizon Walker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | misty step + 9th | haste + 13th | banishment + 17th | teleportation circle + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Planar Warrior + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Ranger Archetype: Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Detect Portal + At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can't use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Planar Warrior + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Ranger Archetype: Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Detect Portal + At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can't use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Horizon Walker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | misty step + 9th | haste + 13th | banishment + 17th | teleportation circle + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Planar Warrior + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Ranger Archetype: Monster Slayer + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Hunter's Sense + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Monster Slayer Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | hold monster + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Prey + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Ranger Archetype: Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Hunter's Sense + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Prey + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Ranger Archetype: Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Hunter's Sense + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Monster Slayer Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | hold monster + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Prey + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Swarmkeeper + Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm + 3rd-level Swarmkeeper feature + You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. + As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper Magic + 3rd-level Swarmkeeper feature + You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know. + + Swarmkeeper Spells + Ranger Level | Spells + 3rd | faerie fire + 5th | web + 9th | gaseous form + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm + 3rd-level Swarmkeeper feature + You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. + As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm + 3rd-level Swarmkeeper feature + You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. + As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper Magic + 3rd-level Swarmkeeper feature + You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know. + + Swarmkeeper Spells + Ranger Level | Spells + 3rd | faerie fire + 5th | web + 9th | gaseous form + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Fey Wanderer + As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. + Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. + + Feywild Gifts + d6 | Gift + 1 | Illusory butterflies flutter around you while you take a short or long rest. + 2 | Fresh, seasonal flowers sprout from your hair each dawn. + 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. + 4 | Your shadow dances while no one is looking directly at it. + 5 | Delicate horns or antlers sprout from your head. + 6 | Your skin and hair change color to match the season at each dawn. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Cunning Will + 3rd-level Fey Wanderer feature + Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. + In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Dreadful Strikes + 3rd-level Fey Wanderer feature + You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. + When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer Magic + 3rd-level Fey Wanderer feature + You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Fey Wanderer Spells + Ranger Level | Spells + 3rd | charm person + 5th | misty step + 9th | dispel magic + 13th | banishment + 17th | mislead + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. + Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. + + Feywild Gifts + d6 | Gift + 1 | Illusory butterflies flutter around you while you take a short or long rest. + 2 | Fresh, seasonal flowers sprout from your hair each dawn. + 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. + 4 | Your shadow dances while no one is looking directly at it. + 5 | Delicate horns or antlers sprout from your head. + 6 | Your skin and hair change color to match the season at each dawn. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Cunning Will + 3rd-level Fey Wanderer feature + Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. + In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Dreadful Strikes + 3rd-level Fey Wanderer feature + You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. + When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. + Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. + + Feywild Gifts + d6 | Gift + 1 | Illusory butterflies flutter around you while you take a short or long rest. + 2 | Fresh, seasonal flowers sprout from your hair each dawn. + 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. + 4 | Your shadow dances while no one is looking directly at it. + 5 | Delicate horns or antlers sprout from your head. + 6 | Your skin and hair change color to match the season at each dawn. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Cunning Will + 3rd-level Fey Wanderer feature + Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. + In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Dreadful Strikes + 3rd-level Fey Wanderer feature + You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. + When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer Magic + 3rd-level Fey Wanderer feature + You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Fey Wanderer Spells + Ranger Level | Spells + 3rd | charm person + 5th | misty step + 9th | dispel magic + 13th | banishment + 17th | mislead + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Drakewarden + Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the + drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. + + + d6 | Origin + 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. + 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. + 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. + 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. + 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. + 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Draconic Gift + 3rd-level Drakewarden feature + The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: + • If you can't already, you learn to speak, read, and write Draconic. + • You learn the thaumaturgy cantrip, which is a ranger spell for you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake Companion + 3rd-level Drakewarden feature + You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. + The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. + In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. + Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. + The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drakewarden + Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the + drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. + + + d6 | Origin + 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. + 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. + 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. + 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. + 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. + 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Draconic Gift + 3rd-level Drakewarden feature + The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: + • If you can't already, you learn to speak, read, and write Draconic. + • You learn the thaumaturgy cantrip, which is a ranger spell for you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake Companion + 3rd-level Drakewarden feature + You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. + The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. + In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. + Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. + The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drakewarden + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the + drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. + + + d6 | Origin + 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. + 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. + 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. + 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. + 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. + 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Draconic Gift + 3rd-level Drakewarden feature + The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: + • If you can't already, you learn to speak, read, and write Draconic. + • You learn the thaumaturgy cantrip, which is a ranger spell for you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake Companion + 3rd-level Drakewarden feature + You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. + The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. + In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. + Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. + The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Primeval Awareness + Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For the next minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. + Once you use this feature, you must finish a short or long rest before you can use it again + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Primal Awareness + 3rd-level ranger feature (replaces Primeval Awareness) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. + You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. + + Primal Awareness Spells + Ranger Level | Spell + 3rd | detect magic, speak with animals + 5th | beast sense, locate animals or plants + 9th | speak with plants + 13th | locate creature + 17th | commune with nature + You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. + + Source: Unearthed Arcana: Class Feature Variants p. 8 + + + + + Poultices + At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. + If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up). + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Additional Maneuvers + At 5th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Favored Enemy and Natural Explorer improvements + At 6th level, you gain an additional favored terrain. + At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Ranger Archetype feature + At 7th level, you gain a feature granted to you by your Ranger Archetype. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Hunter: Defensive Tactics + At 7th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Escape the Horde + Opportunity attacks against you are made with disadvantage. + + Source: Player's Handbook p. 93 + + + + + Hunter: Multiattack Defense + When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. + + Source: Player's Handbook p. 93 + + + + + Hunter: Steel Will + You have advantage on saving throws against being frightened. + + Source: Player's Handbook p. 93 + + + + + Hunter: Defensive Tactics + At 7th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Escape the Horde + Opportunity attacks against you are made with disadvantage. + + Source: Player's Handbook p. 93 + + + + + Hunter: Multiattack Defense + When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. + + Source: Player's Handbook p. 93 + + + + + Hunter: Steel Will + You have advantage on saving throws against being frightened. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Exceptional Training + Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Exceptional Training + Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Player's Handbook p. 93 + + + + + Deep Stalker (UA): Iron Mind + At 7th level, you gain proficiency in Wisdom saving throws. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Iron Mind + At 7th level, you gain proficiency in Wisdom saving throws. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Horizon Walker (UA): Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Ancient Fortitude + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Ancient Fortitude + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Ancient Fortitude + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Gloom Stalker: Iron Mind + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Iron Mind + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Iron Mind + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything p. 41 + + + + + Horizon Walker: Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Monster Slayer: Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Writhing Tide + 7th-level Swarmkeeper feature + You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits: + • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action. + • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check. + • You gain a flying speed of 10 feet and can hover. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Writhing Tide + 7th-level Swarmkeeper feature + You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits: + • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action. + • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check. + • You gain a flying speed of 10 feet and can hover. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Writhing Tide + 7th-level Swarmkeeper feature + You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits: + • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action. + • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check. + • You gain a flying speed of 10 feet and can hover. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Blessings of the Courts + 7th-level Fey Wanderer feature + You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. + In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Blessings of the Courts + 7th-level Fey Wanderer feature + You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. + In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Blessings of the Courts + 7th-level Fey Wanderer feature + You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. + In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Bond of Fang and Scale + 7th-level Drakewarden feature + The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: + • You gain resistance to the damage type chosen for the drake's Draconic Essence. + • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Bond of Fang and Scale + 7th-level Drakewarden feature + The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: + • You gain resistance to the damage type chosen for the drake's Draconic Essence. + • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Bond of Fang and Scale + 7th-level Drakewarden feature + The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: + • You gain resistance to the damage type chosen for the drake's Draconic Essence. + • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Land's Stride + Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. + In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Natural Antivenom + Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Additional Maneuvers + At 9th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Hide in Plain Sight + Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. + Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Fade Away + 10th-level ranger feature (replaces Hide in Plain Sight) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. + You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Class Feature Variants p. 8 + + + + + Natural Explorer improvement + You gain an additional favored terrain. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Ranger Archetype feature + At 11th level, you gain a feature granted to you by your Ranger Archetype. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Hunter: Multiattack + At 11th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Volley + You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. + + Source: Player's Handbook p. 93 + + + + + Hunter: Whirlwind Attack + You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. + + Source: Player's Handbook p. 93 + + + + + Hunter: Multiattack + At 11th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Volley + You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. + + Source: Player's Handbook p. 93 + + + + + Hunter: Whirlwind Attack + You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Bestial Fury + Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Bestial Fury + Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. + + Source: Player's Handbook p. 93 + + + + + Deep Stalker (UA): Stalker's Flurry + Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Stalker's Flurry + Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Horizon Walker (UA): Distant Strike + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Distant Strike + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Distant Strike + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Rooted Defense + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Rooted Defense + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Rooted Defense + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Relentless Slayer + At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Relentless Slayer + At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Relentless Slayer + At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Gloom Stalker: Stalker's Flurry + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Stalker's Flurry + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Stalker's Flurry + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Horizon Walker: Distant Strike + At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Distant Strike + At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Distant Strike + At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Monster Slayer: Magic-User's Nemesis + At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Magic-User's Nemesis + At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Magic-User's Nemesis + At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Gathered Swarm Improvement + 11th-level Swarmkeeper feature + The extra damage from your swarm increases to 2d6. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Scuttling Eyes + 11th-level Swarmkeeper feature + As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. + As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm Improvement + 11th-level Swarmkeeper feature + The extra damage from your swarm increases to 2d6. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Scuttling Eyes + 11th-level Swarmkeeper feature + As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. + As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm Improvement + 11th-level Swarmkeeper feature + The extra damage from your swarm increases to 2d6. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Scuttling Eyes + 11th-level Swarmkeeper feature + As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. + As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Beguiling Twist + 11th-level Fey Wanderer feature + You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: + • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. + • The creature takes 3d10 psychic damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Beguiling Twist + 11th-level Fey Wanderer feature + You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: + • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. + • The creature takes 3d10 psychic damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Beguiling Twist + 11th-level Fey Wanderer feature + You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: + • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. + • The creature takes 3d10 psychic damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Drake's Breath + 11th-level Drakewarden feature + As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. + This damage increases to 8d6 when you reach 15th level in this class. + Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake's Breath + 11th-level Drakewarden feature + As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. + This damage increases to 8d6 when you reach 15th level in this class. + Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake's Breath + 11th-level Drakewarden feature + As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. + This damage increases to 8d6 when you reach 15th level in this class. + Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Call Natural Allies + Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups: + • One beast of challenge rating 2 or lower + • Two beasts of challenge rating 1 or lower + • Four beasts of challenge rating 1/2 or lower + • Eight beasts of challenge rating 1/4 or lower + These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures' statistics. + After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Additional Maneuvers + At 13th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Vanish + Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Favored Enemy improvement + At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Ranger Archetype feature + At 15th level, you gain a feature granted to you by your Ranger Archetype. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Hunter: Evasion + You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Player's Handbook p. 93 + + + + + Hunter: Stand Against the Tide + When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Superior Hunter's Defense + At 15th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Uncanny Dodge + When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. + + Source: Player's Handbook p. 93 + + + + + Hunter: Evasion + You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Player's Handbook p. 93 + + + + + Hunter: Stand Against the Tide + When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Superior Hunter's Defense + At 15th level, you gain one of the following features of your choice. + + Source: Player's Handbook p. 93 + + + + + Hunter: Uncanny Dodge + When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Share Spells + Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. + + Source: Player's Handbook p. 93 + + + + + Beast Master: Beastly Coordination + Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack's damage against it. + + Source: Player's Handbook p. 93 + + + + + Deep Stalker (UA): Stalker's Dodge + At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Deep Stalker (UA): Stalker's Dodge + At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + + + Horizon Walker (UA): Spectral Defense + At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Spectral Defense + At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Spectral Defense + At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Guardian Aura + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Aura + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Aura + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Gloom Stalker: Shadowy Dodge + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Shadowy Dodge + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Shadowy Dodge + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Horizon Walker: Spectral Defense + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Spectral Defense + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Spectral Defense + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Monster Slayer: Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Storm of Minions + 15th-level Swarmkeeper feature + Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet. + When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Storm of Minions + 15th-level Swarmkeeper feature + Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet. + When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Storm of Minions + 15th-level Swarmkeeper feature + Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet. + When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Misty Presence + 15th-level Fey Wanderer feature + You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. + Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Misty Presence + 15th-level Fey Wanderer feature + You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. + Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Misty Presence + 15th-level Fey Wanderer feature + You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. + Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Perfected Bond + 15th-level Drakewarden feature + Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: + • The drake grows to Large size. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). + • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Perfected Bond + 15th-level Drakewarden feature + Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: + • The drake grows to Large size. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). + • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Perfected Bond + 15th-level Drakewarden feature + Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: + • The drake grows to Large size. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). + • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Relentless + Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Additional Maneuvers + At 17th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Feral Senses + At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Foe Slayer + At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. + + Source: Unearthed Arcana: Modifying Classes p. 5 + + + + + Ranger (Ambuscade) (UA) + 6 + Dexterity, Wisdom, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + 3 + + + Starting Ranger (Ambuscade) (UA) + As a 1st-level Ranger (Ambuscade) (UA), you begin play with 6+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, shields + • Weapons: simple, martial + • Tools: {@item herbalism kit|PHB} + • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • leather armor + • (a) two shortsword or (b) two martial melee weapons or (c) a martial weapon and a shield + • (a) a dungeoneer's pack or (b) an explorer's pack + • (a) a longbow and a quiver of arrows (20) or (b) a martial weapon + + Source: Unearthed Arcana: Ranger p. 2 + + + light, shields + simple, martial + {@item herbalism kit|PHB} + + + Ambuscade + Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. + If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. + If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn. + + Source: Unearthed Arcana: Ranger p. 2 + + + + + Skirmisher's Stealth + Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. + At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn. + + Source: Unearthed Arcana: Ranger p. 2 + + + + + Spirit Path + At 3rd level, you form a bond with a nature spirit—a companion forged by your link to the wild. This spirit companion protects you as you travel and watches your back in battle. You choose a ranger path that shapes your spirit companion and its magic: the Guardian, the Seeker, or the Stalker. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. + + Spirit Companion: + All rangers gain a spirit companion and the ability to invoke its magical power. (Your spirit companion grants you one benefit you can call on in this playtest version of the revised ranger, with more benefits gained at higher levels.) You regain your ability to call on your spirit companion in this way when you finish a short or long rest. + Once per day as a bonus action, you can command your spirit companion to materialize as a living creature, determined by the ranger path you choose. Your spirit companion manifests as an animal for 1 minute or until your concentration is broken (as if you are concentrating on a spell). You can also dismiss it as a bonus action. + The manifested creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier. It uses the hit points in the animal's stat block or half your hit point maximum, whichever is higher. + The manifested creature takes its turn on your initiative and acts immediately after you. You control its actions, even if you are unconscious or otherwise unable to act. + + Source: Unearthed Arcana: Ranger p. 2 + + + + + Ranger Path: Guardian + By following the path of the Guardian, you protect the natural world from creatures that would despoil it, even as you engage with the common folk who rely upon nature's bounty to survive. You patrol the pathways through the wilds, keeping them clear of bandits and rampaging monsters, even as you keep careful watch on how civilized realms interact with the wilderness. Those who take more than their fair share—clear-cutting forests or hunting for sport rather than survival—risk your wrath. + When your spirit companion manifests, it takes the form of a brown bear. + + Source: Unearthed Arcana: Ranger p. 3 + + + + + Guardian: Guardian's Shroud + Your companion spirit helps to protect you and the creatures closest to you. As a bonus action, you invoke your spirit companion and choose yourself or an ally you can see. The chosen creature gains temporary hit points equal to 2d6 + your Wisdom modifier. + + Source: Unearthed Arcana: Ranger p. 3 + + + + + Ranger Path: Seeker + By taking up the Seeker path, you are drawn into the unknown wilds far from civilization in search of lost treasures, forgotten evil, and sites of primal magic. You understand that the trackless wilderness can harbor many secrets. Some of those secrets—such as a lonely oasis providing water to a desert realm—must be protected. Others—such as an ancient idol infused with the foul magic of the demon worshippers who crafted it—must be destroyed before their evil awakens once more. + When your spirit companion manifests, it takes the form of a giant eagle. + + Source: Unearthed Arcana: Ranger p. 4 + + + + + Seeker: Seeker's Eye + Your companion spirit lends its sharp combat senses to you and your companions. As a bonus action, you invoke your spirit companion and choose a creature you can see. Until the end of your next turn, all attacks made against the chosen creature have advantage. + + Source: Unearthed Arcana: Ranger p. 4 + + + + + Ranger Path: Stalker + As a ranger of the Stalker path, you prowl the wilderness in search of aberrations, fiends, and other monsters that must be slain before they wreak havoc on the natural world. You are the power of nature's vengeance made manifest, and anything that poses a threat to nature is your target. When a powerful creature such as a dragon threatens a region, a ranger of the Stalker path leads the hunt that will take it down. Like others of your kind, you do not rest until your quarry is dead and the natural world is safe. + When your spirit companion manifests, it takes the form of a dire wolf. + + Source: Unearthed Arcana: Ranger p. 4 + + + + + Stalker: Stalker's Fangs + Your companion spirit lends the strength of its deadly bite to you or one of your companions. As a bonus action, you invoke your spirit companion and choose yourself or a creature you can see. The next time the chosen creature hits with a weapon attack, the target of the attack takes extra slashing damage equal to 2d6 + your Wisdom modifier. + + Source: Unearthed Arcana: Ranger p. 4 + + + + + Ranger (Revised) (UA) + 10 + Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + 3 + Wisdom + + + Starting Ranger (Revised) (UA) + As a 1st-level Ranger (Revised) (UA), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light, medium, shields + • Weapons: simple, martial + • Tools: none + • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) scale mail or (b) leather armor + • (a) two shortsword or (b) two simple melee weapons + • (a) a dungeoneer's pack or (b) an explorer's pack + • A longbow and a quiver of arrows (20) + + Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + light, medium, shields + simple, martial + none + 5d4 x 10 + + + Favored Enemy + Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. + Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. + When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Natural Explorer + You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: + • You ignore difficult terrain. + • You have advantage on initiative rolls. + • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. + In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: + • Difficult terrain doesn't slow your group's travel. + • Your group can't become lost except by magical means. + • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. + • If you are traveling alone, you can move stealthily at a normal pace. + • When you forage, you find twice as much food as you normally would. + • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + 0, 2 + + + + Spellcasting + By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. + + Spell Slots: + The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. + + Spells Known of 1st Level and Higher: + You know two 1st-level spells of your choice from the ranger spell list. + The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. + Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. + + Spellcasting Ability: + Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook p. 72 + + + Fighting Style: Close Quarters Shooter + When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook p. 72 + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook p. 72 + + + Fighting Style: Mariner + As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. + + Source: Unearthed Arcana: Waterborne Adventures p. 3 + + + Fighting Style: Tunnel Fighter + As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. + + Source: Unearthed Arcana: Light Dark Underdark p. 1 + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook p. 72 + + + Fighting Style: Blind Fighting + Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + Fighting Style: Interception + When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + Fighting Style: Thrown Weapon Fighting + You can draw a weapon that has the thrown property as part of the attack you make with the weapon. + In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. + + Source: Unearthed Arcana: Class Feature Variants p. 13 + + + Fighting Style: Unarmed Fighting + Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. + When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. + + Source: Unearthed Arcana: Class Feature Variants p. 13 + + + Fighting Style: Druidic Warrior + You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. + + Source: Unearthed Arcana: Class Feature Variants p. 7 + + + + + Martial Versatility + 2nd-level feature (enhances Fighting Style) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. + Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + + 0, 3 + + + + Primeval Awareness + Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. + You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. + You cannot use this ability against a creature that you have attacked within the past 10 minutes. + Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. + If there are multiple groups of your favored enemies within range, you learn this information for each group. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Ranger Conclave + At 3rd level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Beast Conclave: Beast Conclave (UA) + Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic. + + Source: Unearthed Arcana: The Ranger Revised p. 5 + + + + + Beast Conclave: Animal Companion + At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. + With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. + At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time. + If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. + If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. + + Source: Unearthed Arcana: The Ranger Revised p. 5 + + + + + Beast Conclave: Companion's Bond + Your animal companion gains a variety of benefits while it is linked to you. + The animal companion loses its Multiattack action, if it has one. + The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. + When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. + Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. + Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. + For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. + Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise. + Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life." + Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features. + + Companion Trait + d6 | Trait + 1 | I'm dauntless in the face of adversity. + 2 | Threaten my friends, threaten me. + 3 | I stay on alert so others can rest. + 4 | People see an animal and underestimate me. + 5 | I have a knack for showing up in the nick of time. + 6 | I put my friends' needs before my own in all things. + + Companion Flaw + d6 | Flaw + 1 | If there's food left unattended, I'll eat it. + 2 | I growl at strangers, and all people except my ranger are strangers to me. + 3 | Any time is a good time for a belly rub. + 4 | I'm deathly afraid of water. + 5 | My idea of hello is a flurry of licks to the face. + 6 | I jump on creatures to tell them how much I love them. + + Source: Unearthed Arcana: The Ranger Revised p. 5 + + + + + Hunter Conclave: Hunter Conclave (UA) + Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Horde Breaker + Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Hunter's Prey + At 3rd level, you gain one of the following features of your choice. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Colossus Slayer + Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Giant Killer + When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Deep Stalker Conclave: Deep Stalker Conclave (UA) + Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Deep Stalker Conclave: Deep Stalker Magic + At 3rd level, you have darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn't count against the number of rangers spells you know. + + Deep Stalker Spells + Ranger Level | Spells + 3rd | disguise self + 5th | rope trick + 9th | glyph of warding + 13th | greater invisibility + 17th | seeming + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Deep Stalker Conclave: Underdark Scout + At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed and if you use the attack action on that turn, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Horizon Walker (UA): Horizon Walker + Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | alter self + 9th | protection from energy + 13th | banishment + 17th | teleportation circle + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Warrior + At 3rd level, you learn to draw on the energy of the planes to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Portal Lore + At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. + Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Warrior + At 3rd level, you learn to draw on the energy of the planes to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Portal Lore + At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. + Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | alter self + 9th | protection from energy + 13th | banishment + 17th | teleportation circle + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Planar Warrior + At 3rd level, you learn to draw on the energy of the planes to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Portal Lore + At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. + Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Primeval Guardian + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Primeval Guardian Spells + Ranger Level | Spells + 3rd | entangle + 5th | enhance ability + 9th | conjure animals + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Soul + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + • Your size becomes Large, unless you were larger. + • Any speed you have becomes 5 feet, unless the speed was lower. + • Your reach increases by 5 feet. + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Piercing Thorns + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Primeval Guardian + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Soul + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + • Your size becomes Large, unless you were larger. + • Any speed you have becomes 5 feet, unless the speed was lower. + • Your reach increases by 5 feet. + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Piercing Thorns + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Primeval Guardian + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + + Primeval Guardian Spells + Ranger Level | Spells + 3rd | entangle + 5th | enhance ability + 9th | conjure animals + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Soul + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + You undergo the following changes while in your guardian form: + • Your size becomes Large, unless you were larger. + • Any speed you have becomes 5 feet, unless the speed was lower. + • Your reach increases by 5 feet. + • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Piercing Thorns + At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Monster Slayer + Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Eye + Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. + In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. + This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Mysticism + You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | planar binding + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Eye + Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. + In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. + This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Eye + Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. + In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. + This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Mysticism + You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | planar binding + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Ranger Conclave: Gloom Stalker + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Dread Ambusher + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Gloom Stalker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Gloom Stalker Spells + Ranger Level | Spells + 3rd | disguise self + 5th | rope trick + 9th | fear + 13th | greater invisibility + 17th | seeming + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Umbral Sight + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Ranger Conclave: Gloom Stalker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Dread Ambusher + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Umbral Sight + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Ranger Conclave: Gloom Stalker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Dread Ambusher + At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. + At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Gloom Stalker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Gloom Stalker Spells + Ranger Level | Spells + 3rd | disguise self + 5th | rope trick + 9th | fear + 13th | greater invisibility + 17th | seeming + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Umbral Sight + At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. + You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Ranger Conclave: Horizon Walker + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Detect Portal + At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can't use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Horizon Walker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | misty step + 9th | haste + 13th | banishment + 17th | teleportation circle + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Planar Warrior + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Ranger Conclave: Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Detect Portal + At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can't use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Planar Warrior + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Ranger Conclave: Horizon Walker + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Detect Portal + At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. + Once you use this feature, you can't use it again until you finish a short or long rest. + See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Horizon Walker Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Horizon Walker Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | misty step + 9th | haste + 13th | banishment + 17th | teleportation circle + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Planar Warrior + At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. + As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Ranger Conclave: Monster Slayer + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Hunter's Sense + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Monster Slayer Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | hold monster + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Prey + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Ranger Conclave: Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Hunter's Sense + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Prey + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Ranger Conclave: Monster Slayer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Hunter's Sense + At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Monster Slayer Magic + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Monster Slayer Spells + Ranger Level | Spells + 3rd | protection from evil and good + 5th | zone of truth + 9th | magic circle + 13th | banishment + 17th | hold monster + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Prey + Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. + This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Swarmkeeper + Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm + 3rd-level Swarmkeeper feature + You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. + As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper Magic + 3rd-level Swarmkeeper feature + You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know. + + Swarmkeeper Spells + Ranger Level | Spells + 3rd | faerie fire + 5th | web + 9th | gaseous form + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm + 3rd-level Swarmkeeper feature + You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. + As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm + 3rd-level Swarmkeeper feature + You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. + As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Swarmkeeper Magic + 3rd-level Swarmkeeper feature + You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know. + + Swarmkeeper Spells + Ranger Level | Spells + 3rd | faerie fire + 5th | web + 9th | gaseous form + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Fey Wanderer + As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. + Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. + + Feywild Gifts + d6 | Gift + 1 | Illusory butterflies flutter around you while you take a short or long rest. + 2 | Fresh, seasonal flowers sprout from your hair each dawn. + 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. + 4 | Your shadow dances while no one is looking directly at it. + 5 | Delicate horns or antlers sprout from your head. + 6 | Your skin and hair change color to match the season at each dawn. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Cunning Will + 3rd-level Fey Wanderer feature + Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. + In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Dreadful Strikes + 3rd-level Fey Wanderer feature + You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. + When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer Magic + 3rd-level Fey Wanderer feature + You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Fey Wanderer Spells + Ranger Level | Spells + 3rd | charm person + 5th | misty step + 9th | dispel magic + 13th | banishment + 17th | mislead + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. + Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. + + Feywild Gifts + d6 | Gift + 1 | Illusory butterflies flutter around you while you take a short or long rest. + 2 | Fresh, seasonal flowers sprout from your hair each dawn. + 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. + 4 | Your shadow dances while no one is looking directly at it. + 5 | Delicate horns or antlers sprout from your head. + 6 | Your skin and hair change color to match the season at each dawn. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Cunning Will + 3rd-level Fey Wanderer feature + Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. + In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Dreadful Strikes + 3rd-level Fey Wanderer feature + You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. + When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. + As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. + Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. + + Feywild Gifts + d6 | Gift + 1 | Illusory butterflies flutter around you while you take a short or long rest. + 2 | Fresh, seasonal flowers sprout from your hair each dawn. + 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. + 4 | Your shadow dances while no one is looking directly at it. + 5 | Delicate horns or antlers sprout from your head. + 6 | Your skin and hair change color to match the season at each dawn. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Cunning Will + 3rd-level Fey Wanderer feature + Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. + In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Dreadful Strikes + 3rd-level Fey Wanderer feature + You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. + When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Fey Wanderer Magic + 3rd-level Fey Wanderer feature + You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. + + Fey Wanderer Spells + Ranger Level | Spells + 3rd | charm person + 5th | misty step + 9th | dispel magic + 13th | banishment + 17th | mislead + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Drakewarden + Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the + drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. + + + d6 | Origin + 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. + 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. + 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. + 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. + 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. + 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Draconic Gift + 3rd-level Drakewarden feature + The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: + • If you can't already, you learn to speak, read, and write Draconic. + • You learn the thaumaturgy cantrip, which is a ranger spell for you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake Companion + 3rd-level Drakewarden feature + You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. + The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. + In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. + Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. + The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drakewarden + Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the + drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. + + + d6 | Origin + 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. + 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. + 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. + 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. + 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. + 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Draconic Gift + 3rd-level Drakewarden feature + The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: + • If you can't already, you learn to speak, read, and write Draconic. + • You learn the thaumaturgy cantrip, which is a ranger spell for you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake Companion + 3rd-level Drakewarden feature + You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. + The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. + In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. + Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. + The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drakewarden + Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. + Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the + drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. + + + d6 | Origin + 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. + 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. + 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. + 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. + 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. + 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Draconic Gift + 3rd-level Drakewarden feature + The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: + • If you can't already, you learn to speak, read, and write Draconic. + • You learn the thaumaturgy cantrip, which is a ranger spell for you. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake Companion + 3rd-level Drakewarden feature + You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. + The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. + In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. + Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. + The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + 0, 3 + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 2 + + + + Ranger Conclave feature + At 5th level, you gain a feature granted to you by your Ranger Conclave. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Beast Conclave: Coordinated Attack + Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. + + Source: Unearthed Arcana: The Ranger Revised p. 5 + + + + + Hunter Conclave: Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Deep Stalker Conclave: Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Horizon Walker (UA): Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Gloom Stalker: Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Horizon Walker: Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Monster Slayer: Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + 0, 4, 2 + + + + Greater Favored Enemy + At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. + Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + 0, 4, 3 + + + + Ranger Conclave feature + At 7th level, you gain a feature granted to you by your Ranger Conclave. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Beast Conclave: Beast's Defense + At 7th level, while your companion can see you, it has advantage on all saving throws. + + Source: Unearthed Arcana: The Ranger Revised p. 5 + + + + + Hunter Conclave: Defensive Tactics + At 7th level, you gain one of the following features of your choice. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Escape the Horde + Opportunity attacks against you are made with disadvantage. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Multiattack Defense + When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Steel Will + You have advantage on saving throws against being frightened. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Deep Stalker Conclave: Iron Mind + At 7th level, you gain proficiency in Wisdom saving throws. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Horizon Walker (UA): Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Ancient Fortitude + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Ancient Fortitude + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Ancient Fortitude + At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Gloom Stalker: Iron Mind + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Iron Mind + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Iron Mind + By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). + + Source: Xanathar's Guide to Everything p. 41 + + + + + Horizon Walker: Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Ethereal Step + At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Monster Slayer: Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Supernatural Defense + At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Writhing Tide + 7th-level Swarmkeeper feature + You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits: + • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action. + • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check. + • You gain a flying speed of 10 feet and can hover. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Writhing Tide + 7th-level Swarmkeeper feature + You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits: + • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action. + • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check. + • You gain a flying speed of 10 feet and can hover. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Writhing Tide + 7th-level Swarmkeeper feature + You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits: + • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action. + • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check. + • You gain a flying speed of 10 feet and can hover. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Blessings of the Courts + 7th-level Fey Wanderer feature + You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. + In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Blessings of the Courts + 7th-level Fey Wanderer feature + You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. + In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Blessings of the Courts + 7th-level Fey Wanderer feature + You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. + In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Bond of Fang and Scale + 7th-level Drakewarden feature + The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: + • You gain resistance to the damage type chosen for the drake's Draconic Essence. + • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Bond of Fang and Scale + 7th-level Drakewarden feature + The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: + • You gain resistance to the damage type chosen for the drake's Draconic Essence. + • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Bond of Fang and Scale + 7th-level Drakewarden feature + The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: + • You gain resistance to the damage type chosen for the drake's Draconic Essence. + • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + 0, 4, 3 + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Fleet of Foot + Beginning at 8th level, you can use the Dash action as a bonus action on your turn. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + 0, 4, 3, 2 + + + 0, 4, 3, 2 + + + + Hide in Plain Sight + Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. + When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. + If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + 0, 4, 3, 3 + + + + Ranger Conclave feature + At 11th level, you gain a feature granted to you by your Ranger Conclave. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Beast Conclave: Storm of Claw and Fangs + At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. + + Source: Unearthed Arcana: The Ranger Revised p. 5 + + + + + Hunter Conclave: Multiattack + At 11th level, you gain one of the following features of your choice. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Volley + You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Whirlwind Attack + You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Deep Stalker Conclave: Stalker's Flurry + Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack. You can gain one additional attack during your turn with this ability. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Horizon Walker (UA): Distant Strike + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Distant Strike + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Distant Strike + At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Rooted Defense + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Rooted Defense + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Rooted Defense + At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Relentless Slayer + At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Relentless Slayer + At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Relentless Slayer + At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Gloom Stalker: Stalker's Flurry + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Stalker's Flurry + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Stalker's Flurry + At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Horizon Walker: Distant Strike + At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Distant Strike + At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Distant Strike + At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. + If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Monster Slayer: Magic-User's Nemesis + At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Magic-User's Nemesis + At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Magic-User's Nemesis + At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Gathered Swarm Improvement + 11th-level Swarmkeeper feature + The extra damage from your swarm increases to 2d6. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Scuttling Eyes + 11th-level Swarmkeeper feature + As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. + As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm Improvement + 11th-level Swarmkeeper feature + The extra damage from your swarm increases to 2d6. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Scuttling Eyes + 11th-level Swarmkeeper feature + As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. + As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Gathered Swarm Improvement + 11th-level Swarmkeeper feature + The extra damage from your swarm increases to 2d6. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Scuttling Eyes + 11th-level Swarmkeeper feature + As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. + As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Beguiling Twist + 11th-level Fey Wanderer feature + You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: + • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. + • The creature takes 3d10 psychic damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Beguiling Twist + 11th-level Fey Wanderer feature + You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: + • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. + • The creature takes 3d10 psychic damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Beguiling Twist + 11th-level Fey Wanderer feature + You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: + • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. + • The creature takes 3d10 psychic damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Drake's Breath + 11th-level Drakewarden feature + As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. + This damage increases to 8d6 when you reach 15th level in this class. + Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake's Breath + 11th-level Drakewarden feature + As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. + This damage increases to 8d6 when you reach 15th level in this class. + Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Drake's Breath + 11th-level Drakewarden feature + As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. + This damage increases to 8d6 when you reach 15th level in this class. + Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + 0, 4, 3, 3 + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 3, 1 + + + 0, 4, 3, 3, 1 + + + + Vanish + Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + 0, 4, 3, 3, 2 + + + + Ranger Conclave feature + At 15th level, you gain a feature granted to you by your Ranger Conclave. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Beast Conclave: Superior Beast's Defense + At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it. + + Source: Unearthed Arcana: The Ranger Revised p. 5 + + + + + Hunter Conclave: Evasion + You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Stand Against the Tide + When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Superior Hunter's Defense + At 15th level, you gain one of the following features of your choice. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Hunter Conclave: Uncanny Dodge + When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Deep Stalker Conclave: Stalker's Dodge + At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined. + + Source: Unearthed Arcana: The Ranger Revised p. 7 + + + + + Horizon Walker (UA): Spectral Defense + At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Spectral Defense + At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Horizon Walker (UA): Spectral Defense + At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. + + Source: Unearthed Arcana: Ranger And Rogue p. 1 + + + + + Primeval Guardian (UA): Guardian Aura + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Aura + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Primeval Guardian (UA): Guardian Aura + Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Monster Slayer (UA): Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Monster Slayer (UA): Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Unearthed Arcana: A Trio Of Subclasses p. 3 + + + + + Gloom Stalker: Shadowy Dodge + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Shadowy Dodge + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Gloom Stalker: Shadowy Dodge + Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. + + Source: Xanathar's Guide to Everything p. 41 + + + + + Horizon Walker: Spectral Defense + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Spectral Defense + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Horizon Walker: Spectral Defense + At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. + + Source: Xanathar's Guide to Everything p. 42 + + + + + Monster Slayer: Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Monster Slayer: Slayer's Counter + At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. + + Source: Xanathar's Guide to Everything p. 43 + + + + + Swarmkeeper (UA): Storm of Minions + 15th-level Swarmkeeper feature + Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet. + When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Storm of Minions + 15th-level Swarmkeeper feature + Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet. + When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Swarmkeeper (UA): Storm of Minions + 15th-level Swarmkeeper feature + Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet. + When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 + + + + + Fey Wanderer (UA): Misty Presence + 15th-level Fey Wanderer feature + You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. + Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Misty Presence + 15th-level Fey Wanderer feature + You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. + Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Fey Wanderer (UA): Misty Presence + 15th-level Fey Wanderer feature + You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. + Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 + + + + + Drakewarden (UA): Perfected Bond + 15th-level Drakewarden feature + Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: + • The drake grows to Large size. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). + • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Perfected Bond + 15th-level Drakewarden feature + Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: + • The drake grows to Large size. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). + • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + + Drakewarden (UA): Perfected Bond + 15th-level Drakewarden feature + Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: + • The drake grows to Large size. + • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). + • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. + + Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 + + + + 0, 4, 3, 3, 2 + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 3, 3, 1 + + + 0, 4, 3, 3, 3, 1 + + + + Feral Senses + At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + 0, 4, 3, 3, 3, 2 + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 0, 4, 3, 3, 3, 2 + + + + Foe Slayer + At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. + + Source: Unearthed Arcana: The Ranger Revised p. 1 + + + + diff --git a/FightClub5eXML/Sources/classes/class-rogue.xml b/FightClub5eXML/Sources/classes/class-rogue.xml new file mode 100755 index 0000000..8e634b8 --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-rogue.xml @@ -0,0 +1,1568 @@ + + + + Rogue + 8 + Dexterity, Intelligence, Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight Of Hand, Stealth + 4 + + + Starting Rogue + As a 1st-level Rogue, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light + • Weapons: simple, hand crossbows, longswords, rapiers, shortswords + • Tools: {@item thieves' tools|PHB} + • Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight Of Hand, Stealth + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a rapier or (b) a shortsword + • (a) a shortbow and quiver of arrows (20) or (b) a shortsword + • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack + • Leather armor, two dagger, and thieves' tools + + Alternatively, you may start with 4d4 x 10 gp and choose your own equipment. + + Source: Player's Handbook p. 94 + + + + + Multiclass Rogue + To multiclass as a Rogue, you must meet the following prerequisites: + • Dexterity 13 + + You gain the following proficiencies: + • Armor: light + • Weapons: none + • Tools: none + + Source: Player's Handbook p. 94 + + + light + simple, hand crossbows, longswords, rapiers, shortswords + {@item thieves' tools|PHB} + 4d4 x 10 + + + Expertise + At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. + At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. + + Source: Player's Handbook p. 94 + + + + + Sneak Attack + Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. + You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. + The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. + + Source: Player's Handbook p. 94 + + + + + Thieves' Cant + During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. + In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. + + Source: Player's Handbook p. 94 + + + + + Cunning Action + Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. + + Source: Player's Handbook p. 94 + + + + + Cunning Action: Aim + 2nd-level rogue feature (enhances Cunning Action) + You gain an additional way to use your Cunning Action: carefully aiming your next attack. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. + + Source: Unearthed Arcana: Class Feature Variants p. 9 + + + + + Roguish Archetype + At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. + + Source: Player's Handbook p. 94 + + + + + Roguish Archetype: Arcane Trickster + Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. + + Source: Player's Handbook p. 97 + + + + + Arcane Trickster: Mage Hand Legerdemain + Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: + • You can stow one object the hand is holding in a container worn or carried by another creature. + • You can retrieve an object in a container worn or carried by another creature. + • You can use thieves' tools to pick locks and disarm traps at range. + You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. + In addition, you can use the bonus action granted by your Cunning Action to control the hand. + + Source: Player's Handbook p. 97 + + + + + Arcane Trickster: Spellcasting + When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. + + Cantrips + You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. + + Spell Slots + The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. + + Spells Known of 1st-Level and Higher + You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. + The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. + The spells you learn at 8th, 14th, and 20th level can come from any school of magic. + Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. + + Spellcasting Ability + Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. + + Source: Player's Handbook p. 97 + + + + + Roguish Archetype: Assassin + You focus your training on the grim art of death. Those who adhere to this archetype are diverse - hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. + Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level. + + Source: Player's Handbook p. 97 + + + + + Assassin: Assassinate + Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. + + Source: Player's Handbook p. 97 + + + + + Assassin: Bonus Proficiencies + When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. + + Source: Player's Handbook p. 97 + + + + + Roguish Archetype: Mastermind + Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Mastermind: Master of Intrigue + When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. + Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Mastermind: Master of Tactics + Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Roguish Archetype: Mastermind + Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Mastermind: Master of Intrigue + When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. + Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Mastermind: Master of Tactics + Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Inquisitive (UA): Inquisitive + As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Inquisitive (UA): Ear for Deceit + When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, you use the total of your check or 8 + your Wisdom modifier, whichever is higher. If you are proficient in Insight, you add your proficiency bonus to the fixed result. If you chose Insight as a skill augmented by your Expertise feature, add double your proficiency bonus. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Inquisitive (UA): Eye for Detail + Starting at 3rd level, you can use the bonus action granted by your Cunning Action feature to make a Wisdom (Perception) check to spot a hidden creature or object, to make an Intelligence (Investigation) check to uncover and decipher clues, or to use Insightful Fighting. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Inquisitive (UA): Insightful Fighting + At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As an action (or as a bonus action using Eye for Detail), you make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, opposed by the target's Charisma (Deception) check. If you succeed, you can use Sneak Attack against that creature even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. You can use Sneak Attack in this way even if you have disadvantage against the target. + This benefit lasts for 1 minute or until you successfully use Insightful Fighting against a different target. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Roguish Archetype: Swashbuckler + You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype. + A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Swashbuckler: Fancy Footwork + When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Swashbuckler: Rakish Audacity + Starting at 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls. + In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Roguish Archetype: Swashbuckler + You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. + A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Swashbuckler: Fancy Footwork + When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Swashbuckler: Rakish Audacity + Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. + You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Roguish Archetype: Thief + You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. + + Source: Player's Handbook p. 97 + + + + + Thief: Fast Hands + Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. + + Source: Player's Handbook p. 97 + + + + + Thief: Second-Story Work + When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. + In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. + + Source: Player's Handbook p. 97 + + + + + Scout (UA): Scout + You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and fighters, as they serve as the eyes and ears of war bands across the world. Compared to other rogues, you are skilled at surviving in the wilds. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Scout (UA): Skirmisher + Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Scout (UA): Survivalist + When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Roguish Archetype: Inquisitive + As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils. + + Source: Xanathar's Guide to Everything p. 45 + + + + + Inquisitive: Ear for Deceit + When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. + + Source: Xanathar's Guide to Everything p. 45 + + + + + Inquisitive: Eye for Detail + Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. + + Source: Xanathar's Guide to Everything p. 45 + + + + + Inquisitive: Insightful Fighting + At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. + This benefit lasts for 1 minute or until you successfully use this feature against a different target. + + Source: Xanathar's Guide to Everything p. 45 + + + + + Roguish Archetype: Mastermind + Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Mastermind: Master of Intrigue + When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. + Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Mastermind: Master of Tactics + Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Roguish Archetype: Mastermind + Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Mastermind: Master of Intrigue + When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. + Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Mastermind: Master of Tactics + Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Roguish Archetype: Scout + You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world. + + Source: Xanathar's Guide to Everything p. 47 + + + + + Scout: Skirmisher + Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks. + + Source: Xanathar's Guide to Everything p. 47 + + + + + Scout: Survivalist + When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. + + Source: Xanathar's Guide to Everything p. 47 + + + + + Roguish Archetype: Swashbuckler + You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype. + A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Swashbuckler: Fancy Footwork + When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Swashbuckler: Rakish Audacity + Starting at 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls. + In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Roguish Archetype: Swashbuckler + You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. + A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Swashbuckler: Fancy Footwork + When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Swashbuckler: Rakish Audacity + Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. + You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Acrobat (Livestream): Acrobat + Transcribed on 2018-04-07. [Square bracketed text] denotes transcriber's annotations. + Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level. + + Source: Livestream + + + + + Acrobat (Livestream): Aerial Artistry + Starting at 3rd level, you gain the ability [to] move with incredible speed, precision, and power, Few obstacles can prevent you from reaching your destination. + When you move, you can instead take two short movements by flying. Each movement is half your speed, and you must end each one on a solid object or [the] ground. If you do not, you fall and your movement ends. + + Source: Livestream + + + + + The Revived (UA): The Revived + You've had a soul-shaking realization: you've been dead before, yet somehow you are alive again. This life isn't your first; it might not even be your second. Your past life, or lives, are unclear to you, but you know that you passed through the gates of death. And the powers of death, or some other influence, wasn't done with you. You might have convinced a deity to let you return to the Material Plane, perhaps you signed a deal with a fiend, or maybe you used an artifact that revived you. Whatever force brought you back, you now know the truth about yourself: that you are one of death's representatives among the living. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 4 + + + + + The Revived (UA): Bolts from the Grave + 3rd-level Revived feature + You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 4 + + + + + The Revived (UA): Revived Nature + 3rd-level Revived feature + Your newfound connection to death gives you the following benefits: + • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. + • You don't need to eat, drink, or breathe. + • You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 4 + + + + + The Revived (UA): Tokens of Past Lives + 3rd-level Revived feature + You remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 4 + + + + + Soulknife (UA): Soulknife + Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations, whereas a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business, and most governments would be happy to employ a Soulknife as a spy. + Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe, and in the world of Athas, a Sorcerer-King often turns to a Soulknife to eliminate an enemy, just as an insurgent Soulknife seeks to undermine that Sorcerer-King's rule. + As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psionic adepts and spent years learning how to manifest your power. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Psionic Talent + 3rd-level Soulknife feature + You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6. + Soulknife (UA): Psionic Talent Options + You can use your Psionic Talent die in the following ways: + + Psi-Bolstered Knack. + • When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success. + Psychic Whispers. + • You can use your psychic abilities to establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled. For 1 hour, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. + + Soulknife (UA): Changing the Die's Size + If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest. + Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6. + Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). + Soulknife (UA): Psi Replenishment + As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Psychic Blades + 3rd-level Soulknife feature + You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage. + After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Soulknife + A Soulknife possesses powerful psionic potential. They channel this reservoir of inner magic into tangible blades of psychic energy, striking at their victims' minds. They find easy employment as members of thieves' guilds, being particularly sought after as assassins, since their signature psychic blades leave behind no visible wounds. + As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential when your psychic knives first appeared. Or you might have sought out a reclusive order of psionic assassins and spent years learning how to manifest your deadly blades. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Psionic Enhancement + 3rd-level Soulknife feature + You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest: + • You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically. + • Increase your walking speed by 5 feet. + • Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Psychic Blade + 3rd-level Soulknife feature + As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated. + The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Soulknife + Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations, whereas a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business, and most governments would be happy to employ a Soulknife as a spy. + Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe, and in the world of Athas, a Sorcerer-King often turns to a Soulknife to eliminate an enemy, just as an insurgent Soulknife seeks to undermine that Sorcerer-King's rule. + As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psionic adepts and spent years learning how to manifest your power. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Soulknife (UA): Psionic Talent + 3rd-level Soulknife feature + You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6. + Soulknife (UA): Psionic Talent Options + You can use your Psionic Talent die in the following ways: + + Psi-Bolstered Knack. + • When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success. + Psychic Whispers. + • You can use your psychic abilities to establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled. For 1 hour, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. + + Soulknife (UA): Changing the Die's Size + If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest. + Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6. + Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). + Soulknife (UA): Psi Replenishment + As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Soulknife (UA): Psychic Blades + 3rd-level Soulknife feature + You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage. + After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Soulknife (UA): Soulknife + A Soulknife possesses powerful psionic potential. They channel this reservoir of inner magic into tangible blades of psychic energy, striking at their victims' minds. They find easy employment as members of thieves' guilds, being particularly sought after as assassins, since their signature psychic blades leave behind no visible wounds. + As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential when your psychic knives first appeared. Or you might have sought out a reclusive order of psionic assassins and spent years learning how to manifest your deadly blades. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Soulknife (UA): Psionic Enhancement + 3rd-level Soulknife feature + You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest: + • You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically. + • Increase your walking speed by 5 feet. + • Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Soulknife (UA): Psychic Blade + 3rd-level Soulknife feature + As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated. + The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Phantom (UA): Phantom + Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies. + Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay (Forgotten Realms) and Karrnath (Eberron), where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom works as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave. + How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a god of death? + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1 + + + + + Phantom (UA): Wails from the Grave + 3rd-level Phantom feature + As you nudge someone closer to the grave, you can cause deathly wails to be heard near them. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes psychic damage equal to the roll's total, as wails of the dead sound around them for a moment. + You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1 + + + + + Phantom (UA): Whispers of the Dead + 3rd-level Phantom feature + Echoes of those who have died begin to cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. This proficiency lasts until you use this feature again. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1 + + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 94 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Uncanny Dodge + Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. + + Source: Player's Handbook p. 94 + + + + + Expertise + At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise. + + Source: Player's Handbook p. 94 + + + + + Evasion + Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Player's Handbook p. 94 + + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 94 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Roguish Archetype feature + At 9th level, you gain a feature granted by your Roguish Archetype. + + Source: Player's Handbook p. 94 + + + + + Arcane Trickster: Magical Ambush + Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. + + Source: Player's Handbook p. 97 + + + + + Assassin: Infiltration Expertise + Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. + Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. + + Source: Player's Handbook p. 97 + + + + + Mastermind: Insightful Manipulator + Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: + • Intelligence score + • Wisdom score + • Charisma score + • Class levels (if any) + At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Mastermind: Insightful Manipulator + Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: + • Intelligence score + • Wisdom score + • Charisma score + • Class levels (if any) + At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Inquisitive (UA): Steady Eye + At 9th level, you gain advantage on any Wisdom (Perception) check made on your turn to find a hidden creature or object if you do not move during that turn. If you use this ability before moving, you cannot move or ready movement during your turn. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Swashbuckler: Panache + At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. + If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. + If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Swashbuckler: Panache + At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. + If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. + If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Thief: Supreme Sneak + Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. + + Source: Player's Handbook p. 97 + + + + + Scout (UA): Superior Mobility + At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Inquisitive: Steady Eye + Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. + + Source: Xanathar's Guide to Everything p. 45 + + + + + Mastermind: Insightful Manipulator + Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: + • Intelligence score + • Wisdom score + • Charisma score + • Class levels (if any) + At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Mastermind: Insightful Manipulator + Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: + • Intelligence score + • Wisdom score + • Charisma score + • Class levels (if any) + At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Scout: Superior Mobility + At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. + + Source: Xanathar's Guide to Everything p. 47 + + + + + Swashbuckler: Panache + At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. + If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. + If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Swashbuckler: Panache + At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. + If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. + If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Acrobat (Livestream): Fearless Aerialist + Starting at 9th level, you no longer take damage from falling. + + Source: Livestream + + + + + The Revived (UA): Connect with the Dead + 9th-level Revived feature + You can create a link with a spirit through their corpse. When you do so, you cast the speak with dead spell, without using a spell slot or material components. Intelligence is your spellcasting ability for this spell. + Speaking with the dead in this way temporarily gives you a capability from a past life—you're unsure whether it's from your past or the spirit's. When the spell ends, you gain one random benefit from the Revived Capabilities table. The benefit lasts until you finish a short or long rest. + + Revived Capabilities + d3 | Capability + 1 | You learn how to speak, read, and write one language of your choice. + 2 | You gain one skill or tool proficiency of your choice. + 3 | You gain proficiency with one saving throw of your choice. + After you cast the spell with this feature, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 4 + + + + + Soulknife (UA): Soul Blades + 9th-level Soulknife feature + Your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them in the following ways: + + Homing Strikes. + • If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled. + Psychic Teleportation. + • If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die. You then teleport to that space, the blade vanishes, and your Psionic Talent die decreases by one die size. + + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Terrifying Blade + 9th-level Soulknife feature + Your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Soul Blades + 9th-level Soulknife feature + Your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them in the following ways: + + Homing Strikes. + • If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled. + Psychic Teleportation. + • If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die. You then teleport to that space, the blade vanishes, and your Psionic Talent die decreases by one die size. + + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Soulknife (UA): Terrifying Blade + 9th-level Soulknife feature + Your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Phantom (UA): Tokens of the Departed + 9th-level Phantom feature + When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you open your free hand and a Tiny trinket appears there, a soul trinket. The DM chooses the trinket's form or has you roll on the Trinket table in the Player's Handbook to determine it. + While the soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, as your vitality is enhanced by the life essence within the object. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum. + As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1 + + + + + Ability Score Improvement + When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 94 + + + + + Proficiency Versatility + 10th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Reliable Talent + By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. + + Source: Player's Handbook p. 94 + + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 94 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Roguish Archetype feature + At 13th level, you gain a feature granted by your Roguish Archetype. + + Source: Player's Handbook p. 94 + + + + + Arcane Trickster: Versatile Trickster + At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn. + + Source: Player's Handbook p. 97 + + + + + Assassin: Impostor + At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism. + Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. + + Source: Player's Handbook p. 97 + + + + + Mastermind: Misdirection + Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Mastermind: Misdirection + Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Inquisitive (UA): Unerring Eye + At 13th level, you gain the ability to detect magical deception. As an action, you sense the presence within 30 feet of you of illusions, shapechanger creatures not in their true form, and other magic designed to deceive the senses. Though you determine that an effect is attempting to trick you, you gain no special insight into what is hidden or its true nature. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Swashbuckler: Elegant Maneuver + Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Swashbuckler: Elegant Maneuver + Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Thief: Use Magic Device + By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. + + Source: Player's Handbook p. 97 + + + + + Scout (UA): Ambush Master + Starting at 13th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends. If the initiative bonus would increase an ally's initiative above yours, the ally's initiative instead equals your initiative. + Each of the allies also receives a 10-foot increase to speed that lasts until the end of the ally's next turn. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Inquisitive: Unerring Eye + Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 45 + + + + + Mastermind: Misdirection + Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Mastermind: Misdirection + Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Scout: Ambush Master + Starting at 13th level, you excel at leading ambushes and acting first in a fight. + You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn. + + Source: Xanathar's Guide to Everything p. 47 + + + + + Swashbuckler: Elegant Maneuver + Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Swashbuckler: Elegant Maneuver + Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Acrobat (Livestream): Unchained Agility + At 13th level, your agility, speed and flexibility allow you to escape from almost any danger. You gain the benefits of freedom of movement. + + Source: Livestream + + + + + The Revived (UA): Audience with Death + 13th-level Revived feature + When at death's door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with "yes," "no," or "unknown." The entity answers truthfully, using the knowledge of all those who have died. + In addition, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 4 + + + + + Soulknife (UA): Psionic Veil + 13th-level Soulknife feature + You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if you force a creature to make a saving throw. + Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Psychic Veil + 13th-level Soulknife feature + You can weave a veil of psionic static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Psionic Veil + 13th-level Soulknife feature + You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if you force a creature to make a saving throw. + Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Soulknife (UA): Psychic Veil + 13th-level Soulknife feature + You can weave a veil of psionic static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Phantom (UA): Ghost Walk + 13th-level Phantom feature + You can now phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. + You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1 + + + + + Blindsense + Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. + + Source: Player's Handbook p. 94 + + + + + Slippery Mind + By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. + + Source: Player's Handbook p. 94 + + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 94 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Roguish Archetype feature + At 17th level, you gain a feature granted by your Roguish Archetype. + + Source: Player's Handbook p. 94 + + + + + Arcane Trickster: Spell Thief + At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. + Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Player's Handbook p. 97 + + + + + Assassin: Death Strike + Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. + + Source: Player's Handbook p. 97 + + + + + Mastermind: Soul of Deceit + Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. + Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Mastermind: Soul of Deceit + Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. + Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Inquisitive (UA): Eye for Weakness + At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6. + + Source: Unearthed Arcana: Gothic Heroes p. 2 + + + + + Swashbuckler: Master Duelist + Beginning at 17th level, your mastery of the blade lets you turn failure to success in combat. If you miss with an attack roll, you can choose to roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Swashbuckler: Master Duelist + Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide p. 135 + + + + + Thief: Thief's Reflexes + When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. + + Source: Player's Handbook p. 97 + + + + + Scout (UA): Sudden Strike + Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn. + + Source: Unearthed Arcana: Ranger And Rogue p. 2 + + + + + Inquisitive: Eye for Weakness + At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. + + Source: Xanathar's Guide to Everything p. 45 + + + + + Mastermind: Soul of Deceit + Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. + Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Mastermind: Soul of Deceit + Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. + Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic. + + Source: Xanathar's Guide to Everything p. 46 + + + + + Scout: Sudden Strike + Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn. + + Source: Xanathar's Guide to Everything p. 47 + + + + + Swashbuckler: Master Duelist + Beginning at 17th level, your mastery of the blade lets you turn failure to success in combat. If you miss with an attack roll, you can choose to roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Swashbuckler: Master Duelist + Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 48 + + + + + Acrobat (Livestream): Aerial Mastery + At 17th level your Aerial Artistry ability improves. When you move you can instead take four short movements by flying. [Each short movement is still limited to half your speed, and between each movement you must still touch a solid object or the ground. If you do not, you fall and your movement ends.] + + Source: Livestream + + + + + The Revived (UA): Ethereal Jaunt + 17th-level Revived feature + Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted. + + Source: Unearthed Arcana: Fighter Ranger Rogue p. 4 + + + + + Soulknife (UA): Rend Mind + 17th-level Soulknife feature + You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). Unless the save succeeds, the target is stunned until the end of your next turn. + Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Rend Mind + 17th-level Soulknife feature + You can sweep your Psychic Blade directly through a creature's mind. As an action while you have at least one Psychic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. One of your Psychic Blades vanishes after using this feature. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Soulknife (UA): Rend Mind + 17th-level Soulknife feature + You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). Unless the save succeeds, the target is stunned until the end of your next turn. + Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Soulknife (UA): Rend Mind + 17th-level Soulknife feature + You can sweep your Psychic Blade directly through a creature's mind. As an action while you have at least one Psychic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. One of your Psychic Blades vanishes after using this feature. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 3 + + + + + Phantom (UA): Death Knell + 17th-level Phantom feature + When you use your Wails from the Grave feature, you can now deal the psychic damage to both the first and the second creature. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 1 + + + + + Elusive + Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. + + Source: Player's Handbook p. 94 + + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 94 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Stroke of Luck + At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Player's Handbook p. 94 + + + + diff --git a/FightClub5eXML/Sources/classes/class-rune-scribe.xml b/FightClub5eXML/Sources/classes/class-rune-scribe.xml new file mode 100755 index 0000000..c5e5b1f --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-rune-scribe.xml @@ -0,0 +1,145 @@ + + + + Prestige Class: Rune Scribe (UA) + 8 + + + + + Starting Prestige Class: Rune Scribe (UA) + As a 1st-level Prestige Class: Rune Scribe (UA), you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: none + • Tools: {@item calligrapher's supplies|PHB}, {@item mason's tools|PHB}, {@item woodcarver's tools|PHB} + + + Source: Unearthed Arcana: Prestige Classes Run Magic p. 2 + + + none + none + {@item calligrapher's supplies|PHB}, {@item mason's tools|PHB}, {@item woodcarver's tools|PHB} + + 0, 2 + + + + Rune Lore + At 1st level, you learn the basics of scribing runes, and are able to activate a master rune's full range of properties when you are properly attuned to it. The "Rune Magic" section contains information on master runes and descriptions of runes and their properties. The first rune you master is the rune you found and presented to your tutor to qualify for this prestige class. Your entrance to the class includes the process of mastering that rune's secrets. + + Source: Unearthed Arcana: Prestige Classes Run Magic p. 3 + + + + + Runic Magic + Runes can make use of your own magical power to augment some of their effects. You gain a number of spell slots as specified on the Rune Scribe table, but this prestige class does not grant spells known. Instead, as a rune scribe, you can expend your spell slots to empower runes, as described in the " Rune Magic" section. For the purpose of multiclassing, to determine your total spell slots, add your levels in rune scribe to your levels in classes that grant you the Spellcasting feature. For example, if you are a rune scribe 4/wizard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and spellbook of a 6th-level wizard. + + Source: Unearthed Arcana: Prestige Classes Run Magic p. 3 + + + + 0, 3 + + + + Runic Discovery + Your continuing study of runic magic allows you to recreate the secrets of new runes without first needing to uncover them. At 2nd level, choose a rare rune. You can attune to that rune even if you do not possess the master rune for it. (See the "Rune Magic" section for information on rune rarity and master runes.) In order to attune to a rune in this manner, you must spend a short rest doing nothing but meditating on the rune. At the end of the short rest, you are attuned to the rune. You are considered to always have the rune on your person for the purpose of determining whether you can use its features. + You can spend another short rest doing nothing but meditating on the rune to end your attunement to it. + + Source: Unearthed Arcana: Prestige Classes Run Magic p. 3 + + + + 0, 4, 2 + + + + Runic Discovery + Your continuing study of runic magic allows you to recreate the secrets of new runes without first needing to uncover them. At 3rd level, choose a rare rune. You can attune to that rune even if you do not possess the master rune for it. (See the "Rune Magic" section for information on rune rarity and master runes.) In order to attune to a rune in this manner, you must spend a short rest doing nothing but meditating on the rune. At the end of the short rest, you are attuned to the rune. You are considered to always have the rune on your person for the purpose of determining whether you can use its features. + You can spend another short rest doing nothing but meditating on the rune to end your attunement to it. + + Source: Unearthed Arcana: Prestige Classes Run Magic p. 3 + + + + 0, 4, 3 + + + + Living Rune + Runes are a part of the living world, and your studies allow you to connect to their magic in increasingly powerful ways. At 4th level, you learn to incorporate rune magic into your identity, allowing you to augment your body and mind. At the end of a long rest, you can choose to increase one ability score of your choice by 2 or increase two ability scores of your choice by 1. At the end of each subsequent long rest, you can alter this choice, reducing the scores you previously increased and improving different scores. (If you chose to increase two abilities, you can opt to alter only one of those choices.) + + Source: Unearthed Arcana: Prestige Classes Run Magic p. 3 + + + + 0, 4, 3, 2 + + + + Rune Mastery + At 5th level, you attain the ability to master an ever-greater range of runic magic. When you attune to a rune, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one such rune in this manner at a time. You can use this ability again after you end your attunement to a rune. + + Source: Unearthed Arcana: Prestige Classes Run Magic p. 3 + + + + + Runic Discovery + Your continuing study of runic magic allows you to recreate the secrets of new runes without first needing to uncover them. At 5th level, choose a rare rune. You can attune to that rune even if you do not possess the master rune for it. (See the "Rune Magic" section for information on rune rarity and master runes.) In order to attune to a rune in this manner, you must spend a short rest doing nothing but meditating on the rune. At the end of the short rest, you are attuned to the rune. You are considered to always have the rune on your person for the purpose of determining whether you can use its features. + You can spend another short rest doing nothing but meditating on the rune to end your attunement to it. + + Source: Unearthed Arcana: Prestige Classes Run Magic p. 3 + + + + 0, 4, 4, 3, 3 + + + 0, 4, 4, 3, 3, 1 + + + 0, 4, 4, 3, 3, 2 + + + 0, 4, 4, 3, 3, 3, 1 + + + 0, 5, 4, 3, 3, 3, 2 + + + 0, 5, 4, 3, 3, 3, 2, 1 + + + 0, 5, 4, 3, 3, 3, 2, 1 + + + 0, 5, 4, 3, 3, 3, 2, 1, 1 + + + 0, 5, 4, 3, 3, 3, 2, 1, 1 + + + 0, 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + 0, 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + 0, 5, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + 0, 5, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + 0, 5, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + 0, 5, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + diff --git a/FightClub5eXML/Sources/classes/class-sidekick.xml b/FightClub5eXML/Sources/classes/class-sidekick.xml new file mode 100755 index 0000000..6fa4bc0 --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-sidekick.xml @@ -0,0 +1,767 @@ + + + + Expert Sidekick (UA) + 10 + + + + + Starting Expert Sidekick (UA) + As a 1st-level Expert Sidekick (UA), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: none + • Tools: none + + + Source: Unearthed Arcana: Sidekicks p. 3 + + + none + none + none + + + Sidekick Class + To gain the expert class, a creature must have at least one language in its stat block that it can speak. + Note: this class is intended for NPC sidekicks. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Bonus Proficiencies + At 1st level, the sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Constitution. + In addition, the sidekick gains proficiency in five skills of your choice. If the sidekick is a humanoid, it also gains proficiency with light armor, simple weapons, and two tools of your choice. + At 13th level, the sidekick gains proficiency in one skill of your choice. If the sidekick is a humanoid, it also gains proficiency with one tool of your choice. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Expertise + At 1st level, choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses either of the chosen proficiencies. + At 6th level and again at 17th level, choose two more of the sidekick's skill proficiencies to gain this benefit. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Helpful + The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Cunning Action + Starting at 2nd level, the sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Jack of Many Trades + Beginning at 3rd level, the sidekick can add half its proficiency bonus to any ability check it makes that uses a skill but doesn't already include its proficiency bonus. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 10th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Extra Attack + Starting at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Expertise + At 6th level, you gain another Expertise. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Evasion + Beginning at 7th level, because of extraordinary good luck, the sidekick is skilled at avoiding certain dangers. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn't benefit from this feature while incapacitated. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Ability Score Improvement + At 8th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Inspiring Help (1d6) + Starting at 9th level, the sidekick's assistance becomes especially inspiring. When the sidekick uses its Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target. + At 18th level, the bonus increases to 2d6. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Ability Score Improvement + At 10th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Proficiency Versatility + 10th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Reliable Talent + By 11th level, the sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Ability Score Improvement + At 12th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Bonus Proficiencies + At 13th level, you gain more Bonus Proficiencies. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Ability Score Improvement + At 14th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Proficiency Versatility + 14th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Sharp Mind + At 15th level, the sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your choice). + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Ability Score Improvement + At 16th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Expertise + At 17th level, you gain another Expertise. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Inspiring Help (2d6) + At 18th level, your Inspiring Help bonus increases to 2d6. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Ability Score Improvement + At 19th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Stroke of Luck + At 20th level, the sidekick has an uncanny knack for turning failure into success. If the sidekick's attack misses a target within range, it can turn the miss into a hit. Alternatively, if it fails an ability check, it can treat the d20 roll as a 20. + Once it uses this feature, the sidekick can't use it again until it finishes a short or long rest. + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Spellcaster Sidekick (UA) + 10 + + + + + Starting Spellcaster Sidekick (UA) + As a 1st-level Spellcaster Sidekick (UA), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: none + • Tools: none + + + Source: Unearthed Arcana: Sidekicks p. 4 + + + none + none + none + + + Sidekick Class + To gain the spellcaster class, a creature must have at least one language in its stat block that it can speak. + Note: this class is intended for NPC sidekicks. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Bonus Proficiencies + When the sidekick joins this class, the sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma. + In addition, the sidekick gains proficiency in three skills of your choice from the following list: Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion. If the sidekick is a humanoid, it also gains proficiency with simple weapons and light armor. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Spellcasting + At 1st level, the sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. This choice determines the spell list, spellcasting ability, and spellcasting focus used by the sidekick, as shown on the Spellcasting table. + + Spellcasting + Spell List | Ability | Focus + Bard | Charisma | Musical instrument + Cleric | Wisdom | Holy Symbol + Druid | Wisdom | Druidic Focus + Sorcerer | Charisma | Arcane Focus + Warlock | Charisma | Arcane Focus + Wizard | Intelligence | Arcane Focus + + Cantrips: + At first level, the sidekick knows three cantrips of your choice from its spell list. The sidekick learns additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellcaster table. + + Spell Slots: + The Spellcaster table shows how many spell slots the sidekick has to cast its spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The spellcaster regains all expended spell slots when it finishes a long rest. + For example, if the sidekick knows the 1st-level spell cure wounds and has a 1st-level and a 2nd-level spell slot available, it can cast the spell using either slot. + + Spells Known: + The sidekick knows three 1st-level spells of your choice from its spell list. + The Spells Known column of the Spellcaster table shows when the sidekick learns more spells of your choice. Each of these spells must be of a level for which the sidekick has spell slots, as shown on the table. For instance when the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or 2nd level. + Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows from this class and replace it with another spell from its spell list, which also must be of a level for which it has spell slots. + + Spellcasting Ability: + The sidekick's spellcasting ability for these spells depends on the choice you made on the Spellcasting table. + The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one. + + Spellcasting Focus: + The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Magical Recovery + Beginning at 2nd level, when the sidekick finishes a short rest, it can recover expended spell slots. The spell slots can have a combined level that is equal to or less than half its level in this class (rounded up), and none of the spell slots can be 6th level or higher. + Once the sidekick uses this feature, it can't use the feature again until it finishes a long rest. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Potent Cantrips + Starting at 6th level, the sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Ability Score Improvement + At 8th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Empowered Spells + At 10th level, choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Ability Score Improvement + At 12th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Focused Casting + Starting at 14th level, the sidekick has advantage on any Constitution saving throw it makes to maintain its concentration on a spell. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Ability Score Improvement + At 16th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Ability Score Improvement + At 18th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Proficiency Versatility + 18th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Signature Spells + At 20th level, choose two spells that the sidekick knows from this class. Eligible spells are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spell once at 3rd level without expending a spell slot. After the sidekick casts a spell in this way, the sidekick regains the ability to cast that spell with this feature when it finishes a short or long rest. + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Warrior Sidekick (UA) + 10 + + + + + Starting Warrior Sidekick (UA) + As a 1st-level Warrior Sidekick (UA), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: none + • Tools: none + + + Source: Unearthed Arcana: Sidekicks p. 2 + + + none + none + none + + + Sidekick Class + Note: this class is intended for NPC sidekicks. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Bonus Proficiencies + At 1st level, the sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. + In addition, the sidekick gains proficiency in three skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. If the sidekick is a humanoid, it also gains proficiency with all armor, shields, and simple and martial weapons. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Second Wind + Starting at 1st level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again. + The sidekick can use this feature twice between rests starting at 18th level. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Danger Sense + Beginning at 2nd level, the sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn't work if the sidekick is incapacitated. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Improved Critical + Starting at 3rd level, the sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Ability Score Improvement + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Extra Attack (1 extra) + Beginning at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. + The number of attacks increases to three when the sidekick reaches 11th level and to four when it reaches 20th level. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Ability Score Improvement + At 6th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Proficiency Versatility + 6th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Battle Readiness + After the sidekick reaches 7th level, it has advantage on initiative rolls. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Ability Score Improvement + At 8th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Indomitable (1 use) + Starting at 9th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again unless it finishes a long rest. + The sidekick can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Improved Defense + At 10th level, the sidekick's Armor Class increases by 1. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Extra Attack (2 extra) + At 11th level, you gain another Extra Attack. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Ability Score Improvement + At 12th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Indomitable (2 uses) + At 13th level, you gain another use of Indomitable. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Ability Score Improvement + At 14th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Proficiency Versatility + 14th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Superior Critical + Starting at 15th level, the sidekick's attack rolls score a critical hit on a roll of 18-20 on the d20. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Ability Score Improvement + At 16th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Indomitable (3 uses) + At 17th level, you gain another use of Indomitable. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Second Wind (2 uses) + At 18th level, you gain another use of Second Wind. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Ability Score Improvement + At 19th level, you gain another Ability Score Improvement. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + + Extra Attack (3 extra) + At 20th level, you gain another Extra Attack. + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + diff --git a/FightClub5eXML/Sources/classes/class-sorcerer.xml b/FightClub5eXML/Sources/classes/class-sorcerer.xml new file mode 100755 index 0000000..e131580 --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-sorcerer.xml @@ -0,0 +1,1794 @@ + + + + Sorcerer + 6 + Constitution, Charisma, Arcana, Deception, Insight, Intimidation, Persuasion, Religion + 2 + Charisma + + + Starting Sorcerer + As a 1st-level Sorcerer, you begin play with 6+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: daggers, darts, slings, quarterstaffs, light crossbows + • Tools: none + • Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a light crossbow and crossbow bolts (20) or (b) any simple weapon + • (a) a component pouch or (b) an arcane focus + • (a) a dungeoneer's pack or (b) an explorer's pack + • Two dagger + + Alternatively, you may start with 3d4 x 10 gp and choose your own equipment. + + Source: Player's Handbook p. 99 + + + + + Multiclass Sorcerer + To multiclass as a Sorcerer, you must meet the following prerequisites: + • Charisma 13 + + Source: Player's Handbook p. 99 + + + none + daggers, darts, slings, quarterstaffs, light crossbows + none + 3d4 x 10 + + 4, 2 + + + + Spellcasting + An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. + + Cantrips: + At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level. + + Spell Slots: + The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. + + Spells Known of 1st Level and Higher: + You know two 1st-level spells of your choice from the sorcerer spell list. + You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. + Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. + + Spellcasting Ability: + Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. + + Spellcasting Focus: + You can use an arcane focus as a spellcasting focus for your sorcerer spells. + + Source: Player's Handbook p. 99 + + + + + Sorcerous Origin + Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins + Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. + + Source: Player's Handbook p. 99 + + + + + Sorcerous Origin: Draconic Bloodline + Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. + + Source: Player's Handbook p. 102 + + + + + Draconic Bloodline: Draconic Resilience + As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. + Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. + + Source: Player's Handbook p. 102 + + + + + Draconic Bloodline: Dragon Ancestor + At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. + + Draconic Ancestry + Dragon | Damage Type + Black | Acid + Blue | Lightning + Brass | Fire + Bronze | Lightning + Copper | Acid + Gold | Fire + Green | Poison + Red | Fire + Silver | Cold + White | Cold + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. + + Source: Player's Handbook p. 102 + + + + + Sorcerous Origin: Wild Magic + Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet. + + Source: Player's Handbook p. 103 + + + + + Wild Magic: Tides of Chaos + Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. + Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. + + Source: Player's Handbook p. 103 + + + + + Wild Magic: Wild Magic Surge + Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn. + If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. + + Wild Magic Surge + d100 | Effect + 01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. + 05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. + 07-08 | You cast fireball as a 3rd-level spell centered on yourself. + 09-10 | You cast magic missile as a 5th-level spell. + 11-12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. + 13-14 | You cast confusion centered on yourself. + 15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. + 17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. + 19-20 | You cast grease centered on yourself. + 21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. + 23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. + 25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. + 27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. + 29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. + 31-32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. + 33-34 | Maximize the damage of the next damaging spell you cast within the next minute. + 35-36 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. + 37-38 | 1d6 flumph controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. + 39-40 | You regain 2d10 hit points. + 41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. + 43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. + 45-46 | You cast levitate on yourself. + 47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. + 49-50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. + 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. + 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. + 55-56 | Your hair falls out but grows back within 24 hours. + 57-58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. + 59-60 | You regain your lowest-level expended spell slot. + 61-62 | For the next minute, you must shout when you speak. + 63-64 | You cast fog cloud centered on yourself. + 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. + 67-68 | You are frightened by the nearest creature until the end of your next turn. + 69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. + 71-72 | You gain resistance to all damage for the next minute. + 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. + 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. + 77-78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. + 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. + 81-82 | You can take one additional action immediately. + 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. + 85-86 | You cast mirror image. + 87-88 | You cast fly on a random creature within 60 feet of you. + 89-90 | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. + 91-92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. + 93-94 | Your size increases by one size category for the next minute. + 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 97-98 | You are surrounded by faint, ethereal music for the next minute. + 99-00 | You regain all expended sorcery points. + + Source: Player's Handbook p. 103 + + + + + Favored Soul (UA): Favored Soul + You have been chosen by a deity, and bestowed with a fragment of their divine power. You have been fundamentally changed by the touch of this deity, which awakens powerful magical abilities inside you. + + Source: Unearthed Arcana: Modifying Classes p. 8 + + + + + Favored Soul (UA): Bonus Proficiency + At 1st level, you gain proficiency in light armor, medium armor, shields, and simple weapons. + + Source: Unearthed Arcana: Modifying Classes p. 8 + + + + + Favored Soul (UA): Chosen of the Gods + At 1st level, you choose one of the cleric class's divine domains. You add that domain's spells for 1st-level clerics to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise learn your domain's spells that become available at those levels. + + Source: Unearthed Arcana: Modifying Classes p. 8 + + + + + Favored Soul v2 (UA): Favored Soul v2 + Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. + Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine. + In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Favored Soul v2 (UA): Divine Magic + Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Favored Soul v2 (UA): Favored by the Gods + Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Favored Soul v2 (UA): Supernatural Resilience + At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Favored Soul v3 (UA): Favored Soul v3 + Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. + Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine. + In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. + + Source: Unearthed Arcana: Revised Subclasses p. 5 + + + + + Favored Soul v3 (UA): Divine Magic + Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. + You also learn the cure wounds spell, which does not count against your number of sorcerer spells known. + + Source: Unearthed Arcana: Revised Subclasses p. 5 + + + + + Favored Soul v3 (UA): Favored by the Gods + Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Revised Subclasses p. 5 + + + + + Storm Sorcery (UA): Storm Sorcery + Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul. + Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. + + Source: Unearthed Arcana: Waterborne Adventures p. 4 + + + + + Storm Sorcery (UA): Stormborn + The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know. + + Storm Sorcerer Bonus Spells + Sorcerer Level | Spells + 1st | Fog cloud, thunderwave + 3rd | Gust of wind, levitate + 5th | Call lightning, sleet storm + 7th | Conjure minor elementals*, ice storm + 9th | Conjure elemental** + + Source: Unearthed Arcana: Waterborne Adventures p. 4 + + + + + Storm Sorcery (UA): Tempestuous Magic + At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks. + + Source: Unearthed Arcana: Waterborne Adventures p. 4 + + + + + Sorcerous Origin: Storm Sorcery + Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul. + Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Storm Sorcery: Tempestuous Magic + Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Storm Sorcery: Wind Speaker + The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.) + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Sorcerous Origin: Storm Sorcery + Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. + Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Storm Sorcery: Tempestuous Magic + Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Storm Sorcery: Wind Speaker + The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Shadow (UA): Shadow + Your innate magic comes from the Shadowfell. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed in some fundamental manner. + The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character. + + Shadow Sorcerer Quirks + d6 | Quirk + 1 | You are always icy cold to the touch. + 2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). + 3 | You don't seem to bleed, even when badly injured. + 4 | Your heart beats once per minute. This even sometimes surprises you. + 5 | You have trouble remembering that living creatures and corpses should be treated differently. + 6 | You blinked. Once. Last week. + + Source: Unearthed Arcana: Light Dark Underdark p. 2 + + + + + Shadow (UA): Eyes of the Dark + From 1st level, you have darkvision with a range of 60 feet. You can cast darkness by spending 1 sorcery point. You can see through any darkness spell you cast using this ability. + + Source: Unearthed Arcana: Light Dark Underdark p. 2 + + + + + Shadow (UA): Strength of the Grave + Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. + + Source: Unearthed Arcana: Light Dark Underdark p. 2 + + + + + Sorcerous Origin: Phoenix Sorcery (UA) + Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you. + That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire. + More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. + Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them. + + Phoenix Soul Quirks + d6 | Phoenix Soul + 1 | You absentmindedly ignite small fires that quickly sputter out. + 2 | You cackle like a fiend when you unleash your fire spells. + 3 | You admire fire, even if it burns your friends. + 4 | You are covered in burns that mark the first time your power manifested. + 5 | You like your food charred. + 6 | You are brave to the point of recklessness. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Phoenix Sorcery (UA): Ignite + At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Phoenix Sorcery (UA): Mantle of Flame + Starting at 1st level, you can unleash the phoenix fire that blazes within you. + As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits: + • You shed bright light in a 30-foot radius and dim light for an additional 30 feet. + • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you. + • Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Sorcerous Origin: Sea Sorcery (UA) + The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power. + Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea. + + Source: Unearthed Arcana: Sorcerer p. 2 + + + + + Sea Sorcery (UA): Curse of the Sea + When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. + When you hit a creature with a cantrip's attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature. + Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn't a cantrip (you choose the effect to use if more than one effect applies): + Sea Sorcery (UA): Cold damage + If the affected target takes cold damage from your spell, the target's speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater. + Sea Sorcery (UA): Lightning Damage + If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier. + Sea Sorcery (UA): Forced Movement + If the target is moved by your spell, increase the distance it is moved by 15 feet. + + Source: Unearthed Arcana: Sorcerer p. 2 + + + + + Sea Sorcery (UA): Soul of the Sea + At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed. + + Source: Unearthed Arcana: Sorcerer p. 2 + + + + + Sorcerous Origin: Stone Sorcery (UA) + Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command. + Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes. + + Source: Unearthed Arcana: Sorcerer p. 3 + + + + + Stone Sorcery (UA): Bonus Proficiencies + At 1st level, you gain proficiency with shields, simple weapons, and martial weapons. + + Source: Unearthed Arcana: Sorcerer p. 3 + + + + + Stone Sorcery (UA): Stone's Durability + At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. + As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. + + Source: Unearthed Arcana: Sorcerer p. 3 + + + + + Stone Sorcery (UA): Stone: Metal Magic + Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. + + Metal Magic + Spell Level | Spell + 1st | compelled duel, searing smite, thunderous smite, wrathful smite + 2nd | branding smite, magic weapon + 3rd | blinding smite, elemental weapon + 4th | staggering smite + + Source: Unearthed Arcana: Sorcerer p. 3 + + + + + Sorcerous Origin: Pyromancer (PSK) + Your innate magic manifests in fire. You are your fire, and your fire is you. + + Source: Plane Shift: Kaladesh p. 9 + + + + + Pyromancer (PSK): Heart of Fire + At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1). + + Source: Plane Shift: Kaladesh p. 9 + + + + + Sorcerous Origin: Divine Soul + Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. + Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. + A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. + In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. + + Source: Xanathar's Guide to Everything p. 50 + + + + + Divine Soul: Divine Magic + Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. + In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. + + Affinity | Spell + Good | cure wounds + Evil | inflict wounds + Law | bless + Chaos | bane + Neutrality | protection from evil and good + + Source: Xanathar's Guide to Everything p. 50 + + + + + Divine Soul: Favored by the Gods + Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 50 + + + + + Sorcerous Origin: Shadow Magic + You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. + The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character. + + Shadow Sorcerer Quirks + d6 | Quirk + 1 | You are always icy cold to the touch. + 2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). + 3 | You barely bleed, even when badly injured. + 4 | Your heart beats once per minute. This event sometimes surprises you. + 5 | You have trouble remembering that living creatures and corpses should be treated differently. + 6 | You blinked. Once. Last week. + + Source: Xanathar's Guide to Everything p. 50 + + + + + Shadow Magic: Eyes of the Dark + Starting at 1st level, you have darkvision with a range of 120 feet. + When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. + + Source: Xanathar's Guide to Everything p. 50 + + + + + Shadow Magic: Strength of the Grave + Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. + After the saving throw succeeds, you can't use this feature again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 50 + + + + + Sorcerous Origin: Storm Sorcery + Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul. + Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Storm Sorcery: Tempestuous Magic + Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Storm Sorcery: Wind Speaker + The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.) + + Source: Xanathar's Guide to Everything p. 51 + + + + + Sorcerous Origin: Storm Sorcery + Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. + Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Storm Sorcery: Tempestuous Magic + Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Storm Sorcery: Wind Speaker + The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Sorcerous Origin: Giant Soul (UA) + The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant. + + Source: Unearthed Arcana: Giant Soul Sorcerer p. 1 + + + + + Giant Soul (UA): Jotun Resilience + The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. + + Source: Unearthed Arcana: Giant Soul Sorcerer p. 1 + + + + + Giant Soul (UA): Mark of the Ordning + At 1st level, you discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant types from the Mark of the Ordning table. At 1st and 3rd level, you learn the spells associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don't count against your number of sorcerer spells known. + + Giant Type | Spells at 1st Level | Spells at 3rd Level + Cloud Giant | fog cloud, minor illusion | invisibility + Fire Giant | burning hands, fire bolt | flaming sphere + Frost Giant | armor of Agathys, ray of frost | hold person + Hill Giant | heroism, shillelagh | enlarge/reduce + Stone Giant | entangle, resistance | spike growth + Storm Giant | shocking grasp, thunderwave | gust of wind + + Source: Unearthed Arcana: Giant Soul Sorcerer p. 1 + + + + + Aberrant Mind (UA): Aberrant Mind + An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Aberrant Mind (UA): Invasive Thoughts + 1st-level Aberrant Mind feature + At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Aberrant Mind (UA): Psionic Spells + 1st-level Aberrant Mind feature + Starting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. + + Psionic Spells + Sorcerer Level | Spells + 1st | arms of Hadar, dissonant whispers + 3rd | calm emotions, detect thoughts + 5th | hunger of Hadar, sending + 7th | compulsion, Evard's black tentacles + 9th | modify memory, Rary's telepathic bond + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Aberrant Mind (UA): Unique Disturbance + Regardless of its genesis, the Aberrant Mind origin imparts a sense of eeriness to the character or their surroundings. This can be as subtle as when your sorcerer reads a creature's mind with detect thoughts, anyone in their immediate vicinity experiences a faint but pervasive sense of dread. Or it could be unmistakable, such as sweating a sheen of viscous mucus when you're scared, or your pupils squirming when you're excited. Consider the potentially unspeakable source of your sorcerer's powers, and use that as a guide to weave threads of eeriness throughout your magic. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Aberrant Mind (UA): Warped Being + 1st-level Aberrant Mind feature + Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren't wearing armor. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Clockwork Soul (UA): Clockwork Soul + A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way. + The power of Mechanus can seem strange and alien to others, but for you it is part of a vast and glorious system that others can't comprehend. At your option, you can pick from or roll on the Manifestations of Mechanus table to create a way your connection to the plane manifests while you are casting a spell. + + Manifestations of Mechanus + d6 | Manifestation + 1 | Large, spectral cogwheels appear hovering behind you. + 2 | The hands of a clock appear in your eyes. + 3 | Your skin glows with a golden, metallic sheen. + 4 | Your features become unnaturally angular, like geometric objects. + 5 | Your spellcasting focus takes the form of a miniature Spawning Stone or other creation of Primus. + 6 | The ringing of a clock can be heard by you and those affected by your magic. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4 + + + + + Clockwork Soul (UA): Clockwork Magic + 1st-level Clockwork Soul feature + You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class. + + Clockwork Spells + Sorcerer Level | Spells + 1st | alarm, protection from evil and good + 3rd | find traps, heat metal + 5th | counterspell, glyph of warding + 7th | arcane eye, Otiluke's resilient sphere + 9th | animate objects, wall of force + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4 + + + + + Clockwork Soul (UA): Restore Balance + 1st-level Clockwork Soul feature + Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. + You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4 + + + + + Psionic Soul (UA): Psionic Soul + One day a light blazed forth within you—the illumination of psionic power. Your mind now simmers with this power, the full extent of which you won't fully grasp for years to come. You can touch other minds with it and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might? + Among githyanki and githzerai, the powers of Psionic Soul sorcerers are revered and marshaled on both sides of the gith war. In Eberron, many kalashtar dream of discovering this origin's abilities within themselves, and in Athas, more sorcerers are born with a Psionic Soul than with any other source of power. In the glades of primeval woods touched by the Feywild, children sometimes awaken to the wonders of psionic power. And in communities that survive Far Realm incursions, some folk are mutated into horrific aberrations, while a lucky few not only remain themselves, but also discover that psionic energy now suffuses their minds. + As a Psionic Soul sorcerer, you decide how you acquired your powers. Were you born with them, and did they manifest throughout childhood? Or did an extraordinary event later in life leave you shining with psionic awareness? Consult the Psionic Origins table for a possible origin of your power. + + Psionic Origins + d10 | Origin + 1 | You were exposed to the Far Realm's warping influence. You can now use your mind in ways you never thought possible, and you're also convinced that a tendril is growing upon you. + 2 | A psychic wind from the Astral Plane carried psionic energy into your being. When you use your powers now, faint motes of light sparkle around you. + 3 | You or your ancestor were trained by a githzerai monk to unlock the psionic potential within yourself. + 4 | A spirit haunts your mind, lending incredible power to your thoughts. When you sleep, the spirit's memories invade your dreams. + 5 | Deep in a forest touched by the Feywild, you drank from a glimmering stream, and now your mind shines with power. Beasts and fey creatures are often now friendly to you, as if they can sense the light within you. + 6 | Upon recovering from a near-fatal injury, you found yourself with psionic powers. Whenever you use them, your old wound tingles. + 7 | You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now the psionic power is yours. When you use it, your flesh shines with a strange mucus. + 8 | As a child, you had an imaginary friend that looked like a flumph or a strange platypuslike creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary. + 9 | Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your vestigial twin! + 10 | You grew up near the lair of a sapphire dragon, and now your eyes glow with sapphire light when you use your newfound powers. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5 + + + + + Psionic Soul (UA): Psionic Talent + 1st-level Psionic Soul feature + You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6. + Psionic Soul (UA): Psionic Talent Options + You can use your Psionic Talent die in the following ways: + + Psionic Discovery. + • You can unlock the ability to cast a mind-oriented sorcerer spell you don't already know. After meditating for 10 minutes (which can be done during a rest), roll your Psionic Talent die, and choose a sorcerer spell of a level for which you have spell slots and that is in the school of divination or enchantment. You know the chosen spell for a number of hours equal to the number you rolled. + Psychic Sorcery. + • When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn't require somatic or material components either. + Telepathic Speech. + • You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature. + + Psionic Soul (UA): Changing the Die's Size + If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest. + Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6. + Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). + Psionic Soul (UA): Psi Replenishment + As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5 + + + + + Spell Versatility + 1st-level sorcerer feature (enhances Spellcasting) + Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace. + + Source: Unearthed Arcana: Class Feature Variants p. 10 + + + + 4, 3 + + + + Font of Magic + At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. + + Sorcery Points: + You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. + + Source: Player's Handbook p. 99 + + + + + Font of Magic Options + 2nd-level sorcerer feature (enhances Font of Magic) + When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points. + + Source: Unearthed Arcana: Class Feature Variants p. 10 + + + + 4, 4, 2 + + + + Metamagic + At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. + You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. + + Source: Player's Handbook p. 99 + + + Metamagic: Careful Spell + When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. + + Source: Player's Handbook p. 102 + + + Metamagic: Distant Spell + When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. + When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. + + Source: Player's Handbook p. 102 + + + Metamagic: Empowered Spell + When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. + You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. + + Source: Player's Handbook p. 102 + + + Metamagic: Extended Spell + When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. + + Source: Player's Handbook p. 102 + + + Metamagic: Heightened Spell + When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. + + Source: Player's Handbook p. 102 + + + Metamagic: Quickened Spell + When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. + + Source: Player's Handbook p. 102 + + + Metamagic: Subtle Spell + When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. + + Source: Player's Handbook p. 102 + + + Metamagic: Twinned Spell + When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). + To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are. + + Source: Player's Handbook p. 102 + + + + + Metamagic Options + 3rd-level sorcerer feature (enhances Metamagic) + When you choose Metamagic options, you have access to the following additional options. + + Source: Unearthed Arcana: Class Feature Variants p. 10 + + + Metamagic Options: Elemental Spell + When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder. + + Source: Unearthed Arcana: Class Feature Variants p. 10 + + + Metamagic Options: Seeking Spell + When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell. + + Source: Unearthed Arcana: Class Feature Variants p. 10 + + + Metamagic Options: Unerring Spell + If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. + You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell. + + Source: Unearthed Arcana: Class Feature Variants p. 10 + + + + 5, 4, 3 + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 99 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 5, 4, 3, 2 + + + 5, 4, 3, 3 + + + + Sorcerous Origin feature + At 6th level, you gain a feature granted by your Sorcerous Origin. + + Source: Player's Handbook p. 99 + + + + + Draconic Bloodline: Elemental Affinity + Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. + + Source: Player's Handbook p. 102 + + + + + Wild Magic: Bend Luck + Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. + + Source: Player's Handbook p. 103 + + + + + Favored Soul (UA): Extra Attack + Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Unearthed Arcana: Modifying Classes p. 8 + + + + + Favored Soul v2 (UA): Blessed Countenance + At 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. + Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Favored Soul v3 (UA): Empowered Healing + Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once. + + Source: Unearthed Arcana: Revised Subclasses p. 5 + + + + + Storm Sorcery (UA): Heart of the Storm + At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell's effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. + + Source: Unearthed Arcana: Waterborne Adventures p. 4 + + + + + Storm Sorcery (UA): Storm Guide + At 6th level, you gain the ability to subtly control the weather around you. + If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action. + If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind. + + Source: Unearthed Arcana: Waterborne Adventures p. 4 + + + + + Storm Sorcery: Heart of the Storm + At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Storm Sorcery: Storm Guide + At 6th level, you gain the ability to subtly control the weather around you. + If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action. + If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Storm Sorcery: Heart of the Storm + At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Storm Sorcery: Storm Guide + At 6th level, you gain the ability to subtly control the weather around you. + If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. + If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Shadow (UA): Hound of Ill Omen + At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf's statistics with the following changes: + • The hound is size Medium. + • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. + • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound. + The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only towards its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attack, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. + + Source: Unearthed Arcana: Light Dark Underdark p. 2 + + + + + Phoenix Sorcery (UA): Phoenix Spark + Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. + If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier. + If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Sea Sorcery (UA): Watery Defense + At 6th level, you gain resistance to fire damage. + You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Sorcerer p. 2 + + + + + Stone Sorcery (UA): Stone Aegis + Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies' protection. + As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated. + In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level. + + Source: Unearthed Arcana: Sorcerer p. 3 + + + + + Pyromancer (PSK): Fire in the Veins + At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage. + + Source: Plane Shift: Kaladesh p. 9 + + + + + Divine Soul: Empowered Healing + Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn. + + Source: Xanathar's Guide to Everything p. 50 + + + + + Shadow Magic: Hound of Ill Omen + At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes: + • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. + • It appears with a number of temporary hit points equal to half your sorcerer level. + • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. + • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound. + The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. + + Source: Xanathar's Guide to Everything p. 50 + + + + + Storm Sorcery: Heart of the Storm + At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Storm Sorcery: Storm Guide + At 6th level, you gain the ability to subtly control the weather around you. + If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action. + If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Storm Sorcery: Heart of the Storm + At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Storm Sorcery: Storm Guide + At 6th level, you gain the ability to subtly control the weather around you. + If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. + If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Giant Soul (UA): Soul of Lost Ostoria + Starting at 6th level, you gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning Feature. + Giant Soul (UA): Cloud Giant + Immediately after you cast any of your Mark of the Ordning spells, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 + your Constitution modifier. + Giant Soul (UA): Fire Giant + You gain a bonus to the damage rolls of your Mark of the Ordning spells. The bonus equals your Constitution modifier (minimum of +1). + Giant Soul (UA): Frost Giant + Immediately after you cast any of your Mark of the Ordning spells, you gain temporary hit points equal to your Constitution modifier (minimum of 1). But if the spell is armor of Agathys, you instead increase its temporary hit points by an amount equal to your Constitution modifier (minimum of 1). + Giant Soul (UA): Hill Giant + Immediately after you cast any of your Mark of the Ordning spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save. + Giant Soul (UA): Stone Giant + Immediately after you cast any of your Mark of the Ordning spells, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn. + Giant Soul (UA): Storm Giant + Immediately after you cast any of your Mark of the Ordning spells, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1). + + Source: Unearthed Arcana: Giant Soul Sorcerer p. 1 + + + + + Aberrant Mind (UA): Psionic Sorcery + 6th-level Aberrant Mind feature + Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no components. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Aberrant Mind (UA): Psychic Defenses + 6th-level Aberrant Mind feature + At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Clockwork Soul (UA): Bulwark of Law + 6th-level Clockwork Soul feature + You can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again. + The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4 + + + + + Psionic Soul (UA): Psychic Strike + 6th-level Psionic Soul feature + You have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a sorcerer spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5 + + + + 5, 4, 3, 3, 1 + + + 5, 4, 3, 3, 2 + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 99 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 5, 4, 3, 3, 3, 1 + + + 6, 4, 3, 3, 3, 2 + + + + Metamagic + At 10th level, you learn an additional metamagic option. + + Source: Player's Handbook p. 99 + + + + 6, 4, 3, 3, 3, 2, 1 + + + 6, 4, 3, 3, 3, 2, 1 + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 99 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 6, 4, 3, 3, 3, 2, 1, 1 + + + 6, 4, 3, 3, 3, 2, 1, 1 + + + + Sorcerous Origin feature + At 14th level, you gain a feature granted by your Sorcerous Origin. + + Source: Player's Handbook p. 99 + + + + + Draconic Bloodline: Dragon Wings + At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. + You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. + + Source: Player's Handbook p. 102 + + + + + Wild Magic: Controlled Chaos + At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. + + Source: Player's Handbook p. 103 + + + + + Favored Soul (UA): Divine Wings + At 14th level, you gain the ability to sprout a pair of wings from your back (feathered or bat-like, your choice), gaining a flying speed equal to your current walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. + You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. + + Source: Unearthed Arcana: Modifying Classes p. 8 + + + + + Favored Soul v2 (UA): Divine Purity + At 14th level, you become immune to disease, poison damage, and the poisoned condition. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Favored Soul v3 (UA): Angelic Form + At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. + In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you're incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet. + + Source: Unearthed Arcana: Revised Subclasses p. 5 + + + + + Storm Sorcery (UA): Storm's Fury + At 14th level, the storm energy you channel through your magic seethes within your soul. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8 + your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight line 20 feet away from you. + + Source: Unearthed Arcana: Waterborne Adventures p. 4 + + + + + Storm Sorcery: Storm's Fury + Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Storm Sorcery: Storm's Fury + Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Shadow (UA): Shadow Walk + At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. + + Source: Unearthed Arcana: Light Dark Underdark p. 2 + + + + + Phoenix Sorcery (UA): Nourishing Fire + Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Sea Sorcery (UA): Shifting Form + Starting at 14th level, you gain the ability to enter a liquid state while moving. + When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy's space but can't willingly end your move there. + On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you. You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement. + + Source: Unearthed Arcana: Sorcerer p. 2 + + + + + Stone Sorcery (UA): Stone's Edge + Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell. + + Source: Unearthed Arcana: Sorcerer p. 3 + + + + + Pyromancer (PSK): Pyromancer's Fury + Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage. + + Source: Plane Shift: Kaladesh p. 9 + + + + + Divine Soul: Otherworldly Wings + Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. + The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality. + + Source: Xanathar's Guide to Everything p. 50 + + + + + Shadow Magic: Shadow Walk + At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. + + Source: Xanathar's Guide to Everything p. 50 + + + + + Storm Sorcery: Storm's Fury + Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Storm Sorcery: Storm's Fury + Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Giant Soul (UA): Rage of Fallen Ostoria + Starting at 14th level, you gain the ability to channel the souls of your ancestors into your physical form. When you start casting a sorcerer spell on your turn and expend a spell slot, you can increase your size by one category—from Medium to Large, for example. + This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you enjoy the following benefits: + • Your current hit points and your hit point maximum both increase by 1 per sorcerer level. + • Your reach increases by 5 feet. + • Your walking speed increases by 5 feet. + • You have advantage on Strength checks and Strength saving throws. + • You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1). + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Giant Soul Sorcerer p. 1 + + + + + Aberrant Mind (UA): Revelation in Flesh + 14th-level Aberrant Mind feature + Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends: + • You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing. + • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus. + • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. + • Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Clockwork Soul (UA): Trance of Order + 14th-level Clockwork Soul feature + You gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10. + Once you use this action, you can't use it again until you finish a long rest or until you expend 5 sorcery points to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4 + + + + + Psionic Soul (UA): Mind Over Body + 14th-level Psionic Soul feature + You can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or more sorcery points to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice for each sorcery point you spent, choosing a different benefit for each point: + • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. + • You gain a flying speed equal to your walking speed, and you can hover. + • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. + • Your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5 + + + + 6, 4, 3, 3, 3, 2, 1, 1, 1 + + + 6, 4, 3, 3, 3, 2, 1, 1, 1 + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 99 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 6, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + Metamagic + At 17th level, you learn an additional metamagic option. + + Source: Player's Handbook p. 99 + + + + 6, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + Sorcerous Origin feature + At 18th level, you gain a feature granted by your Sorcerous Origin. + + Source: Player's Handbook p. 99 + + + + + Draconic Bloodline: Draconic Presence + Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. + + Source: Player's Handbook p. 102 + + + + + Wild Magic: Spell Bombardment + Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn. + + Source: Player's Handbook p. 103 + + + + + Favored Soul (UA): Power of the Chosen + Starting at 18th level, when you cast one of the spells you learned from your Chosen of the Gods class feature, you regain hit points equal to your Charisma modifier (minimum of +1) + the spell's level. + + Source: Unearthed Arcana: Modifying Classes p. 8 + + + + + Favored Soul v2 (UA): Unearthly Recovery + At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Favored Soul v3 (UA): Unearthly Recovery + At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Revised Subclasses p. 5 + + + + + Storm Sorcery (UA): Wind Soul + At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. + + Source: Unearthed Arcana: Waterborne Adventures p. 4 + + + + + Storm Sorcery: Wind Soul + At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. + As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Storm Sorcery: Wind Soul + At 18th level, you gain immunity to lightning and thunder damage. + You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide p. 137 + + + + + Shadow (UA): Shadow Form + At 18th level, you can spend 3 sorcery points to transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. + + Source: Unearthed Arcana: Light Dark Underdark p. 2 + + + + + Phoenix Sorcery (UA): Form of the Phoenix + At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits: + • You have a flying speed of 40 feet and can hover. + • You have resistance to all damage. + • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature. + + Source: Unearthed Arcana: Sorcerer p. 1 + + + + + Sea Sorcery (UA): Water Soul + Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits: + • You no longer need to eat, drink, or sleep. + • A critical hit against you becomes a normal hit. + • You have resistance to bludgeoning, piercing, and slashing damage. + + Source: Unearthed Arcana: Sorcerer p. 2 + + + + + Stone Sorcery (UA): Earth Master's Aegis + Beginning at 18th level, when you use your Stone Aegis to protect an ally, you can choose up to three creatures to gain its benefits. + + Source: Unearthed Arcana: Sorcerer p. 3 + + + + + Pyromancer (PSK): Fiery Soul + At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage. + + Source: Plane Shift: Kaladesh p. 9 + + + + + Divine Soul: Unearthly Recovery + At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 50 + + + + + Shadow Magic: Umbral Form + Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. + You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. + + Source: Xanathar's Guide to Everything p. 50 + + + + + Storm Sorcery: Wind Soul + At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. + As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Storm Sorcery: Wind Soul + At 18th level, you gain immunity to lightning and thunder damage. + You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 51 + + + + + Giant Soul (UA): Blessing of the All Father + At 18th level, your Constitution score increases by 2, up to a maximum of 22. + In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative. + + Source: Unearthed Arcana: Giant Soul Sorcerer p. 1 + + + + + Aberrant Mind (UA): Warp Reality + 18th-level Aberrant Mind feature + At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura. + As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Clockwork Soul (UA): Clockwork Cavalcade + 18th-level Clockwork Soul feature + You summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing: + • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube. + • Any damaged objects entirely in the cube are repaired. + • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube. + Once you use this action, you can't use it again until you finish a long rest or until you expend 7 sorcery points to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 4 + + + + + Psionic Soul (UA): Psychic Aura + 18th-level Psionic Soul feature + If your Psionic Talent die is available, you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot-radius aura for 1 minute or until you're incapacitated or lose the use of your Psionic Talent die. + Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Charisma modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn. + + Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 5 + + + + 6, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 99 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 6, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + Sorcerous Restoration + At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. + + Source: Player's Handbook p. 99 + + + + diff --git a/FightClub5eXML/Sources/classes/class-warlock.xml b/FightClub5eXML/Sources/classes/class-warlock.xml new file mode 100755 index 0000000..bdb8afe --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-warlock.xml @@ -0,0 +1,1539 @@ + + + + Warlock + 8 + Wisdom, Charisma, Arcana, Deception, History, Intimidation, Investigation, Nature, Religion + 2 + Charisma + + + Starting Warlock + As a 1st-level Warlock, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light + • Weapons: simple + • Tools: none + • Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a light crossbow and crossbow bolts (20) or (b) any simple weapon + • (a) a component pouch or (b) an arcane focus + • (a) a scholar's pack or (b) a dungeoneer's pack + • Leather armor, any simple weapon, and two dagger + + Alternatively, you may start with 4d4 x 10 gp and choose your own equipment. + + Source: Player's Handbook p. 105 + + + + + Multiclass Warlock + To multiclass as a Warlock, you must meet the following prerequisites: + • Charisma 13 + + You gain the following proficiencies: + • Armor: light + + • Tools: none + + Source: Player's Handbook p. 105 + + + light + simple + none + 4d4 x 10 + + 2 + + + + Pact Magic + Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. + + Cantrips: + You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. + + Spell Slots: + The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. + For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. + + Spells Known of 1st Level and Higher: + At 1st level, you know two 1st-level spells of your choice from the warlock spell list. + The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. + Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. + + Spellcasting Ability: + Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. + + Spellcasting Focus: + You can use an arcane focus as a spellcasting focus for your warlock spells. + + Source: Player's Handbook p. 105 + + + + + Spell Versatility + 1st-level warlock feature (enhances Pact Magic) + Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace. + + Source: Unearthed Arcana: Class Feature Variants p. 10 + + + + + Otherworldly Patron + At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook p. 105 + + + + + Otherworldly Patron: The Archfey + Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. + + Expanded Spell List + The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Archfey Expanded Spells + Spell Level | Spells + 1st | faerie fire, sleep + 2nd | calm emotions, phantasmal force + 3rd | blink, plant growth + 4th | dominate beast, greater invisibility + 5th | dominate person, seeming + + Source: Player's Handbook p. 108 + + + + + The Archfey: Fey Presence + Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Player's Handbook p. 108 + + + + + Otherworldly Patron: The Fiend + You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. + The Fiend: Expanded Spell List + The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Fiend Expanded Spells + Spell Level | Spells + 1st | burning hands, command + 2nd | blindness/deafness, scorching ray + 3rd | fireball, stinking cloud + 4th | fire shield, wall of fire + 5th | flame strike, hallow + + Source: Player's Handbook p. 109 + + + + + The Fiend: Dark One's Blessing + Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). + + Source: Player's Handbook p. 109 + + + + + Ghost in the Machine (UA): Ghost in the Machine + You have made a bargain for power granted by an entity that you believe to be completely digital. Whether it is a rogue AI or the spirit of a deceased hacker, the Ghost in the Machine is capable of feats that defy explanation. + Ghost in the Machine (UA): Expanded Spell List + The Ghost in the Machine lets you choose from an expanded list of spells when you learn a warlock spell. You gain the on/off cantrip, and the following new spells are added to the warlock spell list for you. + Spells marked with an asterisk can be found in Unearthed Arcana: Modern Magic. + + Ghost in the Machine Expanded Spells + Spell Level | Spells + 1st | infallible relay (UA)*, remote access (UA)* + 2nd | arcane hacking (UA)*, digital phantom (UA)* + 3rd | haywire (UA)*, invisibility to cameras (UA)* + 4th | conjure knowbot (UA)*, system backdoor (UA)* + 5th | shutdown (UA)*, synchronicity (UA)* + + Source: Unearthed Arcana: Modern Magic p. 2 + + + + + Ghost in the Machine (UA): Bonus Proficiency + At 1st level, you gain proficiency with hacking tools. + + Source: Unearthed Arcana: Modern Magic p. 2 + + + + + Ghost in the Machine (UA): Information Surge + At 1st level, you gain the ability to temporarily render computerized devices inoperable. As an action, you can target a computerized device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device ceases to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. Certain shielded devices might negate the disadvantage, at the DM's determination. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Modern Magic p. 2 + + + + + Otherworldly Patron: The Great Old One + Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. + The Great Old One: Expanded Spell List + The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Great Old One Expanded Spells + Spell Level | Spells + 1st | dissonant whispers, Tasha's hideous laughter + 2nd | detect thoughts, phantasmal force + 3rd | clairvoyance, sending + 4th | dominate beast, Evard's black tentacles + 5th | dominate person, telekinesis + + Source: Player's Handbook p. 109 + + + + + The Great Old One: Awakened Mind + Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. + + Source: Player's Handbook p. 109 + + + + + Otherworldly Patron: The Undying + Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. + In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther. + The Undying: Expanded Spell List + The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Undying Expanded Spells + Spell Level | Spells + 1st | false life, ray of sickness + 2nd | blindness/deafness, silence + 3rd | feign death, speak with dead + 4th | aura of life, death ward + 5th | contagion, legend lore + + Source: Sword Coast Adventurer's Guide p. 139 + + + + + The Undying: Among the Dead + Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. + Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. + + Source: Sword Coast Adventurer's Guide p. 139 + + + + + The Undying Light (UA): The Undying Light + Your patron is not a specific entity, but the energy that radiates from the Positive Plane. Your pact allows you to experience the barest touch of the raw stuff of life that powers the multiverse. Anything more, and you would be instantly incinerated by its energy. + Contact with the Positive Plane causes subtle changes to your behavior and beliefs. You are driven to bring light to dark places, to annihilate undead creatures, and to protect all living things. At the same time, you crave the light and find total darkness a suffocating experience akin to drowning. + As an optional way to add more flavor to your character, you can pick from or roll on the following table of flaws associated with warlocks of the Undying Light. + + Undying Light Flaws + d6 | Quirk + 1 | You are afraid of the dark, and must always have a light source at hand. + 2 | You have a nervous compulsion to keep a bright light in even the barest shadow. + 3 | You have a compulsion to enter and illuminate dark areas. + 4 | You have an overwhelming hatred of undead creatures. + 5 | You fidget and are irritable when you can't see the sun. + 6 | In a dark area, you always carry a lit torch or lantern. Putting it down is an unbearable thought. + The Undying Light (UA): Expanded Spell List + The Undying Light lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Undying Light Expanded Spells + Spell Level | Spells + 1st | burning hands + 2nd | flaming sphere + 3rd | daylight + 4th | fire shield + 5th | flame strike + + Source: Unearthed Arcana: Light Dark Underdark p. 3 + + + + + The Undying Light (UA): Radiant Soul + Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don't count against your number of cantrips known. + + Source: Unearthed Arcana: Light Dark Underdark p. 3 + + + + + The Celestial (UA): The Celestial + Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. + Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world. + The Celestial (UA): Expanded Spell List + The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Celestial Expanded Spells + Spell Level | Spells + 1st | burning hands, cure wounds + 2nd | flaming sphere, lesser restoration + 3rd | daylight, revivify + 4th | guardian of faith, wall of fire + 5th | flame strike, greater restoration + + Source: Unearthed Arcana: Revised Class Options p. 4 + + + + + The Celestial (UA): Bonus Cantrips + At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. + + Source: Unearthed Arcana: Revised Class Options p. 4 + + + + + The Celestial (UA): Healing Light + At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. + As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. + Your pool regains all expended dice when you finish a long rest. + + Source: Unearthed Arcana: Revised Class Options p. 4 + + + + + The Seeker (UA): The Seeker + Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron's gifts, you wander the world seeking lore that you can share with the Seeker. + Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker's role. + The Seeker (UA): Expanded Spell List + The Seeker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Seeker Expanded Spells + Spell Level | Spells + 1st | feather fall, jump + 2nd | levitate, locate object + 3rd | clairvoyance, sending + 4th | arcane eye, locate creature + 5th | legend lore, passwall + + Source: Unearthed Arcana: The Faithful p. 1 + + + + + The Seeker (UA): Shielding Aurora + Starting at 1st level, you can invoke the Seeker's power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: The Faithful p. 1 + + + + + The Raven Queen (UA): The Raven Queen + You patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature's death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers. + The Raven Queen's followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes. + The Raven Queen (UA): Expanded Spell List + The Raven Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Raven Queen Expanded Spells + Spell Level | Spells + 1st | false life, sanctuary + 2nd | silence, spiritual weapon + 3rd | feign death, speak with dead + 4th | ice storm, locate creature + 5th | commune, cone of cold + + Source: Unearthed Arcana: Warlock And Wizard p. 2 + + + + + The Raven Queen (UA): Sentinel Raven + Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. + While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated. + You can see through the raven's eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. + The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. + At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you. + + Source: Unearthed Arcana: Warlock And Wizard p. 2 + + + + + The Hexblade (UA): The Hexblade + You have made your pact with a powerful, sentient magic weapon carved from the stuff of the Shadowfell. The mighty sword Blackrazor is the most notable of these weapons, several of which have spread across the multiverse over the ages. These weapons grow stronger as they consume the life essence of their victims. The strongest of them can use their ties to the Shadowfell to offer power to mortals who serve them. The Raven Queen forged the first of these weapons. They, along with the hexblade warlocks, are another tool she can use to manipulate events in the Material Plane to her inscrutable ends. + The Hexblade (UA): Expanded Spell List + The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Hexblade Expanded Spells + Spell Level | Spells + 1st | shield, wrathful smite + 2nd | branding smite, magic weapon + 3rd | blink, elemental weapon + 4th | phantasmal killer, staggering smite + 5th | cone of cold, destructive wave + + Source: Unearthed Arcana: Warlock And Wizard p. 1 + + + + + The Hexblade (UA): Hex Warrior + At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. + + Source: Unearthed Arcana: Warlock And Wizard p. 1 + + + + + The Hexblade (UA): Hexblade's Curse + Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits: + • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. + • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. + • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier. + You can't use this feature again until you finish a short or long rest. + + Source: Unearthed Arcana: Warlock And Wizard p. 1 + + + + + Otherworldly Patron: The Celestial + Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. + Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world. + The Celestial: Expanded Spell List + The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Celestial Expanded Spells + Spell Level | Spells + 1st | cure wounds, guiding bolt + 2nd | flaming sphere, lesser restoration + 3rd | daylight, revivify + 4th | guardian of faith, wall of fire + 5th | flame strike, greater restoration + + Source: Xanathar's Guide to Everything p. 54 + + + + + The Celestial: Bonus Cantrips + At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. + + Source: Xanathar's Guide to Everything p. 54 + + + + + The Celestial: Healing Light + At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. + As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. + Your pool regains all expended dice when you finish a long rest. + + Source: Xanathar's Guide to Everything p. 54 + + + + + Otherworldly Patron: The Hexblade + You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. + Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. + The Hexblade: Expanded Spell List + The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Hexblade Expanded Spells + Spell Level | Spells + 1st | shield, wrathful smite + 2nd | blur, branding smite + 3rd | blink, elemental weapon + 4th | phantasmal killer, staggering smite + 5th | banishing smite, cone of cold + + Source: Xanathar's Guide to Everything p. 55 + + + + + The Hexblade: Hex Warrior + At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. + The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type. + + Source: Xanathar's Guide to Everything p. 55 + + + + + The Hexblade: Hexblade's Curse + Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: + • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. + • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. + • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). + You can't use this feature again until you finish a short or long rest. + + Source: Xanathar's Guide to Everything p. 55 + + + + + Otherworldly Patron: The Kraken (Livestream) + You made a pact with a Kraken somewhere in the world's ocean. + The Kraken (Livestream): Expanded Spell List + The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Kraken Patron Expanded Spells + Spell Level | Spells + 1st | thunderwave, create or destroy water + 2nd | augury, gust of wind + 3rd | call lightning, water breathing + 4th | evard's black tentacles, control water + 5th | commune with nature, cone of cold + + Source: Livestream + + + + + The Kraken (Livestream): Grasp of the Kraken + Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point that you can see within 60 ft. of you. A horde of grasping tendrils appears at that point. Creatures of your choice within 10 ft. of that point must make a Strength saving throw against your Warlock spell save DC. Creatures that fail their saving throws are grappled for 1 minute or until you use this ability again. The spectral tentacle's Strength (Athletics) bonus is 2 + your proficiency bonus and its reach is 10 feet. + + Source: Livestream + + + + + Otherworldly Patron: Lolth (Twitter) + Your patron is Lolth, queen of the dark fey. She rules over the drow that dwell within the Feywild, and commands the loyalty of all hags. Evil fey pay her respect, though not all obey her edicts. She is a sworn enemy of Torog, due to the constant threat he and his minions pose to her Underdark domains. + Lolth (Twitter): Expanded Spell List + Lolth lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Lolth Expanded Spells + Spell Level | Spells + 1st | faerie fire, jump + 2nd | darkness, web + 3rd | fear, vampiric touch + 4th | dimension door, giant insect + 5th | cloudkill, hold monster + + Source: Twitter + + + + + Lolth (Twitter): Dark Queen's Servitor + Starting at 1st level, you gain the ability to transform into Lolth's most beloved servitor, a giant spider. As a bonus action you turn into a spider. You gain a +2 bonus to AC. You gain 3 temporary hit points per level. You gain a climb speed equal to your normal speed. You can climb difficult surfaces, such as along a ceiling, without needing to make a check. You gain a bite attack. You are proficient with this attack and it inflicts poison damage based on your level. You can use your choice of Strength or Dexterity to modify your bite attack's attack and damage rolls. While in this form, you lack hands and cannot do anything that normally requires them. However, you can cast spells but can only cast the ones listed on your expanded spell list for Lolth. + Once you use this ability, you cannot use it again until you complete a short or long rest. + + Spider Form Bite Damage + Level | Damage + 1st—4th | 1d10 poison + 5th—10th | 2d10 poison + 11th—16th | 3d10 poison + 17th+ | 4d10 poison + + Source: Twitter + + + + + The Lurker in the Deep (UA): The Lurker in the Deep + You made a pact with an entity that lurks somewhere deep in the ocean, or even on the Elemental Plane of Water, such as a mighty kraken, an ancient primordial, or a monstrous being from creation's earliest days. You serve as this creature's eyes and ears, watching the world beyond its domain and reporting your findings. You may have gained this pact as a member of a cult dedicated to the entity or after your patron saved your life when you nearly drowned at sea. + The Lurker in the Deep (UA): Expanded Spell List + 1st-level Lurker in the Deep feature + The Lurker in the Deep lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Lurker Expanded Spells + Spell Level | Spells + 1st | create or destroy water, thunderwave + 2nd | gust of wind, silence + 3rd | lightning bolt, sleet storm + 4th | control water, Evard's black tentacles + 5th | commune with nature, cone of cold + + Source: Unearthed Arcana: Sorcerer And Warlock p. 2 + + + + + The Lurker in the Deep (UA): Grasp of the Deep + 1st-level Lurker in the Deep feature + At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. + When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8. + As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 2 + + + + + The Lurker in the Deep (UA): Scion of the Deep + 1st-level Lurker in the Deep feature + At 1st level, your patron accepts you into its inner court of servitors. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 2 + + + + + The Lurker in the Deep (UA): The Lurker's Clutches + Several features of the Lurker in the Deep create tentacles or a maw that reach into the world. The form of these appendages should reflect the nature of your specific patron. For example, a kraken's warlock might summon great squid-like tentacles, serrated crab claws, or a massive octopus beak, while the servant of a primordial water elemental might create tendrils or swells of living water. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 2 + + + + + The Noble Genie (UA): The Noble Genie + You made a pact with one of the rarest of geniekind, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant collectors of creatures, knowledge, and treasure. A genie values their collection and will protect that which they claim ownership over. Through your connection to the noble, you can leverage their influence and extend their ownership of things in the multiverse. + The Noble Genie (UA): Expanded Spell List + 1st-level Noble Genie feature + The Noble Genie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Noble Genie Expanded Spells + Spell Level | Spells + 1st | fog cloud, sleep + 2nd | enlarge/reduce, phantasmal force + 3rd | create food and water, protection from energy + 4th | polymorph, phantasmal killer + 5th | Bigby's hand, creation + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4 + + + + + The Noble Genie (UA): Collector's Vessel + 1st-level Noble Genie feature + Your patron gives you a magical vessel with which you can bind a creature to you and to your patron's menagerie. The vessel is a Tiny object, and it is a spellcasting focus for you. You decide what the object is, or you can determine what it is randomly by rolling on the Collector's Vessel table. + + Collector's Vessel + d6 | Vessel + 1 | Oil lamp + 2 | Urn + 3 | Ring with a compartment + 4 | Stoppered bottle + 5 | Hollow statuette + 6 | Ornate lantern + If you lose your vessel, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous vessel. The vessel vanishes in a flare of elemental power when you die. + As an action while you are holding the vessel, you target a willing creature you can see within 100 feet of you and create a tether of wispy elemental material that links the target to you. The tether lasts for 1 hour, until you use this feature to create another tether, until the bound target is reduced to 0 hit points, or until the target ends its turn more than 100 feet from you. + While you are tethered to a creature, you gain the following benefits: + • You gain a bonus to your Wisdom (Perception) checks equal to your Charisma modifier (minimum of +1). + • When you can cast a spell, you can deliver the spell from your space or the bound creature's space. + You can create the tether a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. + The Noble Genie (UA): Collector's Vessel and Pact Boons + When you create a tether with your Collector's Vessel, the tether takes on a form that reflects your patron's type of geniekind: swirling mist and wind for a djinni, sand and flecks of rock or gems for a dao, smoke and embers for an efreeti, and foamy water for a marid. + When you gain the Pact Boon feature at 3rd level, if you choose a boon that grants you a physical object, your vessel transforms into that object. For example, a warlock whose patron is a noble efreeti and chooses the Pact of the Tome might find their bottle transformed into an elaborate scroll made of a red dragon's wing, with brass and iron rolling rods. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4 + + + + + The Genie (UA): The Genie + You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals who so love to bind genies into servitude, readily entering into pacts that expand their reach across the multiverse. + You choose your patron's kind or determine it randomly, using the Genie Kind table. Each kind of genie is associated with a particular element, as shown in the table. + + Genie Kind + d4 | Kind | Element + 1 | Dao | Earth + 2 | Djinni | Air + 3 | Efreeti | Fire + 4 | Marid | Water + The Genie (UA): Expanded Spell List + 1st-level Genie feature + The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid. + + Genie Expanded Spells + Spell Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells + 1st | detect evil and good | sanctuary | thunderwave | burning hands | fog cloud + 2nd | phantasmal force | spike growth | gust of wind | scorching ray | blur + 3rd | create food and water | meld into stone | wind wall | fireball | sleet storm + 4th | phantasmal killer | stone shape | greater invisibility | fire shield | control water + 5th | creation | wall of stone | seeming | flame strike | cone of cold + 9th | wish | — | — | — | — + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 2 + + + + + The Genie (UA): Genie's Vessel + 1st-level Genie feature + Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table. + + Genie's Vessel + d6 | Vessel + 1 | Oil lamp + 2 | Urn + 3 | Ring with a compartment + 4 | Stoppered bottle + 5 | Hollow statuette + 6 | Ornate lantern + While you are touching the vessel, you can use it in the following ways: + + Bottled Respite. + • As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is comfortably appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest. + Genie's Wrath. + • Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). + + The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. + If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 2 + + + + + The Undead (UA): The Undead + The Undead is an entity that resides in the dark corners of the multiverse. Your patron could be Acererak, Azalin, Lord Soth, Strahd, or some other ancient undead being. You may seek to gain knowledge from your patron's countless lifetimes of experience, while it may see you as a piece of a centuries long plan. + The Undead (UA): Expanded Spell List + 1st-level Undead feature + The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + Undead Expanded Spells + Spell Level | Spells + 1st | bane, false life + 2nd | blindness/deafness, phantasmal force + 3rd | speak with dead, phantom steed + 4th | death ward, greater invisibility + 5th | antilife shell, cloudkill + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3 + + + + + The Undead (UA): Form of Dread + 1st-level Undead feature + You manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed: + • You gain temporary hit points equal to 1d10 + your warlock level. + • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. + • You are immune to the frightened condition. + You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your face might transform into bat-like features due to your vampire patron. + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3 + + + + 2 + + + + Eldritch Invocations + In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. + At 2nd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice. + Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. + A level prerequisite in an invocation refers to warlock level, not character level. + + Source: Player's Handbook p. 105 + + + + 2 + + + + Pact Boon + At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. + + Source: Player's Handbook p. 105 + + + Pact Boon: Pact of the Chain + You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. + When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. + Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own. + + Source: Player's Handbook p. 107 + + + Pact Boon: Pact of the Blade + You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. + You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. + + Source: Player's Handbook p. 107 + + + Pact Boon: Pact of the Tome + Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. + + Source: Player's Handbook p. 108 + + + Pact Boon: Pact of the Star Chain + At 3rd level, a character dedicated to the Warlock can select this option instead of one of the warlock's existing Pact Boon options. + The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn't count against your number of spells known. + Additionally, you can invoke the Seeker's power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. + If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. + The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian. + + Source: Unearthed Arcana: The Faithful p. 1 + + + Pact Boon: Pact of the Talisman + Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll. + If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. + The talisman turns to ash when you die. + + Source: Unearthed Arcana: Class Feature Variants p. 11 + + + + 3 + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 105 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 3 + + + 3 + + + + Otherworldly Patron feature + At 6th level, you gain a feature granted by your Otherworldly Patron. + + Source: Player's Handbook p. 105 + + + + + The Archfey: Misty Escape + Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Player's Handbook p. 108 + + + + + The Fiend: Dark One's Own Luck + Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Player's Handbook p. 109 + + + + + Ghost in the Machine (UA): Wire Walk + Starting at 6th level, you gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Modern Magic p. 2 + + + + + The Great Old One: Entropic Ward + At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Player's Handbook p. 109 + + + + + The Undying: Defy Death + Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Sword Coast Adventurer's Guide p. 139 + + + + + The Undying Light (UA): Searing Vengeance + Starting at 6th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of radiant energy. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 10 + your Charisma modifier radiant damage and are blinded until the end of your turn. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Light Dark Underdark p. 3 + + + + + The Celestial (UA): Radiant Soul + Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to that damage against one target of your choice. + + Source: Unearthed Arcana: Revised Class Options p. 4 + + + + + The Seeker (UA): Astral Refuge + At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends. + + Source: Unearthed Arcana: The Faithful p. 1 + + + + + The Raven Queen (UA): Soul of the Raven + At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven's form. While merged, you become Tiny, you replace your speed with the raven's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal. + + Source: Unearthed Arcana: Warlock And Wizard p. 2 + + + + + The Hexblade (UA): Shadow Hound + Starting at 6th level, your shadow can split from you and transform into a hound of pure darkness. Most of the time, your shadow hound masquerades as your normal shadow. As a bonus action, you can command it to magically slip into the shadow of a creature you can see within 60 feet of you. While the shadow hound is merged in this manner, the target can't gain the benefits of half cover or three-quarters cover against your attack rolls, and you know the distance and direction to the target even if it is hidden. The hound can't be seen by anyone but you and those with truesight, and it is unaffected by light. The target has a vague feeling of dread while the hound is present. + As a bonus action, you can command your shadow hound to return to you. It also automatically returns to you if you and the target are on different planes of existence, if you're incapacitated, or if dispel magic, remove curse, or similar magic is used on the target. + + Source: Unearthed Arcana: Warlock And Wizard p. 1 + + + + + The Celestial: Radiant Soul + Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. + + Source: Xanathar's Guide to Everything p. 54 + + + + + The Hexblade: Accursed Specter + Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). + The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. + Once you bind a specter with this feature, you can't use the feature again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 55 + + + + + The Kraken (Livestream): Inky Escape + At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast darkness centered on a point within 5 ft. of you. The spell lasts until the end of your next turn, and it has no effect on your vision. + Once you use this ability, you cannot use it until you complete a short or long rest. + + Source: Livestream + + + + + Lolth (Twitter): Poisoned Beauty + At 6th level, you gain the ability to use a shard of Lolth's alien beauty, causing other creatures to become enraptured by your appearance. As a bonus action, pick a creature you can see. That creature must succeed on a Charisma saving throw or become charmed by you. While charmed, it also gains vulnerability to poison damage. This benefit lasts for one minute or until you or your allies damages the creature. Once you use this ability, you cannot use it again until you complete a short or long rest. + + Source: Twitter + + + + + The Lurker in the Deep (UA): Fathomless Soul + 6th-level Lurker in the Deep feature + At 6th level, your patron grants you greater abilities. You gain the following benefits: + • You can breathe both air and water. + • You gain a swimming speed equal to your walking speed. + • You gain resistance to cold damage. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 2 + + + + + The Lurker in the Deep (UA): Guardian Grasp + 6th-level Lurker in the Deep feature + At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 2 + + + + + The Noble Genie (UA): Elemental Resistance + 6th-level Noble Genie feature + Your patron grants you protection from an element. Whenever you finish a long rest, you gain resistance to acid, cold, fire, or lightning damage (your choice) until the end of your next long rest. + While the tether of your Collector's Vessel is active, the tethered creature gains resistance to the damage type you chose. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4 + + + + + The Genie (UA): Elemental Gift + 6th-level Genie feature + You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). + In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 2 + + + + + The Undead (UA): Grave Touched + 6th-level Undead feature + Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe. + In addition, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes. + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3 + + + + 3 + + + 3 + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 105 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 3 + + + 4 + + + + Otherworldly Patron feature + At 10th level, you gain a feature granted by your Otherworldly Patron. + + Source: Player's Handbook p. 105 + + + + + The Archfey: Beguiling Defenses + Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. + + Source: Player's Handbook p. 108 + + + + + The Fiend: Fiendish Resilience + Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. + + Source: Player's Handbook p. 109 + + + + + Ghost in the Machine (UA): Personal Encryption + Beginning at 10th level, you have learned to apply your innate knowledge of encryption to your thoughts, memories, and presence. You have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage. + + Source: Unearthed Arcana: Modern Magic p. 2 + + + + + The Great Old One: Thought Shield + Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. + + Source: Player's Handbook p. 109 + + + + + The Undying: Undying Nature + Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. + In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. + + Source: Sword Coast Adventurer's Guide p. 139 + + + + + The Undying Light (UA): Radiant Resilience + Starting at 10th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your warlock level + your Charisma modifier. + + Source: Unearthed Arcana: Light Dark Underdark p. 3 + + + + + The Celestial (UA): Celestial Resilience + Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. + + Source: Unearthed Arcana: Revised Class Options p. 4 + + + + + The Seeker (UA): Far Wanderer + At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage. + + Source: Unearthed Arcana: The Faithful p. 1 + + + + + The Raven Queen (UA): Raven's Shield + At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage. + + Source: Unearthed Arcana: Warlock And Wizard p. 2 + + + + + The Hexblade (UA): Armor of Hexes + At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you. + + Source: Unearthed Arcana: Warlock And Wizard p. 1 + + + + + The Celestial: Celestial Resilience + Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. + + Source: Xanathar's Guide to Everything p. 54 + + + + + The Hexblade: Armor of Hexes + At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. + + Source: Xanathar's Guide to Everything p. 55 + + + + + The Kraken (Livestream): Scion of the Depths + Starting at 10th level, your patron accepts you into his inner court of servitors. You gain the ability to breathe water, and a swim speed equal to your normal speed. + You gain immunity to lightning damage. When your immunity reduces damage from an effect to 0, as a reaction you can cause creatures of your choice that you can see within 30 ft. of you to take lightning damage equal to your Charisma modifier + your proficiency bonus. + + Source: Livestream + + + + + Lolth (Twitter): Spider Queen's Chosen + At 10th level, Lolth extends her protection to you while you are in her favored form. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources while in your spider form. + + Source: Twitter + + + + + The Lurker in the Deep (UA): Devouring Maw + 10th-level Lurker in the Deep feature + Starting at 10th level, you can magically draw forth a manifestation of your patron's insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw's area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw's area, you gain temporary hit points equal to your warlock level. + Once you use this feature, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 2 + + + + + The Noble Genie (UA): Genie's Entertainment + 10th-level Noble Genie feature + As an action, you attempt to send a creature you can see within 90 feet to your patron's court. The target must succeed on a Charisma saving throw against your warlock spell save DC or be magically drawn into your vessel and teleported to your patron's court in the Elemental Planes. While there, the target is stunned and your patron marvels at the target with amusement but brings no harm to it. The target can repeat the saving throw at the end of each of its turns, reappearing in the space it left or in the nearest unoccupied space if that space is occupied on a success. + Once you use this feature, you can't use it again until you finish a long rest. If the target remains in your patron's court for 1 minute, the genie sends the target back at the end of its turn as if it successfully saved, and you regain the use of this feature. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4 + + + + + The Noble Genie (UA): Protective Wish + 10th-level Noble Genie feature + You're now able to use your Collector's Vessel to wish for protection for yourself or your tethered creature. If you or the tethered creature is hit by an attack, you can use your reaction to teleport, swapping places with the creature and switching which one of you is hit by the attack. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4 + + + + + The Genie (UA): Sanctuary Vessel + 10th-level Genie feature + When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you. + As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or the vessel is destroyed. + In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 2 + + + + + The Undead (UA): Mortal Husk + 10th-level Undead feature + Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage. + In addition, when you are reduced to 0 hit points, you can cause your body to explode. Each creature within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1 hit point in your previous space, along with your gear, and you gain 1 level of exhaustion. Once you revive this way, you can't do so again until you finish 1d4 long rests. + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3 + + + + 4 + + + + Mystic Arcanum (6th level) + At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. + You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. + At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. + + Source: Player's Handbook p. 105 + + + + 4 + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 105 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4 + + + + Mystic Arcanum (7th level) + At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum. + You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. + + Source: Player's Handbook p. 105 + + + + 4 + + + + Otherworldly Patron feature + At 14th level, you gain a feature granted by your Otherworldly Patron. + + Source: Player's Handbook p. 105 + + + + + The Archfey: Dark Delirium + Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. + Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. + You must finish a short or long rest before you can use this feature again. + + Source: Player's Handbook p. 108 + + + + + The Fiend: Hurl Through Hell + Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. + At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Player's Handbook p. 109 + + + + + Ghost in the Machine (UA): Technovirus + At 14th level, you gain the ability to infect a humanoid's body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno-organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one. + Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the command spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected. + Once you use this feature, you can't use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a lesser restoration spell. + + Source: Unearthed Arcana: Modern Magic p. 2 + + + + + The Great Old One: Create Thrall + At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. + You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. + + Source: Player's Handbook p. 109 + + + + + The Undying: Indestructible Life + When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide p. 139 + + + + + The Undying Light (UA): Healing Light + At 14th level, you gain the ability to channel the Undying Light to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total. + You regain all expended dice from your pool when you finish a long rest. + + Source: Unearthed Arcana: Light Dark Underdark p. 3 + + + + + The Celestial (UA): Healing Light + Starting at 14th level, the radiant energy you channel allows you to overcome grievous injuries. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up, if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Revised Class Options p. 4 + + + + + The Seeker (UA): Astral Sequestration + Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. + By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. + During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. + Once you use this ability, you cannot use it again until you complete a long rest. + + Source: Unearthed Arcana: The Faithful p. 1 + + + + + The Raven Queen (UA): Queen's Right Hand + Starting at 14th level, you can channel the Raven Queen's power to slay a creature. You can cast finger of death. After you cast the spell with this feature, you can't do so again until you finish a long rest. + + Source: Unearthed Arcana: Warlock And Wizard p. 2 + + + + + The Hexblade (UA): Master of Hexes + Starting at 14th level, you can use your Hexblade's Curse again without resting, but when you apply it to a new target, the curse immediately ends on the previous target. + + Source: Unearthed Arcana: Warlock And Wizard p. 1 + + + + + The Celestial: Searing Vengeance + Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Xanathar's Guide to Everything p. 54 + + + + + The Hexblade: Master of Hexes + Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature. + + Source: Xanathar's Guide to Everything p. 55 + + + + + The Kraken (Livestream): Unleash the Kraken + At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 ft. of you and choose one of the following effects. + + Source: Livestream + + + + + The Kraken (Livestream): Fury + The tentacles slam into your foes. Pick up to 5 creatures that you can see within 30 ft. of the portal. Those creatures must make Dexterity saving throws against your Warlock spell save DC. Creatures that fail their saving throws take 10d6 bludgeoning damage and are restrained for 1 minute. Creatures that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end its restrained condition. + + Source: Livestream + + + + + The Kraken (Livestream): Transport + You and up to 5 creatures of your choosing that you can see are grasped by tentacles that emerge from the portal. A second portal opens at a point of your choice within 100 miles that you have visited in the past 24 hours, depositing you and your chosen allies there. + + Source: Livestream + + + + + Lolth (Twitter): Kiss of the Spider Queen + Starting at 14th level, you can channel Lolth's malevolence into a deadly kiss. As an action, you touch a creature within your reach. The target takes 12d10 poison or psychic damage (your choice), or half as much on a successful Constitution save. A creature charmed by you has disadvantage on its saving throw. After you use this ability, you cannot cast it again until you complete a long rest. + + Source: Twitter + + + + + The Lurker in the Deep (UA): Unleash the Depths + 14th-level Lurker in the Deep feature + Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can't use this feature again until you finish a long rest. + The Lurker in the Deep (UA): Transport + You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron's realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish. + The Lurker in the Deep (UA): Fury + You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 2 + + + + + The Noble Genie (UA): Collector's Call + 14th-level Noble Genie feature + In exchange for extending your patron's influence over the multiverse, you can call on more of their power. As an action, you can implore your patron for aid by making a Charisma (Persuasion) check against your warlock spell save DC. If the check succeeds, you can choose one of the following effects: + • A creature you can see within 60 feet of you regains 8d6 hit points and ends one disease or condition afflicting it: blinded, charmed, deafened, frightened, paralyzed, or poisoned. + • A creature you can see within 60 feet of you has disadvantage on attack rolls and saving throws until the start of your next turn. + • You cast the legend lore spell without material components. + Whether the check succeeds or fails, you can't use this feature again until you finish a long rest. Alternatively, you can regain the use of this feature by sacrificing nonmagical treasure worth at least 500 gp to your patron. This sacrifice requires the treasure to be within 10 feet of you for at least 1 minute, at the end of which you use an action to teleport the treasure to your patron's realm, provided you have the vessel of your Collector's Vessel in hand. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 p. 4 + + + + + The Genie (UA): Limited Wish + 14th-level Genie feature + You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action. + Once you use this feature, you can't use it again until you finish 1d4 long rests. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 2 + + + + + The Undead (UA): Spirit Projection + 14th-level Undead feature + Your body is now simply a vessel for your spirit. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation. + Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice). + While projecting your spirit, you gain the following benefits: + • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage. + • When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal, somatic, or material components that lack a gold cost. + • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. + • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt. + Once you use this feature, you can't do so again until you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt4 p. 3 + + + + 4 + + + + Mystic Arcanum (8th level) + At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum. + You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. + + Source: Player's Handbook p. 105 + + + + 4 + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 105 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4 + + + + Mystic Arcanum (9th level) + At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum. + You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. + + Source: Player's Handbook p. 105 + + + + 4 + + + 4 + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 105 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4 + + + + Eldritch Master + At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. + + Source: Player's Handbook p. 105 + + + + diff --git a/FightClub5eXML/Sources/classes/class-wizard.xml b/FightClub5eXML/Sources/classes/class-wizard.xml new file mode 100755 index 0000000..63342d9 --- /dev/null +++ b/FightClub5eXML/Sources/classes/class-wizard.xml @@ -0,0 +1,1742 @@ + + + + Wizard + 6 + Intelligence, Wisdom, Arcana, History, Insight, Investigation, Medicine, Religion + 2 + Intelligence + + + Starting Wizard + As a 1st-level Wizard, you begin play with 6+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: daggers, darts, slings, quarterstaffs, light crossbows + • Tools: none + • Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a quarterstaff or (b) a dagger + • (a) a component pouch or (b) an arcane focus + • (a) a scholar's pack or (b) an explorer's pack + • A spellbook + + Alternatively, you may start with 4d4 x 10 gp and choose your own equipment. + + Source: Player's Handbook p. 112 + + + + + Multiclass Wizard + To multiclass as a Wizard, you must meet the following prerequisites: + • Intelligence 13 + + Source: Player's Handbook p. 112 + + + none + daggers, darts, slings, quarterstaffs, light crossbows + none + 4d4 x 10 + + 3, 2 + + + + Arcane Recovery + You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. + For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. + You can recover either a 2nd-level spell slot or two 1st-level spell slots. + + Source: Player's Handbook p. 112 + + + + + Spellcasting + As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. + + Cantrips: + At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. + + Spellbook: + At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. + + Preparing and Casting Spells: + The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. + For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. + You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. + + Ritual Casting: + You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. + + Spellcasting Focus: + You can use an arcane focus as a spellcasting focus for your wizard spells. + + Learning Spells of 1st Level and Higher: + Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook"). + + Your Spellbook: + The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. + A spellbook doesn't contain cantrips. + + Copying a Spell into the Book: + When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. + Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. + For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. + A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. + + Replacing the Book: + You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. + If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. + + The Book's Appearance: + Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. + + Source: Player's Handbook p. 112 + + + + + Cantrip Versatility + 1st-level wizard feature (enhances Spellcasting) + Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the wizard spell list. + + Source: Unearthed Arcana: Class Feature Variants p. 12 + + + + 3, 3 + + + + Arcane Tradition + When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook p. 112 + + + + + Artificer (UA): Artificer + Artificers are a key part of the world of Eberron. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Five Nations of Khorvaire; with an artificer in your party, they become part of every adventuring expedition. + The artificer was a separate class in prior editions of the Eberron setting, a melee combatant who specialized in mystically enhanced arms and armor. The fifth edition rules treat the artificer as a new wizard tradition that focuses on mystical invention, which you can choose starting at 2nd level. + + Source: Unearthed Arcana: Eberron p. 3 + + + + + Artificer (UA): Infuse Potions + Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. + The spell slot you expend determines the type of potion you can create. + + Infuse Potions + Spell Slot | Potion Created + 1st | Climbing, growth, or healing + 2nd | Mind reading or greater healing + 3rd | Invisibility, superior healing, or water breathing + 4th | Resistance + + Source: Unearthed Arcana: Eberron p. 3 + + + + + Artificer (UA): Infuse Scrolls + At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots. + You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell's level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest. + + Source: Unearthed Arcana: Eberron p. 3 + + + + + Arcane Tradition: School of Abjuration + The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. + Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. + + Source: Player's Handbook p. 115 + + + + + School of Abjuration: Abjuration Savant + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. + + Source: Player's Handbook p. 115 + + + + + School of Abjuration: Arcane Ward + Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. + While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. + Once you create the ward, you can't create it again until you finish a long rest. + + Source: Player's Handbook p. 115 + + + + + Arcane Tradition: Bladesinging + Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. + + Source: Sword Coast Adventurer's Guide p. 141 + + + + + Bladesinging: Bladesinger Styles + From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived. + Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style's animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills. + Bladesinging: Cat + Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks. + Bladesinging: Bird + Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a war pick, and spells associated with it grant the bladesinger more agility in combat. + Bladesinging: Snake + Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style. + + Source: Sword Coast Adventurer's Guide p. 141 + + + + + Bladesinging: Bladesong + Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. + You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required). + While your bladesong is active, you gain the following benefits: + • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). + • Your walking speed increases by 10 feet. + • You have advantage on Dexterity (Acrobatics) checks. + • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). + You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. + + Source: Sword Coast Adventurer's Guide p. 141 + + + + + Bladesinging: Restriction: Elves Only + Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging. + Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms. + + Source: Sword Coast Adventurer's Guide p. 141 + + + + + Bladesinging: Training in War and Song (Bladesinging) + When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. + You also gain proficiency in the Performance skill if you don't already have it. + + Source: Sword Coast Adventurer's Guide p. 141 + + + + + Arcane Tradition: School of Conjuration + As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. + + Source: Player's Handbook p. 116 + + + + + School of Conjuration: Conjuration Savant + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. + + Source: Player's Handbook p. 116 + + + + + School of Conjuration: Minor Conjuration + Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. + The object disappears after 1 hour, when you use this feature again, if it takes any damage, or if it deals any damage. + + Source: Player's Handbook p. 116 + + + + + Arcane Tradition: School of Divination + The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. + + Source: Player's Handbook p. 116 + + + + + School of Divination: Divination Savant + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. + + Source: Player's Handbook p. 116 + + + + + School of Divination: Portent + Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. + Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. + + Source: Player's Handbook p. 116 + + + + + Arcane Tradition: School of Enchantment + As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. + + Source: Player's Handbook p. 117 + + + + + School of Enchantment: Enchantment Savant + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved. + + Source: Player's Handbook p. 117 + + + + + School of Enchantment: Hypnotic Gaze + Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. + On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. + Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest. + + Source: Player's Handbook p. 117 + + + + + Arcane Tradition: School of Evocation + You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. + + Source: Player's Handbook p. 117 + + + + + School of Evocation: Evocation Savant + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. + + Source: Player's Handbook p. 117 + + + + + School of Evocation: Sculpt Spells + Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. + + Source: Player's Handbook p. 117 + + + + + Arcane Tradition: School of Illusion + You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain. + + Source: Player's Handbook p. 118 + + + + + School of Illusion: Illusion Savant + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. + + Source: Player's Handbook p. 118 + + + + + School of Illusion: Improved Minor Illusion + When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. + When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. + + Source: Player's Handbook p. 118 + + + + + Technomancy (UA): Technomancy + Unlike the more common arcane traditions based around the schools of magic, the tradition of Technomancy does not focus on a singular type of spellcraft or magical energy. Rather, students of Technomancy concern themselves with how their spells interact with modern technology. + Technomancers can make use of technology as both a conduit and a storage space for magic. In a campaign using the optional rules for magic item creation (see the Dungeon Master's Guide), a technomancer might craft disposable electronic devices and smartphone apps in lieu of potions and scrolls. + + Source: Unearthed Arcana: Modern Magic p. 3 + + + + + Technomancy (UA): Bonus Proficiencies + Beginning when you select this arcane tradition at 2nd level, you gain proficiency with sidearms and hacking tools. + + Source: Unearthed Arcana: Modern Magic p. 3 + + + + + Technomancy (UA): Technological Savant + Also at 2nd level, you trade out your spellbook for a specially attuned storage device of your choosing, capable of recording magical data. The computing power of this device must be equal to or greater than a tablet computer. Only one storage device can be attuned to you at any given time. Spells can be copied into this device at half the cost of copying spells into a spellbook. + + Source: Unearthed Arcana: Modern Magic p. 3 + + + + + Theurgy (UA): Theurgy + A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. + Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion. + + Source: Unearthed Arcana: Wizard Revisited p. 1 + + + + + Theurgy (UA): Arcane Initiate + Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. + If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. + Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy cleric spells from your spellbook into their own spellbooks. + + Source: Unearthed Arcana: Wizard Revisited p. 1 + + + + + Theurgy (UA): Channel Arcana + At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. + When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. + Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. + Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. + If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature. + + Source: Unearthed Arcana: Wizard Revisited p. 1 + + + + + Theurgy (UA): Channel Arcana: Divine Arcana + As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate. + + Source: Unearthed Arcana: Wizard Revisited p. 1 + + + + + Theurgy (UA): Divine Inspiration + When you choose this tradition at 2nd level, choose a domain from your chosen deity's list of eligible domains (see appendix B, "Gods of the Multiverse," in the Player's Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist. + + Source: Unearthed Arcana: Wizard Revisited p. 1 + + + + + War Magic (UA): War Magic + A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration. It teaches techniques that empower a caster's spells, while also providing methods for a wizard to bolster their own defenses. + Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any flimsy piece of steel. War mages strike fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. + + Source: Unearthed Arcana: Wizard Revisited p. 2 + + + + + War Magic (UA): Arcane Deflection + At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or fail a Constitution saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. + When you use this feature, you can't cast spells other than cantrips until the end of your next turn. + + Source: Unearthed Arcana: Wizard Revisited p. 2 + + + + + War Magic (UA): Tactical Wit + Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your Intelligence modifier. + + Source: Unearthed Arcana: Wizard Revisited p. 2 + + + + + Arcane Tradition: School of Transmutation + You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge. + Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds. + + Source: Player's Handbook p. 119 + + + + + School of Transmutation: Minor Alchemy + Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. + + Source: Player's Handbook p. 119 + + + + + School of Transmutation: Transmutation Savant + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. + + Source: Player's Handbook p. 119 + + + + + Arcane Tradition: School of Necromancy + The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. + Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies. + + Source: Player's Handbook p. 118 + + + + + School of Necromancy: Grim Harvest + At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead. + + Source: Player's Handbook p. 118 + + + + + School of Necromancy: Necromancy Savant + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. + + Source: Player's Handbook p. 118 + + + + + Lore Mastery (UA): Lore Mastery + Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure. + Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor. + + Source: Unearthed Arcana: Warlock And Wizard p. 5 + + + + + Lore Mastery (UA): Altering Spells + While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you're playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A charm person that requires a Constitution save might take the form of a vaporous narcotic that alters the target's mood. + + Source: Unearthed Arcana: Warlock And Wizard p. 5 + + + + + Lore Mastery (UA): Lore Master + Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill. + In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice). + + Source: Unearthed Arcana: Warlock And Wizard p. 5 + + + + + Lore Mastery (UA): Spell Secrets + At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. + When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell's formula as you cast it. + When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Warlock And Wizard p. 5 + + + + + Arcane Tradition: War Magic + A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses. + Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them. + In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?" + + Source: Xanathar's Guide to Everything p. 59 + + + + + War Magic: Arcane Deflection + At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. + When you use this feature, you can't cast spells other than cantrips until the end of your next turn. + + Source: Xanathar's Guide to Everything p. 59 + + + + + War Magic: Tactical Wit + Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. + + Source: Xanathar's Guide to Everything p. 59 + + + + + School of Invention (UA): School of Invention + The School of Invention claims credit for inventing the other schools of magic—a claim other wizards find absurd. Wizards of this school push magic to its limits. They stretch the known laws of arcane power and strive to reveal important truths about the nature of the multiverse. + Adherents of this school believe that innovation is best served through experimentation. They have a reputation for acting first, thinking second. Most wizards are scholars who have mastered their craft through careful study, rigorous practice, and endless hours of repetition. These wizards would rather throw spells together and see what happens. + Many wizards of this tradition are gnomes, alchemists, or both, and they take pride in the magic-infused armor they don. The armor not only provides protection, but it is also designed to help the wizard channel magic in unpredictable ways. + Wizards of this tradition are regarded as savants to their faces, but wizards of other traditions often think of them as lunatics. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + School of Invention (UA): Arcanomechanical Armor + Innovation is a dangerous practice, at least as far as members of this school practice it. As a shield against this risk, you have developed a suit of arcane armor. + Starting at 2nd level, you gain proficiency with light armor and gain a suit of arcanomechanical armor—a magic item that only you can attune to. While you are attuned to it and wearing it, it grants you resistance to force damage. + The armor is light armor and provides an AC of 12 + your Dexterity modifier. It weighs 8 pounds. + You can create a new suit of it at the end of a long rest by touching a nonmagical suit of studded leather armor, which magically transforms it. Doing so removes the magic from your previous arcanomechanical armor, turning it in to nonmagical studded leather. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + School of Invention (UA): Reckless Casting + Starting at 2nd level, you can attempt to cast a spell you don't have prepared. When you use this ability, you use your action and choose one of the following options: + • Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action. + • Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th-level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action. + If the spell you cast isn't a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature. + + Reckless Casting + d10 | Cantrip + 1 | acid splash + 2 | chill touch + 3 | fire bolt + 4 | light + 5 | poison spray + 6 | ray of frost + 7 | shocking grasp + 8 | sacred flame + 9 | thorn whip + 10 | Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action. + + d10 | 1st-Level Spell + 1 | burning hands + 2 | chromatic orb + 3 | color spray + 4 | faerie fire + 5 | false life + 6 | fog cloud + 7 | jump + 8 | magic missile + 9 | thunderwave + 10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 | 2nd-Level Spell + 1 | blur + 2 | darkness + 3 | enlarge/reduce + 4 | gust of wind + 5 | invisibility + 6 | levitate + 7 | Melf's acid arrow + 8 | scorching ray + 9 | shatter + 10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 | 3rd-Level Spell + 1 | blink + 2 | fear + 3 | feign death + 4 | fireball + 5 | fly + 6 | gaseous form + 7 | lightning bolt + 8 | sleet storm + 9 | stinking cloud + 10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 | 4th-Level Spell + 1 | blight + 2 | confusion + 3 | Evard's black tentacles + 4 | fire shield + 5 | greater invisibility + 6 | ice storm + 7 | phantasmal killer + 8 | stoneskin + 9 | wall of fire + 10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + d10 | 5th-Level Spell + 1 | cloudkill + 2 | cone of cold + 3 | destructive wave + 4 | flame strike + 5 | hold monster + 6 | insect plague + 7 | mass cure wounds + 8 | wall of force + 9 | wall of stone + 10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + School of Invention (UA): Tools of the Inventor + At 2nd level, you gain proficiency with two tools of your choice. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + Onomancy (UA): Onomancy + Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it. + That distinction creates power that onomancers seek to tap. By speaking a target's true name, the wizard's spells slip between the cracks of the target's defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Onomancy (UA): Bonus Proficiencies + 2nd-level Onomancy feature + You learn one language of your choice and gain proficiency with calligrapher's supplies. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Onomancy (UA): Extract Name + 2nd-level Onomancy feature + You can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can't use this feature on the target again. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target's name or the fact that the target lacks a name. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Onomancy (UA): Fateful Naming + 2nd-level Onomancy feature + You can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. The bane and bless spells are wizard spells for you, and you add them to your spellbook. You always have them prepared, yet they don't count against the number of spells you can prepare. + You can cast either spell without expending a spell slot if you speak the true name of one target of the spell as part of casting it. You can cast the spells in this way a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Onomancy (UA): True Names + Onomancy, or naming magic, is a method of spellcasting that uses a creature's true name to enhance a spell's effects. A true name is the name by which a self-aware creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever a name's origin, the simplest way for you to know your true name is to think truthfully about yourself and then think, "My name is..." Your true name is how you finish that sentence. + You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one's true name is never a quick choice; it's something that happens over time as a name becomes the creature's truth. + As a quick guide, a creature has a true name if it understands at least one language or it has an alignment. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Psionics (UA): Psionics + Wizards study magical power in all its forms, including the magic of psionics. Those wizards who follow the tradition of Psionics hone the magical potential of their own minds. Sometimes called psionicists or mentalists, these wizards interact with the multiverse through the lens of their psionic aptitude and awareness. + Psionicists channel their magic by focusing their minds. By doing so they can transcend their physical bodies, adopting forms of pure thought, casting spells psionically to bypass the need for components, and perceiving the world with a broader range of senses. + As a member of the Psionics tradition, you might have awoken your psionic potential through the strain of your esoteric studies, or perhaps you joined a scholarly order dedicated to unlocking the magic of the mind. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Psionics (UA): Psionic Devotion + 2nd-level Psionics feature + Your study of psionics begins to unleash your mind's potential. When you gain this feature, choose one of the following cantrips: friends, mage hand, or message. You learn that cantrip if you don't already know it, and it doesn't count against the number of wizard cantrips you know. While your psionic focus is on your person, you can cast the chosen cantrip as a bonus action, requiring no components, and with the modification listed below: + Psionics (UA): Friends + When the spell ends, the target doesn't become hostile to you. + Psionics (UA): Mage Hand + You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you. + Psionics (UA): Message + You don't need to point toward the target or whisper your message out loud. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Psionics (UA): Psionic Focus + 2nd-level Psionics feature + You have learned to channel psionic energy through a special object: a psionic focus. You gain the object with this feature (see the "Your Psionic Focus" sidebar for how you might have acquired the item). + While your psionic focus is on your person, you gain the following benefits: + • The object is a spellcasting focus for you. + • When you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll. + If your psionic focus is lost, you can magically recreate it by meditating for 1 hour during a short or long rest, at the end of which the focus appears in your hand. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Psionics (UA): Psionic Spells + Spell selection is part of what defines a wizard and their individual fields of expertise. When creating your Psionics wizard, consider spells that are thematically appropriate for that tradition. Psionics as a theme generally includes spells that do the following: + • contact or manipulate minds + • allow the caster to perceive distant locations or planes + • alter perception + • move objects and creatures + • teleport + • deal psychic or force damage + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Psionics (UA): Your Psionic Focus + Every member of the Psionics tradition has a story about how their psionic focus came into their life. Consider how you found yours and what form it takes. + The event that brought your psionic focus to you probably holds personal significance. Did your master give it to you upon the completion of your apprenticeship? Was it awarded to you when you graduated from your academy of wizardry? Did it call to you in a jeweler's shop? Was it associated with the moment when your psionic powers first manifested? One morning, did you wake up with it humming under your pillow? + The form your psionic focus takes is also yours to define, likely being a reflection of how your magic came into being, a symbol of your own psyche, or an item you use to focus your thoughts. It is a handheld object that has special meaning to you, but that can't be a weapon or magic item. Perhaps it's a childhood memento, the skull of an alien creature, a crystal that makes you feel a certain way, a coin that only lands on its edge, a firescarred planchette, or any other enigmatic personal relic. + However the object arrived and whatever form it takes, your psionic focus is now yours, and you decide how to handle it. Will you mount it on a wand or staff? Would you prefer to wear it on a necklace or circlet? Have you embedded it into the cover of your spellbook? Wherever you put it, you can now channel your magic through it, and it is a sign of your membership in the revered tradition of psionic wizardry. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Arcane Tradition: Chronurgy Magic + Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye. + + Source: Explorer's Guide to Wildemount p. 184 + + + + + Chronurgy Magic: Chronal Shift + 2nd-level Chronurgy Magic feature + You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. + You can use this ability twice, and you regain any expended uses when you finish a long rest. + + Source: Explorer's Guide to Wildemount p. 184 + + + + + Chronurgy Magic: Temporal Awareness + 2nd-level Chronurgy Magic feature + You can add your Intelligence modifier to your initiative rolls. + + Source: Explorer's Guide to Wildemount p. 184 + + + + + Arcane Tradition: Graviturgy Magic + Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies. + + Source: Explorer's Guide to Wildemount p. 185 + + + + + Graviturgy Magic: Adjust Density + 2nd-level Graviturgy Magic feature + As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). + While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws. + Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller. + + Source: Explorer's Guide to Wildemount p. 185 + + + + + Order of Scribes (UA): Order of Scribes + Magic of the book—that's what many spellcasters call wizardry. The name is apt, given how much time wizards spend poring over their spellbooks, penning theories about the nature of magic, and exploring the farthest recesses of libraries. It's rare to see a wizard traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge. + Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries in tomes and scrolls so that wizardry can flourish. And while every wizard values their spellbook, a scribe in the Order of Scribes dedicates themself to magically awakening their book, turning it into a trusted companion. All wizards study their spellbooks, but a wizardly scribe talks to theirs! + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4 + + + + + Order of Scribes (UA): Awakened Spellbook + 2nd-level Order of Scribes feature + Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. + While you are holding the book, it grants you the following benefits: + • You can use the book as a spellcasting focus for your wizard spells. + • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with the damage type of another spell in your spellbook, as your spellbook magically alters the spell's formula for this casting. + • When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest. + If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4 + + + + + Order of Scribes (UA): Wizardly Quill + 2nd-level Order of Scribes feature + As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties: + • The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface. + • The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription. + • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you. + This quill disappears if you create another one or if you die. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4 + + + + 3, 4, 2 + + + 4, 4, 3 + + + + Ability Score Improvement + When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 112 + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 2 + + + 4, 4, 3, 3 + + + + Arcane Tradition feature + At 6th level, you gain a feature granted by your Arcane Tradition. + + Source: Player's Handbook p. 112 + + + + + Artificer (UA): Infuse Weapons and Armor + Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical. + The spell slot you expend determines the type of weapon, armor, or shield you can create. + + Infuse Weapons and Armor + Spell Level | Item Created + 2nd | +1 ammunition (20 pieces) + 3rd | +1 weapon or +1 shield + 4th | +1 armor + 5th | +2 weapon or +2 ammunition (20 pieces) + 6th | +2 armor + + Source: Unearthed Arcana: Eberron p. 3 + + + + + School of Abjuration: Projected Ward + Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. + + Source: Player's Handbook p. 115 + + + + + Bladesinging: Extra Attack + Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Sword Coast Adventurer's Guide p. 141 + + + + + School of Conjuration: Benign Transposition + Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. + Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. + + Source: Player's Handbook p. 116 + + + + + School of Divination: Expert Divination + Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level. + + Source: Player's Handbook p. 116 + + + + + School of Enchantment: Instinctive Charm + Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest. + You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect. + + Source: Player's Handbook p. 117 + + + + + School of Evocation: Potent Cantrip + Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. + + Source: Player's Handbook p. 117 + + + + + School of Illusion: Malleable Illusions + Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion. + + Source: Player's Handbook p. 118 + + + + + Technomancy (UA): Program Spell + At 6th level, you can insert a spell within an electronic device of your choosing, so that by touching a key or flicking a switch using an action, the spell activates. All variables of the spell are set at the time of casting. The computing power of this device must be equal to or greater than a mobile phone. + A programmed spell remains placed in its device for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one device at a time, and a device can hold only one programmed spell. Only you can activate the programmed spell in the device. If the device is destroyed, the programmed spell is lost. + A concentration spell placed in a device cannot be activated while you are concentrating on another spell. Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Modern Magic p. 3 + + + + + Theurgy (UA): Arcane Acolyte + At 6th level, you gain your chosen domain's 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain. + + Source: Unearthed Arcana: Wizard Revisited p. 1 + + + + + War Magic (UA): Power Surge + Starting at 6th level, you can empower your spells that unleash harm on groups of foes. When you force multiple creatures to make saving throws against the damage of one of your spells, you can increase the spell's damage by rolling two more of its damage dice. This increase occurs only on the turn you cast the spell. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Wizard Revisited p. 2 + + + + + School of Transmutation: Transmuter's Stone + Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options: + • Darkvision out to a range of 60 feet, as described in chapter 8. + • An increase to speed of 10 feet while the creature is unencumbered. + • Proficiency in Constitution saving throws. + • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit). + Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. + If you create a new transmuter's stone, the previous one ceases to function. + + Source: Player's Handbook p. 119 + + + + + School of Necromancy: Undead Thralls + At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. + Whenever you create an undead using a necromancy spell, it has additional benefits: + • The creature's hit point maximum is increased by an amount equal to your wizard level. + • The creature adds your proficiency bonus to its weapon damage rolls. + + Source: Player's Handbook p. 118 + + + + + Lore Mastery (UA): Alchemical Casting + At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend. + An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. + An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile. + An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2. + + Source: Unearthed Arcana: Warlock And Wizard p. 5 + + + + + War Magic: Power Surge + Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. + You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. + Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level. + + Source: Xanathar's Guide to Everything p. 59 + + + + + School of Invention (UA): Alchemical Casting + At 6th level, you learn to channel magic through your arcanomechanical armor to augment spells in a variety of ways. When you cast a spell while wearing that armor and attuned to it, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend. + A 1st-level slot allows you to manipulate the spell's energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list. + A 2nd-level slot increases the spell's raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell's targets (your choice) this turn. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + Onomancy (UA): Resonant Utterance + 6th-level Onomancy feature + You learn words of power called Resonants, which allow you to tailor your spells through the use of a target's true name. + Onomancy (UA): Resonants Known + When you gain this feature, you learn two Resonants of your choice, which are detailed in the "Resonant Options" section. Each time you gain a level in this class, you can replace one resonant you know with a different one. + Onomancy (UA): Using a Resonant + You can use one Resonant when you cast a wizard spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of casting the spell. You can use Resonants a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest. + Onomancy (UA): Resonant Options + Here are your options when choosing a Resonant: + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Psionics (UA): Thought Form + 6th-level Psionics feature + While you are carrying your psionic focus, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 minutes, until you use a bonus action to assume your normal form, or until you are incapacitated or die. + While in thought form, you are a figure of luminous psychic energy, with your psionic focus hovering within. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5-foot-radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form. You also gain the following benefits: + + Psionic Spellcasting + • When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn't require verbal, somatic, or material components that lack a gold cost. + Psychic Resilience + • You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. + + You can transform using this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Chronurgy Magic: Momentary Stasis + 6th-level Chronurgy Magic feature + As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. + You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Explorer's Guide to Wildemount p. 184 + + + + + Graviturgy Magic: Gravity Well + 6th-level Graviturgy Magic feature + You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell. + + Source: Explorer's Guide to Wildemount p. 185 + + + + + Order of Scribes (UA): Master Scrivener + 6th-level Order of Scribes feature + Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll. + The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest. + You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4 + + + + 4, 4, 3, 3, 1 + + + 4, 4, 3, 3, 2 + + + + Ability Score Improvement + When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 112 + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 4, 4, 3, 3, 3, 1 + + + 5, 4, 3, 3, 3, 2 + + + + Arcane Tradition feature + At 10th level, you gain a feature granted by your Arcane Tradition. + + Source: Player's Handbook p. 112 + + + + + Artificer (UA): Superior Artificer + Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency. + You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls. + + Source: Unearthed Arcana: Eberron p. 3 + + + + + School of Abjuration: Improved Abjuration + Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. + + Source: Player's Handbook p. 115 + + + + + Bladesinging: Song of Defense + Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level. + + Source: Sword Coast Adventurer's Guide p. 141 + + + + + School of Conjuration: Focused Conjuration + Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage. + + Source: Player's Handbook p. 116 + + + + + School of Divination: The Third Eye + Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest. + School of Divination: Darkvision + You gain darkvision out to a range of 60 feet. + School of Divination: Ethereal Sight + You can see into the Ethereal Plane within 60 feet of you. + School of Divination: Greater Comprehension + You can read any language. + School of Divination: See Invisibility + You can see invisible creatures and objects within 10 feet of you that are within line of sight. + + Source: Player's Handbook p. 116 + + + + + School of Enchantment: Split Enchantment + Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature. + + Source: Player's Handbook p. 117 + + + + + School of Evocation: Empowered Evocation + Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. + + Source: Player's Handbook p. 117 + + + + + School of Illusion: Illusory Step + Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Player's Handbook p. 118 + + + + + Technomancy (UA): Online Casting + At 10th level, you can cast spells through networked electronic devices, including cameras, mobile phones, and computers. For example, if a creature is under the observation of a security camera and you can see the video feed from that camera on a computer, you can cast a spell into the computer and out through the security camera to target that creature. + If the spell requires the caster to be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or a live audio transmission of you. The spell's range is determined using the distance from you to your device, and then from the target to its device. You must be able to see or otherwise determine the location of the target. This feature can be used to cast only spells that target specific creatures. Spells that affect an area are not subject to online casting. + This feature can be used a number of times per day equal to your Intelligence modifier (minimum of once). + + Source: Unearthed Arcana: Modern Magic p. 3 + + + + + Theurgy (UA): Arcane Priest + At 10th level, you gain your chosen domain's 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god's secrets. + + Source: Unearthed Arcana: Wizard Revisited p. 1 + + + + + War Magic (UA): Durable Magic + Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. + + Source: Unearthed Arcana: Wizard Revisited p. 2 + + + + + School of Transmutation: Shapechanger + At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. + Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot. + + Source: Player's Handbook p. 119 + + + + + School of Necromancy: Inured to Undeath + Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. + + Source: Player's Handbook p. 118 + + + + + Lore Mastery (UA): Prodigious Memory + At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest. + + Source: Unearthed Arcana: Warlock And Wizard p. 5 + + + + + War Magic: Durable Magic + Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. + + Source: Xanathar's Guide to Everything p. 59 + + + + + School of Invention (UA): Prodigious Inspiration + At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this ability again until you finish a short or long rest. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + Onomancy (UA): Inexorable Pronouncement + 10th-level Onomancy feature + You learn two new Resonant s of your choice from your Resonant Utterance feature. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Psionics (UA): Empowered Psionics + 10th-level Psionics feature + When you deal psychic or force damage with a wizard spell, you can add your Intelligence modifier to the damage against one of the spell's targets. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Psionics (UA): Mental Discipline + 10th-level Psionics feature + Your mind's power expands to greater heights. When you gain this feature, choose one of the following spells: dominate person, scrying, or telekinesis. You can add the spell to your spellbook, and you can cast it without components. + You can also cast the chosen spell once without expending a spell slot. After you do so, you regain the ability to cast the spell without a slot when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Chronurgy Magic: Arcane Abeyance + 10th-level Chronurgy Magic feature + When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost. + A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. + Once you create a bead with this feature, you can't do so again until you finish a short or long rest. + + Source: Explorer's Guide to Wildemount p. 184 + + + + + Graviturgy Magic: Violent Attraction + 10th-level Graviturgy Magic feature + When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type. + Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10. + You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Explorer's Guide to Wildemount p. 185 + + + + + Order of Scribes (UA): Manifest Mind + 10th-level Order of Scribes feature + You are now able to conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice). The spectral mind has a number of hit points equal to your wizard level plus your Intelligence modifier, and it uses your Armor Class and saving throw modifiers. + While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the its senses, instead of your own, until your concentration ends (as if concentrating on a spell). + Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you die, or if you dismiss it as a bonus action. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4 + + + + 5, 4, 3, 3, 3, 2, 1 + + + 5, 4, 3, 3, 3, 2, 1 + + + + Ability Score Improvement + When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 112 + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + + Arcane Tradition feature + At 14th level, you gain a feature granted by your Arcane Tradition. + + Source: Player's Handbook p. 112 + + + + + Artificer (UA): Master Artificer + On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master's Guide (shown below). It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item. + + Magic Item Table A + d100 | Magic Item + 01-50 | Potion of healing + 51-60 | Spell scroll (cantrip) + 61-70 | Potion of climbing + 71-90 | Spell scroll (1st level) + 91-94 | Spell scroll (2nd level) + 95-98 | Potion of greater healing + 99 | Bag of holding + 00 | Driftglobe + + Magic Item Table B + d100 | Magic Item + 01-15 | Potion of greater healing + 16-22 | Potion of fire breath + 23-29 | Potion of resistance + 30-34 | Ammunition +1 + 35-39 | Potion of animal friendship + 40-44 | Potion of hill giant strength + 45-49 | Potion of growth + 50-54 | Potion of water breathing + 55-59 | Spell scroll (2nd level) + 60-64 | Spell scroll (3rd level) + 65-67 | Bag of holding + 68-70 | Keoghtom's ointment + 71-73 | Oil of slipperiness + 74-75 | Dust of disappearance + 76-77 | Dust of dryness + 78-79 | Dust of sneezing and choking + 80-81 | Elemental gem + 82-83 | Philter of love + 84 | Alchemy jug + 85 | Cap of water breathing + 86 | Cloak of the manta ray + 87 | Driftglobe + 88 | Goggles of night + 89 | Helm of comprehending languages + 90 | Immovable rod + 91 | Lantern of revealing + 92 | Mariner's armor + 93 | Mithral armor + 94 | Potion of poison + 95 | Ring of swimming + 96 | Robe of useful items + 97 | Rope of climbing + 98 | Saddle of the cavalier + 99 | Wand of magic detection + 00 | Wand of secret + + Source: Unearthed Arcana: Eberron p. 3 + + + + + School of Abjuration: Spell Resistance + Starting at 14th level, you have advantage on saving throws against spells. + Furthermore, you have resistance against the damage of spells. + + Source: Player's Handbook p. 115 + + + + + Bladesinging: Song of Victory + Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active. + + Source: Sword Coast Adventurer's Guide p. 141 + + + + + School of Conjuration: Durable Summons + Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points. + + Source: Player's Handbook p. 116 + + + + + School of Divination: Greater Portent + Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two. + + Source: Player's Handbook p. 116 + + + + + School of Enchantment: Alter Memories + At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. + Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell. + + Source: Player's Handbook p. 117 + + + + + School of Evocation: Overchannel + Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell. + The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. + + Source: Player's Handbook p. 117 + + + + + School of Illusion: Illusory Reality + By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. + The object can't deal damage or otherwise directly harm anyone. + + Source: Player's Handbook p. 118 + + + + + Technomancy (UA): Chained Device + By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Modern Magic p. 3 + + + + + Theurgy (UA): Arcane High Priest + At 14th level, you gain your chosen domain's 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain. + + Source: Unearthed Arcana: Wizard Revisited p. 1 + + + + + War Magic (UA): Durable Magic + At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, magical energy arcs from you; each creature of your choice within 10 feet of you takes force damage equal to half your wizard level. + + Source: Unearthed Arcana: Wizard Revisited p. 2 + + + + + School of Transmutation: Master Transmuter + Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest. + School of Transmutation: Major Transformation + You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it. + School of Transmutation: Panacea + You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points. + School of Transmutation: Restore Life + You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook. + School of Transmutation: Restore Youth + You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan. + + Source: Player's Handbook p. 119 + + + + + School of Necromancy: Command Undead + Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. + Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. + + Source: Player's Handbook p. 118 + + + + + Lore Mastery (UA): Master of Magic + At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. + You can't use this feature again until you finish a long rest. + + Source: Unearthed Arcana: Warlock And Wizard p. 5 + + + + + War Magic: Deflecting Shroud + At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level. + + Source: Xanathar's Guide to Everything p. 59 + + + + + School of Invention (UA): Controlled Chaos + At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot. + + Source: Unearthed Arcana: Three Subclasses p. 2 + + + + + Onomancy (UA): Relentless Naming + 14th-level Onomancy feature + You have learned how to bypass a named creature's defenses against certain types of damage. When you cast a spell that deals damage to a creature whose true name you speak as part of casting the spell, you can cause the spell to deal force or psychic damage to the creature, instead of the spell's normal damage type. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Psionics (UA): Thought Travel + 14th-level Psionics feature + While using your Thought Form, you have a flying speed equal to your walking speed and can hover, and you can move through other creatures and objects as if they were difficult terrain. + You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Chronurgy Magic: Convergent Future + 14th-level Chronurgy Magic feature + You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). + When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way. + + Source: Explorer's Guide to Wildemount p. 184 + + + + + Graviturgy Magic: Event Horizon + 14th-level Graviturgy Magic feature + As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement. + Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it. + + Source: Explorer's Guide to Wildemount p. 185 + + + + + Order of Scribes (UA): One with the Word + 14th-level Order of Scribes feature + Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While you are holding the book and its spectral mind is manifest, you can take an action to cause the two of you to teleport, swapping places. You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + Moreover, if you die but at least one spell remains in your Awakened Spellbook, you can return to life 1 minute later within 5 feet of the book. You revive with 1 hit point. Then roll 3d6. The book loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. + Thereafter, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. The only way to restore your ability to cast one of the lost spells is through the wish spell, which can restore one spell to the book per casting. + + Source: Unearthed Arcana: 2020 Subclasses Revisited p. 4 + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + + Ability Score Improvement + When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 112 + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + 5, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + Spell Mastery + At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. + By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. + + Source: Player's Handbook p. 112 + + + + 5, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + Ability Score Improvement + When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + If your DM allows the use of feats, you may instead take a feat. + + Source: Player's Handbook p. 112 + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants p. 1 + + + + 5, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + Signature Spells + When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. + If you want to cast either spell at a higher level, you must expend a spell slot as normal. + + Source: Player's Handbook p. 112 + + + + diff --git a/FightClub5eXML/Sources/feats.xml b/FightClub5eXML/Sources/feats.xml new file mode 100755 index 0000000..f76d7f9 --- /dev/null +++ b/FightClub5eXML/Sources/feats.xml @@ -0,0 +1,1308 @@ + + + + Aberrant Dragonmark + + You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits: +• You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells. +• When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage. +You also develop a random flaw from the Aberrant Dragonmark Flaws table. +Aberrant Dragonmark Flaws +d8 | Flaw +1 | Your mark is a source of constant physical pain. +2 | Your mark whispers to you. Its meaning can be unclear. +3 | When you're stressed, the mark hisses audibly. +4 | The skin around the mark is burned, scaly, or withered. +5 | Animals are uneasy around you. +6 | You have a mood swing any time you use your mark. +7 | Your looks change slightly whenever you use the mark. +8 | You have horrific nightmares after you use your mark. + +Source: Eberron: Rising from the Last War p. 52, Wayfinder's Guide to Eberron p. 112 + Constitution +1 + + + Acrobat (UA) + + You become more nimble, gaining the following benefits: +• You gain proficiency in the Acrobat (UA)ics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• As a bonus action, you can make a DC 15 Dexterity (Acrobat (UA)ics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn. +Source: Unearthed Arcana: Feats For Skills p. 1 + Dexterity +1 + + + Actor + + Skilled at mimicry and dramatics, you gain the following benefits: +• You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. +• You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. +Source: Player's Handbook p. 165 + Charisma +1 + + + Alchemist (UA) + + You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: +• You gain proficiency with Alchemist (UA)'s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. +• As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. +• Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have Alchemist (UA)'s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore. +Source: Unearthed Arcana: Feats p. 4 + Intelligence +1 + + + Alert + + Always on the lookout for danger, you gain the following benefits: +• You gain a +5 bonus to initiative. +• You can't be surprised while you are conscious. +• Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. +Source: Player's Handbook p. 165 + + + Animal Handler (UA) + + You master the techniques needed to train and handle animals. You gain the following benefits: +• You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. +Source: Unearthed Arcana: Feats For Skills p. 1 + Wisdom +1 + + + Arcanist (UA) + + You study the arcane arts, gaining the following benefits: +• You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. +Source: Unearthed Arcana: Feats For Skills p. 1 + Intelligence +1 + Arcana + + + Artificer Initiate (UA) + + You've learned some of an artificer's inventiveness, granting you the following benefits: +• You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the artificer spell list. +• You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. +• You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability +Source: Unearthed Arcana: 2020 Feats p. 1 + + + Athlete + + You have undergone extensive physical training to gain the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20 +• When you are prone, standing up uses only 5 feet of your movement. +• Climbing doesn't cost you extra movement. +• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. +Source: Player's Handbook p. 165 + + + Barbed Hide (UA) + Tiefling + One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits: +• Increase your Constitution or Charisma score by 1, to a maximum of 20 +• As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. +• You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +Source: Unearthed Arcana: Feats For Races p. 1 + Intimidation + + + Blade Mastery (UA) + + You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them: +• You gain a +1 bonus to attack rolls you make with the weapon. +• On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon. +• When you make an opportunity attack with the weapon, you have advantage on the attack roll. +Source: Unearthed Arcana: Feats p. 2 + + + Bountiful Luck (UA) + Halfling + Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. +Source: Unearthed Arcana: Feats For Races p. 1 + + + Bountiful Luck + Halfling + Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor! +When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. +When you use this ability, you can't use your Lucky racial trait before the end of your next turn. +Source: Xanathar's Guide to Everything p. 73 + + + Brawny (UA) + + You become stronger, gaining the following benefits: +• You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• You count as if you were one size larger for the purpose of determining your carrying capacity. +Source: Unearthed Arcana: Feats For Skills p. 1 + Strength +1 + Athletics + + + Burglar (UA) + + You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits: +• You gain proficiency with thieves' tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. +Source: Unearthed Arcana: Feats p. 4 + Dexterity +1 + + + Charger + + When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. +If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). +Source: Player's Handbook p. 165 + + + Chef (UA) + + Time and effort spent mastering the culinary arts has paid off. You gain the following benefits: +• Increase your Constitution or Wisdom score by 1, to a maximum of 20 +• You gain proficiency with cook's utensils if you don't already have it. +• As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. +• With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. +Source: Unearthed Arcana: 2020 Feats p. 1 + + + Critter Friend (UA) + Gnome (Forest) + Your friendship with animals mystically deepens. You gain the following benefits: +• You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. +Source: Unearthed Arcana: Feats For Races p. 1 + + + Crossbow Expert + + Thanks to extensive practice with the crossbow, you gain the following benefits: +• You ignore the loading quality of crossbows with which you are proficient. +• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. +• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. +Source: Player's Handbook p. 165 + + + Crusher (UA) + + You are practiced in the art of crushing your enemies, granting you the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20 +• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. +• When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn. +Source: Unearthed Arcana: 2020 Feats p. 1 + + + Defensive Duelist + Dexterity 13 or higher + When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. +Source: Player's Handbook p. 165 + + + Diplomat (UA) + + You master the arts of diplomacy, gaining the following benefits: +• You gain proficiency in the Persuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. +Source: Unearthed Arcana: Feats For Skills p. 2 + Charisma +1 + Persuasion + + + Dragon Fear (UA) + Dragonborn + When angered, you radiate menace. You gain the following benefits: +• Increase your Strength or Charisma score by 1, to a maximum of 20 +• Instead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can't hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. +Source: Unearthed Arcana: Feats For Races p. 2 + + + Dragon Fear + Dragonborn + When angered, you radiate menace. You gain the following benefits: +• Increase your Strength or Constitution or Charisma score by 1, to a maximum of 20 +• Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. +Source: Xanathar's Guide to Everything p. 74 + + + Dragon Hide (UA) + Dragonborn + You inherited the might and majesty of your dragon ancestors. You gain the following benefits: +• Increase your Strength or Charisma score by 1, to a maximum of 20 +• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. +• Your scales harden; you gain a +1 bonus to AC while you aren't wearing armor. +Source: Unearthed Arcana: Feats For Races p. 2 + + + Dragon Hide + Dragonborn + You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: +• Increase your Strength or Constitution or Charisma score by 1, to a maximum of 20 +• Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. +• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. +Source: Xanathar's Guide to Everything p. 74 + + + Dragon Wings (UA) + Dragonborn + You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity. +Source: Unearthed Arcana: Feats For Races p. 2 + + + Dragonmark of Detection (UA) + Half-Elf + Your have the magical mark of Detection, the dragonmark of House Medani, and are a member of that house. +You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: detect magic, mage hand +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: detect thoughts +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance +Source: Unearthed Arcana: Eberron p. 5 + + + Dragonmark of Finding (UA) + Half-Orc, Human + Your have the magical mark of Finding, the dragonmark of House Tharashk, and are a member of that house. +You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mage hand +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: locate object +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance +Source: Unearthed Arcana: Eberron p. 5 + + + Dragonmark of Handling (UA) + Human + Your have the magical mark of Handling, the dragonmark of House Vadalis, and are a member of that house. +You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: druidcraft, speak with animals +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: beast sense +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: conjure animals +Source: Unearthed Arcana: Eberron p. 5 + + + Dragonmark of Healing (UA) + Halfling + Your have the magical mark of Healing, the dragonmark of House Jorasco, and are a member of that house. +You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: cure wounds, spare the dying +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: lesser restoration +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: revivify +Source: Unearthed Arcana: Eberron p. 5 + + + Dragonmark of Hospitality (UA) + Halfling + Your have the magical mark of Hospitality, the dragonmark of House Ghallanda, and are a member of that house. +You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: friends, unseen servant +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: rope trick +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: Leomund's tiny hut +Source: Unearthed Arcana: Eberron p. 5 + + + Dragonmark of Making (UA) + Human + Your have the magical mark of Making, the dragonmark of House Cannith, and are a member of that house. +You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mending +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: magic weapon +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: fabricate +Source: Unearthed Arcana: Eberron p. 5 + + + Dragonmark of Passage (UA) + Human + Your have the magical mark of Passage, the dragonmark of House Orien, and are a member of that house. +You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: expeditious retreat, light +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: misty step +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: teleportation circle +Source: Unearthed Arcana: Eberron p. 5 + + + Dragonmark of Scribing (UA) + Gnome + Your have the magical mark of Scribing, the dragonmark of House Sivis, and are a member of that house. +You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: comprehend languages, message +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: sending +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: tongues +Source: Unearthed Arcana: Eberron p. 5 + + + Dragonmark of Sentinel (UA) + Human + Your have the magical mark of Sentinel, the dragonmark of House Deneith, and are a member of that house. +You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: blade ward, compelled duel +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: blur +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: protection from energy +Source: Unearthed Arcana: Eberron p. 5 + + + Dragonmark of Shadow (UA) + Elf + Your have the magical mark of Shadow, the dragonmark of House Phiarlan and House Thuranni, and are a member of one of those houses. +You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: dancing lights, disguise self +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: darkness +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: nondetection +Source: Unearthed Arcana: Eberron p. 5 + + + Dragonmark of Storm (UA) + Half-Elf + Your have the magical mark of Storm, the dragonmark of House Lyrander, and are a member of that house. +You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: fog cloud, shocking grasp +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: gust of wind +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: sleet storm +Source: Unearthed Arcana: Eberron p. 5 + + + Dragonmark of Warding (UA) + Dwarf + Your have the magical mark of Warding, the dragonmark of House Kundarak, and are a member of that house. +You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits: +Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: alarm, resistance +Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: arcane lock +Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: magic circle +Source: Unearthed Arcana: Eberron p. 5 + + + Drow High Magic (UA) + Elf (Drow) + You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells. +Source: Unearthed Arcana: Feats For Races p. 2 + + + Drow High Magic + Elf (Drow) + You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells. +Source: Xanathar's Guide to Everything p. 74 + + + Dual Wielder + + You master fighting with two weapons, gaining the following benefits: +• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. +• You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. +• You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. +Source: Player's Handbook p. 165 + + + Dungeon Delver + + Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: +• You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. +• You have advantage on saving throws made to avoid or resist traps. +• You have resistance to the damage dealt by traps. +• Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score. +Source: Player's Handbook p. 166 + + + Durable + + Hardy and resilient, you gain the following benefits: +• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). +Source: Player's Handbook p. 166 + Constitution +1 + + + Dwarf Resilience (UA) + Dwarf + You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: +• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). +Source: Unearthed Arcana: Feats For Races p. 2 + Constitution +1 + + + Dwarven Fortitude + Dwarf + You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: +• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). +Source: Xanathar's Guide to Everything p. 74 + Constitution +1 + + + Eldritch Adept (UA) + + Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite. +Whenever you gain a level, you can replace the invocation with another one from the warlock class. +Source: Unearthed Arcana: 2020 Feats p. 1 + + + Elemental Adept + The ability to cast at least one spell + When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. +Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. +You can select this feat multiple times. Each time you do so, you must choose a different damage type. +Source: Player's Handbook p. 166 + + + Elven Accuracy (UA) + Elf, Half-Elf + You have uncanny aim. You gain the following benefits: +• Whenever you have advantage on an attack roll, you can reroll one of the dice once. +Source: Unearthed Arcana: Feats For Races p. 2 + Dexterity +1 + + + Elven Accuracy + Elf, Half-Elf + The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: +• Increase your Dexterity or Intelligence or Wisdom or Charisma score by 1, to a maximum of 20 +• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. +Source: Xanathar's Guide to Everything p. 74 + + + Empathic (UA) + + You possess keen insight into how other people think and feel. You gain the following benefits: +• You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. +Source: Unearthed Arcana: Feats For Skills p. 2 + Wisdom +1 + Insight + + + Everybody's Friend (UA) + Half-Elf + You develop your magnetic personality to ease your way through the world. You gain the following benefits: +• You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill. +Source: Unearthed Arcana: Feats For Races p. 2 + Charisma +1 + , Persuasion + + + Fade Away (UA) + Gnome + You can draw on your magical heritage to escape danger. You gain the following benefits: +• When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest. +Source: Unearthed Arcana: Feats For Races p. 2 + Intelligence +1 + + + Fade Away + Gnome + Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits: +• Increase your Dexterity or Intelligence score by 1, to a maximum of 20 +• Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest. +Source: Xanathar's Guide to Everything p. 74 + + + Fell Handed (UA) + + You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them: +• You gain a +1 bonus to attack rolls you make with the weapon. +• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. +• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. +• If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield. +Source: Unearthed Arcana: Feats p. 2 + + + Fey Teleportation (UA) + Elf (High) + Drawing on your fey ancestry, you have learned how to teleport. You gain the following benefits: +• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. +Source: Unearthed Arcana: Feats For Races p. 3 + Intelligence +1 + + + Fey Teleportation + Elf (High) + Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: +• Increase your Intelligence or Charisma score by 1, to a maximum of 20 +• You learn to speak, read, and write Sylvan. +• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. +Source: Xanathar's Guide to Everything p. 74 + + + Fey Touched (UA) + + Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits: +• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20 +• You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. +Source: Unearthed Arcana: 2020 Feats p. 2 + + + Fighting Initiate (UA) + Proficiency with martial weapon + Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. +Whenever you gain a level, you can replace this feat's fighting style with another one from the fighter class that you don't have. +Source: Unearthed Arcana: 2020 Feats p. 2 + + + Flail Mastery (UA) + + The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits: +• You gain a +1 bonus to attack rolls you make with a flail. +• As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shield. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield. +• When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. +Source: Unearthed Arcana: Feats p. 3 + + + Flames of Phlegethos (UA) + Tiefling + You learn to call on hellfire to serve your commands. You gain the following benefits: +• Increase your Intelligence or Charisma score by 1, to a maximum of 20 +• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. +• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. +Source: Unearthed Arcana: Feats For Races p. 3 + + + Flames of Phlegethos + Tiefling + You learn to call on hellfire to serve your commands. You gain the following benefits: +• Increase your Intelligence or Charisma score by 1, to a maximum of 20 +• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. +• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. +Source: Xanathar's Guide to Everything p. 74 + + + Gourmand (UA) + + You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits: +• You gain proficiency with cook's utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. +• As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. +• During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours. +Source: Unearthed Arcana: Feats p. 4 + Constitution +1 + + + Grappler + Strength 13 or higher + You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: +• You have advantage on attack rolls against a creature you are grappling. +• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. +Source: Player's Handbook p. 167 + + + Great Weapon Master + + You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: +• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. +• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. +Source: Player's Handbook p. 167 + + + Grudge-Bearer (UA) + Dwarf + You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits: +• Increase your Strength or Constitution or Wisdom score by 1, to a maximum of 20 +• During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. +• When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. +• Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient. +Source: Unearthed Arcana: Feats For Races p. 3 + + + Gunner (UA) + + You have a quick hand and keen eye when employing firearms, granting you the following benefits: +• You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide). +• You ignore the loading property of firearms. +• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. +Source: Unearthed Arcana: 2020 Feats p. 2 + Dexterity +1 + + + Healer + + You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: +• When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. +• As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest. +Source: Player's Handbook p. 167 + + + Heavily Armored + Proficiency with medium armor + You have trained to master the use of heavy armor, gaining the following benefits: +• You gain proficiency with heavy armor. +Source: Player's Handbook p. 167 + Strength +1 + + + Heavy Armor Master + Proficiency with heavy armor + You can use your armor to deflect strikes that would kill others. You gain the following benefits: +• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. +Source: Player's Handbook p. 167 + Strength +1 + + + Historian (UA) + + Your study of history rewards you with the following benefits: +• You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying. +Source: Unearthed Arcana: Feats For Skills p. 2 + Intelligence +1 + History + + + Human Determination (UA) + Human + You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits: +• When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest. +Source: Unearthed Arcana: Feats For Races p. 3 + + + Infernal Constitution (UA) + Tiefling + Fiendish blood runs strong in you. You gain the following benefits: +• You have resistance to cold and poison damage. +• You have advantage on saving throws against being poisoned. +Source: Unearthed Arcana: Feats For Races p. 3 + Constitution +1 + + + Infernal Constitution + Tiefling + Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: +• You have resistance to cold and poison damage. +• You have advantage on saving throws against being poisoned. +Source: Xanathar's Guide to Everything p. 75 + Constitution +1 + + + Inspiring Leader + Charisma 13 or higher + You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. +Source: Player's Handbook p. 167 + + + Investigator (UA) + + You have an eye for detail and can pick out the smallest clues. You gain the following benefits: +• You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• You can take the Search action as a bonus action. +Source: Unearthed Arcana: Feats For Skills p. 2 + Intelligence +1 + Investigation + + + Keen Mind + + You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: +• You always know which way is north. +• You always know the number of hours left before the next sunrise or sunset. +• You can accurately recall anything you have seen or heard within the past month. +Source: Player's Handbook p. 167 + Intelligence +1 + + + Lightly Armored + + You have trained to master the use of light armor, gaining the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20 +• You gain proficiency with light armor. +Source: Player's Handbook p. 167 + + + Linguist + + You have studied languages and codes, gaining the following benefits: +• You learn three languages of your choice. +• You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. +Source: Player's Handbook p. 167 + Intelligence +1 + + + Lucky + + You have inexplicable luck that seems to kick in at just the right moment. +You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. +You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. +You regain your expended luck points when you finish a long rest. +Source: Player's Handbook p. 167 + + + Mage Slayer + + You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits: +• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. +• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. +• You have advantage on saving throws against spells cast by creatures within 5 feet of you. +Source: Player's Handbook p. 168 + + + Magic Initiate + + Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. +In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. +Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. +Source: Player's Handbook p. 168 + + + Martial Adept + + You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: +• You learn two maneuvers of your choice from among those available to the fighter archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). +• You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. +Source: Player's Handbook p. 168 + + + Master of Disguise (UA) + + You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits: +• You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it. +• If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action. +Source: Unearthed Arcana: Feats p. 4 + Charisma +1 + + + Medic (UA) + + You master the physician's arts, gaining the following benefits: +• You gain proficiency in the Medic (UA)ine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medic (UA)ine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends. +Source: Unearthed Arcana: Feats For Skills p. 2 + Wisdom +1 + + + Medium Armor Master + Proficiency with medium armor + You have practiced moving in medium armor to gain the following benefits: +• Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. +• When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. +Source: Player's Handbook p. 168 + + + Menacing (UA) + + You become fearsome to others, gaining the following benefits: +• You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour. +Source: Unearthed Arcana: Feats For Skills p. 2 + Charisma +1 + Intimidation + + + Metabolic Control (UA) + + You have refined psionic control over your body's functions. +• Increase your Strength or Dexterity or Constitution score by 1, to a maximum of 20 +• If your Psionic Talent die is available, you can take an action to channel your psionic power to nourish yourself for the next 24 hours, as if you consumed sufficient food and water for a day. When you take this action, your Psionic Talent die decreases by one die size. +• If your Psionic Talent die is available, you can meditate for 1 minute, at the end of which you gain the benefits of finishing a short rest, and your Psionic Talent die decreases by one die size. You can't meditate in this way again until you finish a long rest. +Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 8 + + + Metamagic Adept (UA) + + You've learned how to exert your will on your spells to alter how they function. You gain the following benefits: +• You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class. +• You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. +Source: Unearthed Arcana: 2020 Feats p. 2 + + + Mobile + + You are exceptionally speedy and agile. You gain the following benefits: +• Your speed increases by 10 feet. +• When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. +• When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. +Source: Player's Handbook p. 168 + + + Moderately Armored + Proficiency with light armor + You have trained to master the use of medium armor and shields, gaining the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20 +• You gain proficiency with medium armor and shields. +Source: Player's Handbook p. 168 + + + Mounted Combatant + + You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: +• You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. +• You can force an attack targeted at your mount to target you instead. +• If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. +Source: Player's Handbook p. 168 + + + Naturalist (UA) + + Your extensive study of nature rewards you with the following benefits: +• You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. +Source: Unearthed Arcana: Feats For Skills p. 3 + Intelligence +1 + Nature + + + Observant + + Quick to notice details of your environment, you gain the following benefits: +• Increase your Intelligence or Wisdom score by 1, to a maximum of 20 +• If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. +• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. +Source: Player's Handbook p. 168 + + + Orcish Aggression (UA) + Half-Orc + As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. +Source: Unearthed Arcana: Feats For Races p. 3 + + + Orcish Fury (UA) + Half-Orc + Your fury burns tirelessly. You gain the following benefits: +• Increase your Strength or Constitution score by 1, to a maximum of 20 +• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. +• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. +Source: Unearthed Arcana: Feats For Races p. 4 + + + Orcish Fury + Half-Orc + Your fury burns tirelessly. You gain the following benefits: +• Increase your Strength or Constitution score by 1, to a maximum of 20 +• When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. +• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. +Source: Xanathar's Guide to Everything p. 75 + + + Perceptive (UA) + + You hone your senses until they become razor sharp. You gain the following benefits: +• You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. +Source: Unearthed Arcana: Feats For Skills p. 3 + Wisdom +1 + Perception + + + Performer (UA) + + You master performance so that you can command any stage. You gain the following benefits: +• You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing. +Source: Unearthed Arcana: Feats For Skills p. 3 + Charisma +1 + Performance + + + Piercer (UA) + + You have achieved a penetrating precision in combat, granting you the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20 +• Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll. +• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes. +Source: Unearthed Arcana: 2020 Feats p. 2 + + + Poisoner (UA) + + You can prepare and deliver deadly poisons, gaining the following benefits: +• When you make a damage roll, you ignore resistance to poison damage. +• You can coat a weapon in poison as a bonus action, instead of an action. +• You gain proficiency with the Poisoner (UA)'s kit if you don't already have it. With one hour of work using a Poisoner (UA)'s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute, or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn. +Source: Unearthed Arcana: 2020 Feats p. 2 + + + Polearm Master + + You can keep your enemies at bay with reach weapons. You gain the following benefits: +• When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. +• While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach. +Source: Player's Handbook p. 168 + + + Practiced Expert (UA) + + You have honed your proficiency with particular skills or tools, gaining the following benefits: +• You gain proficiency with one skill or tool of your choice. +• Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. +Source: Unearthed Arcana: 2020 Feats p. 3 + + + Prodigy (UA) + Half-Elf, Human + You have a knack for learning new things. You gain the following benefits: +• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. +Source: Unearthed Arcana: Feats For Races p. 4 + + + Prodigy + Half-Elf, Half-Orc, Human + You have a knack for learning new things. You gain the following benefits: +• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. +• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. +Source: Xanathar's Guide to Everything p. 75 + + + Quick-Fingered (UA) + + Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: +• You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. +Source: Unearthed Arcana: Feats For Skills p. 3 + Dexterity +1 + + + Quicksmithing + Intelligence 13 or higher + You have mastered the art of on-the-fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether. +When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them. +If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it. +In addition, you have proficiency with artisan's tools (quicksmith's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time. +When you create a device, choose one of the following options: +Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. +Fire Starter: This device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. +Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. +Source: Plane Shift: Kaladesh p. 13 + + + Resilient + + Choose one ability score. You gain the following benefits: +• You gain proficiency in saving throws using the chosen ability. +Source: Player's Handbook p. 168 + + + Revenant Blade + Elf + You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20 +• While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class. +• A double-bladed scimitar has the finesse property when you wield it. +Source: Eberron: Rising from the Last War p. 22, Wayfinder's Guide to Eberron p. 74 + + + Ritual Caster + Intelligence or Wisdom 13 or higher + You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. +When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. +If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. +Source: Player's Handbook p. 169 + + + Savage Attacker + + Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. +Source: Player's Handbook p. 169 + + + Second Chance (UA) + Halfling + You have a knack for learning new things. You gain the following benefits: +• Increase your Dexterity or Constitution or Charisma score by 1, to a maximum of 20 +• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't do so again until you finish a short or long rest. +Source: Unearthed Arcana: Feats For Races p. 4 + + + Second Chance + Halfling + Fortune favors you when someone tries to strike you. You gain the following benefits: +• Increase your Dexterity or Constitution or Charisma score by 1, to a maximum of 20 +• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest. +Source: Xanathar's Guide to Everything p. 75 + + + Sentinel + + You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: +• When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. +• Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. +• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. +Source: Player's Handbook p. 169 + + + Servo Crafting + Intelligence 13 or higher + You are skilled in the creation of servos—tiny constructs that function as personal assistants. You can cast the find familiar spell as a ritual, creating a servo to serve as your familiar instead of an animal. A servo's statistics appear in the "Artifact Creatures" section of this document. In every other way, a servo familiar functions as described in the find familiar spell. +You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You can speak through your servo in your own voice. +Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own. +Source: Plane Shift: Kaladesh p. 13 + + + Shadow Touched (UA) + + You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits: +• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20 +• You learn the darkness spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. +Source: Unearthed Arcana: 2020 Feats p. 3 + + + Sharpshooter + + You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: +• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. +• Your ranged weapon attacks ignore half cover and three-quarters cover. +• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. +Source: Player's Handbook p. 170 + + + Shield Master + + You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: +• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. +• If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. +• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. +Source: Player's Handbook p. 170 + + + Shield Training (UA) + + You've trained in the effective use of shields. You gain the following benefits: +• Increase your Strength or Dexterity or Constitution score by 1, to a maximum of 20 +• You gain proficiency with shield. +• In combat, you can don or doff a shield as the free object interaction on your turn. +• If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus. +Source: Unearthed Arcana: 2020 Feats p. 3 + + + Silver-Tongued (UA) + + You develop your conversational skill to better deceive others. You gain the following benefits: +• You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour. +Source: Unearthed Arcana: Feats For Skills p. 3 + Charisma +1 + Deception + + + Skilled + + You gain proficiency in any combination of three skills or tools of your choice. +Source: Player's Handbook p. 170 + + + Skulker + Dexterity 13 or higher + You are expert at slinking through shadows. You gain the following benefits: +• You can try to hide when you are lightly obscured from the creature from which you are hiding. +• When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. +• Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. +Source: Player's Handbook p. 170 + + + Slasher (UA) + + You've learned where to cut to have the greatest results, granting you the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20 +• Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. +• When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. +Source: Unearthed Arcana: 2020 Feats p. 3 + + + Spear Mastery (UA) + + Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits: +• You gain a +1 bonus to attack rolls you make with a spear. +• When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon's die.) +• You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving. +• As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn. +Source: Unearthed Arcana: Feats p. 3 + + + Spell Sniper + The ability to cast at least one spell + You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: +• When you cast a spell that requires you to make an attack roll, the spell's range is doubled. +• Your ranged spell attacks ignore half cover and three-quarters cover. +• You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. +Source: Player's Handbook p. 170 + + + Squat Nimbleness (UA) + Dwarf, Gnome, Halfling + You are uncommonly nimble for your race. You gain the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20 +• Increase your walking speed by 5 feet. +• You gain proficiency in the Acrobatics or Athletics skill. If you're already proficient in the skill, your proficiency bonus is doubled for any check you make with it. +Source: Unearthed Arcana: Feats For Races p. 4 + + + Squat Nimbleness + Dwarf, Small Race + You are uncommonly nimble for your race. You gain the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20 +• Increase your walking speed by 5 feet. +• You gain proficiency in the Acrobatics or Athletics skill (your choice). +• You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. +Source: Xanathar's Guide to Everything p. 75 + + + Stealthy (UA) + + You know how best to hide. You gain the following benefits: +• You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible. +Source: Unearthed Arcana: Feats For Skills p. 4 + Dexterity +1 + Stealth + + + Survivalist (UA) + + You master wilderness lore, gaining the following benefits: +• You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. +Source: Unearthed Arcana: Feats For Skills p. 4 + Wisdom +1 + Survival + + + Svirfneblin Magic + Gnome (Deep) + You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. +Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels. +Source: Mordenkainen's Tome of Foes p. 114 + + + Tandem Tactician (UA) + + Your presence in a scrap tends to elevate your comrades. You gain the following benefits: +• You can use the Help action as a bonus action. +• When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way. +Source: Unearthed Arcana: 2020 Feats p. 3 + + + Tavern Brawler + + Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: +• Increase your Strength or Constitution score by 1, to a maximum of 20 +• You are proficient with improvised weapons. +• Your unarmed strike uses a d4 for damage. +• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. +Source: Player's Handbook p. 170 + + + Telekinetic (UA) + + You learn to move things with your mind. You gain the following benefits: +• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20 +• You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat. +• As a bonus action, you can try to Telekinetic (UA)ally shove one creature you can see within 30 feet of you. When you do so, roll your Psionic Talent die, and the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved toward you or away from you a number of feet equal to 5 times the number you rolled. A creature can willingly fail this save. +Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 8 + + + Telekinetic (UA) + + You learn to move things with your mind. You gain the following benefits: +• You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. +• As a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from you. +Source: Unearthed Arcana: Fighter Rogue Wizard p. 8 + Intelligence +1 + + + Telepathic (UA) + + You awaken the ability to mentally connect with others. You gain the following benefits: +• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20 +• You can speak Telepathic (UA)ally to any creature you can see within 30 feet of you. Your Telepathic (UA) utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you Telepathic (UA)ally. +• If your Psionic Talent die is available, you can cast the detect thoughts spell, requiring no components. When you start casting the spell, your Psionic Talent die decreases by one die size. Your spellcasting ability for the spell is the ability increased by this feat. +Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 8 + + + Telepathic (UA) + + You awaken the ability to mentally connect with others. You gain the following benefits: +• You gain proficiency in one skill of your choice from the following list: Deception, Insight, Intimidation, or Persuasion. +• You can communicate Telepathic (UA)ally with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you Telepathic (UA)ally. +Source: Unearthed Arcana: Fighter Rogue Wizard p. 8 + Intelligence +1 + + + Theologian (UA) + + Your extensive study of religion rewards you with the following benefits: +• You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. +• You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. +Source: Unearthed Arcana: Feats For Skills p. 4 + Intelligence +1 + Religion + + + Tough + + Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. +Source: Player's Handbook p. 170 + + + Tower of Iron Will (UA) + + Your mind's defenses are formidable. After you or another creature you can see within 30 feet of you fails a saving throw, you can use your reaction to roll your Psionic Talent die and add the number rolled to the saving throw, potentially causing it to succeed. +Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 9 + + + Tracker (UA) + + You have spent time hunting creatures and honed your skills, gaining the following benefits: +• You learn the hunter's mark spell. You can cast it once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell. +• You have advantage on Wisdom (Survival) checks to track creatures +Source: Unearthed Arcana: 2020 Feats p. 3 + Wisdom +1 + + + Vampiric Exultation + Vampire (Ixalan) + As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can't use it again until you finish a short or long rest. +Source: Plane Shift: Ixalan p. 14 + + + War Caster + The ability to cast at least one spell + You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: +• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. +• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. +• When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. +Source: Player's Handbook p. 170 + + + Warhammer Master (UA) + + This feat is presented as an illustrative example of a poorly-designed feat, and is not intended to be used in play. The Fell Handed feat is presented as a well-designed implementation of the same ideas, and should be used instead. +When you hit a creature with a warhammer, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. +In addition, you can use your warhammer to knock away a foe's shield. If you hit a creature that's using a shield, you can have the attack deal no damage and force the creature to drop its shield. +Source: Unearthed Arcana: Feats p. 2 + + + Weapon Master + + You have practiced extensively with a variety of weapons, gaining the following benefits: +• Increase your Strength or Dexterity score by 1, to a maximum of 20 +• You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. +Source: Player's Handbook p. 170 + + + Wild Talent (UA) + + You awaken to your psionic potential, which enhances your mind or body. Increase one ability score of your choice by 1, to a maximum of 20, to represent this enhancement. +You also harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6. +Psionic Talent Options: You can use your Psionic Talent die in the following ways: +• Psi-Boosted Ability.: When you make an ability check with the ability increased by this feat, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed. +• Psi-Guided Strike.: Once on each of your turns when you hit with an attack roll that uses the ability increased by this feat, you can roll your Psionic Talent die after you make the damage roll and then replace one of the damage dice with the number rolled on the Psionic Talent die. +Changing the Die's Size: If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest. +Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6. +Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). If you have a Psionic Talent die from another source, such as a class feature, you don't get more than one die; use only the one with the largest starting size. +Psi Replenishment: As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest. +Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 9 + + + Wonder Maker (UA) + Gnome (Rock) + You master the tinker techniques of your people. You gain the following benefits: +• Increase your Dexterity or Intelligence score by 1, to a maximum of 20 +• When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check. +• When you make a device with your Tinker trait, you have the following additional options for what you make: +This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away. +This device makes doing sums easy. +This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift. +This pocket watch keeps accurate time. +When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour. +Source: Unearthed Arcana: Feats For Races p. 4 + + + Wood Elf Magic (UA) + Elf (Wood) + You learn the magic of the primeval woods. You learn one druid cantrip of your choice. You also learn longstrider and pass without trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. +Source: Unearthed Arcana: Feats For Races p. 4 + + + Wood Elf Magic + Elf (Wood) + You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells. +Source: Xanathar's Guide to Everything p. 75 + + diff --git a/FightClub5eXML/Sources/items.xml b/FightClub5eXML/Sources/items.xml new file mode 100755 index 0000000..ac495e5 --- /dev/null +++ b/FightClub5eXML/Sources/items.xml @@ -0,0 +1,31176 @@ + + + + +1 Rod of the Pact Keeper + major + RD + 2 + + While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. +In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 197 + + + +1 Wand of the War Mage + major + WD + 1 + + While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 212 + + + +2 Rod of the Pact Keeper + major + RD + 2 + + While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. +In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 197 + + + +2 Wand of the War Mage + major + WD + 1 + + While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 212 + + + +3 Rod of the Pact Keeper + major + RD + 2 + + While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. +In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 197 + + + +3 Wand of the War Mage + major + WD + 1 + + While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 212 + + + Abacus + Adventuring Gear + G + 2 + 2.0 + + Source: Player's Handbook p. 150 + + + Abracadabrus + Wondrous item + W + 1 + 25 + + An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. +The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest's charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn't contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. +The chest regains 1d20 expended charges daily at dawn. If the item's last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust. +Source: Icewind Dale: Rime of the Frostmaiden p. 314 + 1d20 + + + Absorbing Tattoo + Wondrous item + W + 1 + + + This tattoo incorporates designs that emphasize one color more than others. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly. + +d10 | Damage Type | Color +1 | Acid | Green +2 | Cold | Blue +3 | Fire | Red +4 | Force | White +5 | Lightning | Yellow +6 | Necrotic | Black +7 | Poison | Violet +8 | Psychic | Silver +9 | Radiant | Gold +10 | Thunder | Orange +Damage Absorption: When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 8 + + + Acid (vial) + Adventuring Gear + G + 1 + 25.0 + + As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. +Source: Player's Handbook p. 148 + 2d6 + + + Adamantine Bar + Trade Good + G + 10 + 1000.0 + + Source: Waterdeep: Dragon Heist p. 90 + + + Adjustable Stilts + Other + G + + + The stilts take 1 minute to put on or remove. They increase the height of any humanoid wearing them by 2 to 5 feet. Each stilt weighs 8 pounds and is 1 foot long when fully collapsed. +Source: Waterdeep: Dragon Heist p. 47 + + + Airship + Vehicle (air) + G + + 20000.0 + + Source: Dungeon Master's Guide p. 119 + + + Akmon, Hammer of Purphoros + martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + Purphoros's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome. +Hammer of the Forge: This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 fire damage. +Blessing of the Forge: If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety: +• Piety 10+.: The hammer has 1 randomly determined minor beneficial property. +• Piety 25+.: The hammer has 1 randomly determined major beneficial property. +• Piety 50+.: The hammer has 1 additional randomly determined major beneficial property. +If you aren't a worshiper of Purphoros, the hammer has 2 randomly determined minor detrimental properties. +See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. +Reforged: While holding the hammer, you have resistance to fire damage and are immune to exhaustion. Additionally, you have proficiency with smith's tools and have advantage on all ability checks made using them. +Spells: While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): animate objects, heat metal, fabricate, magic weapon, mending, shatter. Once you use the hammer to cast a spell, the spell can't be cast again from it until the next dusk. +Destroying the Hammer: To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken. +Source: Mythic Odysseys of Theros p. 198 + 3d10 + + + Alchemist's Fire (flask) + Adventuring Gear + G + 1 + 50.0 + + This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. +Source: Player's Handbook p. 148 + 1d4 + + + Alchemist's Supplies + Artisan Tools + G + 8 + 50.0 + + Source: Player's Handbook p. 154 + + + Alchemy Jug + Wondrous item, minor + W + 1 + 12 + + This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. +You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. +Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. +Liquid | Max Amount +Acid | 8 ounces +Basic poison | ½ ounce +Beer | 4 gallons +Honey | 1 gallon +Mayonnaise | 2 gallons +Oil | 1 quart +Vinegar | 2 gallons +Water, fresh | 8 gallons +Water, salt | 12 gallons +Wine | 1 gallon +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 150 + + + Ale (Gallon) + + FD + + 0.2 + + Source: Player's Handbook p. 158 + + + Ale (Mug) + + FD + + 0.04 + + Source: Player's Handbook p. 158 + + + Alexandrite + + $ + + 500.0 + + A transparent dark green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Amber + + $ + + 100.0 + + A transparent watery gold to rich gold gemstone. +Source: Dungeon Master's Guide p. 134 + + + Amethyst + + $ + + 100.0 + + A transparent deep purple gemstone. +Source: Dungeon Master's Guide p. 134 + + + Amulet + Spellcasting Focus + G + 1 + 5.0 + + A holy symbol is a representation of a god or pantheon. +A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. +Source: Player's Handbook p. 151 + + + Amulet of dinosaur feathers (Sun Empire) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Amulet of Health + Wondrous item, major + W + 1 + 1 + + Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 150 + + + Amulet of Proof against Detection and Location + Wondrous item, major + W + 1 + 1 + + While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 150 + + + Amulet of Protection from Turning + Wondrous item + W + 1 + 1 + + While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. +If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. +Source: Tales from the Yawning Portal p. 228 + + + Amulet of the Black Skull + Wondrous item + W + 1 + 1 + + This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace. +The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb. +If you aren't undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table. +Black Skull Transformation +d100 | Transformation +01-20 | The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can't be restored by magic. +21-35 | You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. +36-50 | You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. +51-70 | You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. +71-95 | You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. +96-00 | You become petrified. This effect can be ended only with a greater restoration spell or similar magic. +Source: Tomb of Annihilation p. 206 + 1d6 + + + Amulet of the Drunkard + Wondrous item + W + 1 + + + This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn. +Source: Explorer's Guide to Wildemount p. 265 + 4d4+4 + + + Amulet of the Planes + Wondrous item, major + W + 1 + 1 + + While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 150 + + + Animated Shield + major, Shield + S + 6 + + 2 + While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 151 + + + Antitoxin (vial) + Adventuring Gear + G + + 50.0 + + A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. +Source: Player's Handbook p. 151 + + + Apparatus of Kwalish + Wondrous item, major + W + 1 + 500 + + This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. +The apparatus of Kwalish is a Large object with the following statistics: +• Armor Class:: 20 +• Hit Points:: 200 +• Speed:: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) +• Damage Immunities:: poison, psychic +To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. +The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. +A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table. +Apparatus of Kwalish Levers: +Lever | Up | Down +1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. +2 | Forward window shutter opens. | Forward window shutter closes. +3 | Side window shutters open (two per side). | Side window shutters close (two per side). +4 | Two claws extend from the front sides of the apparatus. | The claws retract. +5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). +6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. +7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. +8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. +9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. +10 | The rear hatch unseals and opens. | The rear hatch closes and seals. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 151 + 2d6 + + + Aquamarine + + $ + + 500.0 + + A transparent pale blue-green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Arcanaloth's Music Box + Other + G + + 750.0 + + This music box is made of dark wood with gold filigree. Each of its five sides is sculpted with the image of a horned woman playing a different musical instrument: a dulcimer, a flute, a harp, a lyre, and a viol. While touching the box, you can use an action to make it play music featuring one of the instruments shown, which can be heard up to 60 feet away. You can also use an action to stop the music. +Source: Tomb of Annihilation p. 188 + + + Arcane Cannon + Wondrous item + W + 1 + + + This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again. +The creature firing the cannon chooses the effect from the following options: +Acid Jet: The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water. +Fire Jet: The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. +Frost Shot: The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success. +Lightning Shot: The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save. +Poison Spray: The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Source: Explorer's Guide to Wildemount p. 265 + 4d10 + 2d10 + 6d10 + + + Arcane Propulsion Arm + Wondrous item + W + 1 + + T + 1d8 + FC + 20/60 + This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing. +While attached, the prosthetic provides these benefits: +• The prosthetic is a fully capable part of your body. +• You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will. +• The prosthetic is a magic melee weapon with which you're proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches. +Source: Eberron: Rising from the Last War p. 276 + 1d8 + + + Armor of Invulnerability + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Armor of Vulnerability (Bludgeoning) + major, Cursed item, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While wearing this armor, you have resistance to bludgeoning damage. +Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + Armor of Vulnerability (Piercing) + major, Cursed item, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While wearing this armor, you have resistance to piercing damage. +Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + Armor of Vulnerability (Slashing) + major, Cursed item, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While wearing this armor, you have resistance to slashing damage. +Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + Arrow-Catching Shield + major, Shield + S + 6 + + 2 + You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Assassin's Blood + Adventuring Gear, Poison + G + + 150.0 + + A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. +Source: Dungeon Master's Guide p. 258 + 1d12 + + + Axe Beak + Mount + G + + 50.0 + + An axe beak's splayed toes allow it to run across snow, and it can carry as much weight as a mule. A domesticated axe beak can be purchased in Ten-Towns for 50 gp. +Source: Icewind Dale: Rime of the Frostmaiden + + + Axe of the Dwarvish Lords + Cursed item, Melee Weapon + M + 4 + T,V + 1d8 + 1d10 + S + 20/60 + Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol. +Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords. +Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. +Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. +Magic Weapon: The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness. +Random Properties: The axe has the following randomly determined properties: +• 2 minor beneficial properties +• 1 major beneficial property +• 2 minor detrimental properties +Blessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits: +• You have immunity to poison damage. +• The range of your darkvision increases by 60 feet. +• You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry. +Conjure Earth Elemental: If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn. +Travel the Depths: You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed. +Curse: The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell. +Destroying the Axe: The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed. +Source: Dungeon Master's Guide p. 221 + + + Azorius Guild Signet + + RG + + + This ring, adorned with the symbol of Azorius, allows you to cast ensnaring strike. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Azorius's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Azorius Keyrune + Wondrous item + W + 1 + + + This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a giant eagle for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle's eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant eagle. If there isn't enough space for the eagle, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the eagle takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Azuredge + Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner. +Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence. +You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell's barrier of magical force. +When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6 radiant damage to the target. +Hurling: The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn. +Illumination: While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet. +Sentience: Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it. +Personality: Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder. +If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a wish spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time. +Source: Waterdeep: Dragon Heist p. 189 + 2d6 + + + Azurite + + $ + + 10.0 + + An opaque mottled deep blue gemstone. +Source: Dungeon Master's Guide p. 134 + + + Backpack + Adventuring Gear + G + 5 + 2.0 + + A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. +Source: Player's Handbook p. 153 + + + Backpack Parachute + Other + G + + + A humanoid wearing this piece of gear can deploy the parachute as a reaction while falling, or as an action otherwise. The parachute requires at least a 10-foot cube of unoccupied space in which to deploy, and it doesn't open fast enough to slow a fall of less than 60 feet. If it has sufficient time and space to deploy properly, the parachute allows its wearer to land without taking falling damage. Once it has been used, the parachute takes 10 minutes to repack. +Source: Waterdeep: Dragon Heist p. 47 + + + Badge of the Watch + Wondrous item + W + 1 + + + A badge of the Watch is given only to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. +While wearing the badge, you gain a +2 bonus to AC if you aren't using a shield. +If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended. +As an action, the Open Lord can touch the badge and end your attunement to it. +Source: Waterdeep: Dragon Heist p. 189 + + + Bag of Beans + Wondrous item, minor + W + 1 + 0.5 + + Inside this heavy cloth bag are 3d4 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains. +If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. +If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. +d100 | Effect +01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. +02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. +11-20 | A treant sprouts. There's a 50 chance that the treant is chaotic evil and attacks. +21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. +31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). +41-50 | 1d6 + 6 shrieker sprout. +51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. +61-70 | A hungry bulette burrows up and attacks. +71-80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. +81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. +91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord lair, and its sarcophagus contains treasure of the DM's choice. +00 | A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant castle, or a different plane of existence. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 152 + 3d4 + 5d4 + 5d6 + 1d12 + 1d6+6 + 1d4+8 + 1d10+20 + 1d8 + 1d4+3 + 10d6 + + + Bag of Bounty + Wondrous item + W + 1 + + + This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within the bag. You shape this meal with your thoughts. You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you're proficient with cook's utensils, add your bonus to this check. A failed check results in a sour and squalid meal. +Food Quality | Difficulty +Poor | No roll required +Modest | 10 +Comfortable | 13 +Wealthy | 15 +Aristocratic | 18 +A bag of bounty can be used up to three times over the course of a day. After that, the bag can't be used again until the next dawn. +Source: Wayfinder's Guide to Eberron p. 116 + + + Bag of Devouring + Wondrous item, minor + W + 1 + 0.5 + + This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. +The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. +Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. +If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 153 + + + Bag of Holding + Wondrous item, minor + W + 1 + 15 + + This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. +If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. +Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. +Found On: Magic Item Table A, Magic Item Table B +Source: Dungeon Master's Guide p. 153 + + + Bag of Tricks, Gray + Wondrous item, major + W + 1 + 0.5 + + This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. +You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. +The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. +Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. +d8 | Creature +1 | Weasel +2 | Giant rat +3 | Badger +4 | Boar +5 | Panther +6 | Giant badger +7 | Dire wolf +8 | Giant elk +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 154 + + + Bag of Tricks, Rust + Wondrous item, major + W + 1 + 0.5 + + This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. +You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. +The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. +Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. +d8 | Creature +1 | Rat +2 | Owl +3 | Mastiff +4 | Goat +5 | Giant goat +6 | Giant boar +7 | Lion +8 | Brown bear +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 154 + + + Bag of Tricks, Tan + Wondrous item, major + W + 1 + 0.5 + + This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. +You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. +The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. +Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. +d8 | Creature +1 | Jackal +2 | Ape +3 | Baboon +4 | Axe beak +5 | Black bear +6 | Giant weasel +7 | Giant hyena +8 | Tiger +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 154 + + + Bagpipes + Instrument + G + 6 + 30.0 + + Source: Player's Handbook p. 154 + + + Balance of Harmony + Wondrous item + W + 1 + 1 + + This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. +Source: Tales from the Yawning Portal p. 228 + + + Ball Bearing + Adventuring Gear + G + 0.002 + 0.001 + + Most commonly found inside a Ball Bearings (Bag of 1,000). +Source: Player's Handbook p. 151 + + + Ball Bearings (bag of 1,000) + Adventuring Gear + G + 2 + 1.0 + + As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. +Source: Player's Handbook p. 151 + + + Balloon Pack + Wondrous item + W + 1 + + + This backpack contains the spirit of an air elemental and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the feather fall spell for yourself. +When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. +After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. +Source: Princes of the Apocalypse p. 222 + + + Band of Loyalty + + RG + + + If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can't afford to fall into enemy hands. +Source: Wayfinder's Guide to Eberron p. 115 + + + Banded Agate + + $ + + 10.0 + + A translucent striped brown, blue, white, or red gemstone. +Source: Dungeon Master's Guide p. 134 + + + Banner of the Krig Rune + Wondrous item + W + 1 + + + Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties. +Mark of Courage: As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. +Sentinel Standard: You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. +Standard's Shield: As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. +Gift of Battle: You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: +While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC. +Source: Storm King's Thunder p. 233 + + + Barking Box + Other + G + + + This metal cube, 6 inches on a side, has a crank on top. Using an action to wind the crank activates the box for 8 hours. While activated, the box barks whenever it detects vibrations within 15 feet of it, as long as the box and the source of the vibrations are in contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog's bark or a large dog's bark. +Source: Waterdeep: Dragon Heist p. 47 + + + Barrel + Adventuring Gear + G + 70 + 2.0 + + A barrel can hold 40 gallons of liquid or 4 cubic feet of solids. +Source: Player's Handbook p. 153 + + + Barrier Peaks Trinket + Adventuring Gear + G + + + At any point while the characters are searching through unusual equipment or detritus in the Monastery of the Distressed Body or the city of Daoine Gloine, roll on the following table to determine what they find. Each character finds one Barrier Peaks trinket over the course of the adventure. +Barrier Peaks Trinkets +d100 | Trinket +01–02 | A handheld device containing a glowing green gem that darkens when no oxygen is present +03–04 | A foot-long, egg-shaped object made from stitched leather +05–06 | A black metal cylinder that dictates the history of an unknown plant or animal species when held +07–08 | A cylindrical jar containing a pickled crustacean of unknown origin +09–10 | A small thumb-button storage cylinder that releases a useless iron key when pressed +11–12 | An unusual heraldic cloak pin that emits a short musical fanfare when tapped +13–14 | A handheld tube that sucks in dust when squeezed and captures it in a detachable compartment +15–16 | A scintillating disk of unknown material +17–18 | A dial that can be twisted to slowly click back to its origin, whereupon it emits a loud ringing noise +19–20 | A hovering, apple-sized orb of metal that follows you around +21–22 | The petrified cocoon of an unknown insect +23–24 | A bronze gauntlet set with many slots, and which violently expels any object pressed into those slots +25–26 | A box that plays an illusory message in an unknown language when opened +27–28 | A rod that causes you to forget the last five minutes when you press a button near its tip +29–30 | A palm-sized cylinder that emits a harmless ray of glowing blue light when squeezed +31–32 | A bead that suppresses your hearing when secreted inside either ear, causing you to be deafened +33–34 | An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases +35–36 | A casket containing one hundred tasteless blue pills that produce no discernible effect when swallowed +37–38 | A metal mechanical puzzle with no apparent solution +39–40 | A metal spinning top that never tips over when spun +41–42 | Two strips of cloth-like material, each coated with a soft, hair-like fuzz on one side +43–44 | A simple wire pyramid that preserves any foodstuffs it is placed over +45–46 | A star chart labeled in an unknown script +47–48 | A rectangle of black glass that displays indecipherable arcane runes when you swipe your finger across it +49–50 | A schematic that shows the inner workings of an impossibly complex device +51–52 | An odd pair of comfortable shoes made from supple, multicolored material +53–54 | A mirror that makes you appear more beautiful when you tap your reflection +55–56 | A mechanical metal puppy that playfully follows you around when activated +57–58 | A talking bracelet that speaks only to correct your grammar +59–60 | A bar of soap that can remove any stain +61–62 | A journal in Common, written by someone in a world similar to but not quite the same as your own +63–64 | A tub containing one serving of disgusting but nutritious goop that refills itself slowly over the course of one week +65–66 | An instruction manual for activating a mysterious, world-destroying device +67–68 | A small supple disk that displays weird moving symbols when placed over either eye +69–70 | A tiny desk set with large, colorful buttons, each of which plays a discordant musical fanfare when pressed +71–72 | A pair of tinted spectacles that reduce the glare of the sun when worn +73–74 | An inflatable bedroll made from an unknown material, and which slowly deflates when used +75–76 | A rod tipped with a blunt metal pincer whose grip can be adjusted by turning a screw +77–78 | A battered helmet with a transparent orange visor that flips into place when donned +79–80 | An animated map of a mysterious city that appears to be tracking the movements of five creatures +81–82 | A cylinder of mist that holds your hair perfectly in shape when sprayed onto your head +83–84 | A talking wand that tells you the name of any plant you point it at +85–86 | A metal bracelet that displays the number of steps you've taken since your last long rest +87–88 | A tiny handheld device that projects a glowing dot onto whatever you point it at +89–90 | A rectangular piece of glass that displays a twelve-digit countdown on its surface +91–92 | A wall chart of mysterious formulae arranged into a color-coded grid +93–94 | A handheld device that solves any math problem you input using its buttons +95–96 | A ball of speckled brown fur that appears to be alive +97–98 | A complicated crystal board game that you don't know how to play +99–00 | A large glass rectangle that displays a storm of black and white patterns when you press a button on its underside +Source: Lost Laboratory of Kwalish p. 7 + + + Barrier Tattoo (Rare) + Wondrous item + W + 1 + + + This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + + + Barrier Tattoo (Uncommon) + Wondrous item + W + 1 + + + This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren't wearing armor, the tattoo grants you an Armor Class of 12 + your Dexterity modifier. You can use a shield and still gain this benefit. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + + + Barrier Tattoo (Very Rare) + Wondrous item + W + 1 + + + This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren't wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + + + Basic Poison (vial) + Adventuring Gear, Poison + G + + 100.0 + + You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. +Source: Player's Handbook p. 153 + 1d4 + + + Basket + Adventuring Gear + G + 2 + 0.4 + + A basket holds 2 cubic feet or 40 pounds of gear. +Source: Player's Handbook p. 153 + + + Battering Shield + Shield + S + 6 + + 2 + While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. +Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both. +Source: Explorer's Guide to Wildemount p. 266 + 1d3 + + + Battle Standard of Infernal Power + Wondrous item + W + 1 + + + This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. +While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Bead of Force + Wondrous item, minor + W + 1 + 0.0625 + + This small black sphere measures ¾ of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. +You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. +An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 154 + 1d4+4 + 5d4 + + + Bead of Nourishment + Wondrous item, minor + W + 1 + + + This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations. +Source: Xanathar's Guide to Everything p. 136 + + + Bead of Refreshment + Wondrous item, minor + W + 1 + + + This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison. +Source: Xanathar's Guide to Everything p. 136 + + + Bedroll + Adventuring Gear + G + 7 + 1.0 + + Source: Player's Handbook p. 150 + + + Bejeweled ivory drinking horn with gold filigree + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Bejeweled ivory drinking horn with gold inlay (Brazen Coalition) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Belashyrra's Beholder Crown + Wondrous item + W + 1 + + + This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull. +While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. +Spells: The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges). +The crown regains 1d6 + 3 expended charges daily at dawn. +Symbiotic Nature: The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you. +The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks. +Source: Eberron: Rising from the Last War p. 276 + 1d6+3 + + + Bell + Adventuring Gear + G + + 1.0 + + Source: Player's Handbook p. 150 + + + Belt of Cloud Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 155 + + + Belt of Dwarvenkind + Wondrous item, major + W + 1 + + + While wearing this belt, you gain the following benefits: +• Your Constitution score increases by 2, to a maximum of 20. +• You have advantage on Charisma (Persuasion) checks made to interact with dwarves. +In addition, while attuned to the belt, you have a 50 chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. +If you aren't a dwarf, you gain the following additional benefits while wearing the belt: +• You have advantage on saving throws against poison, and you have resistance against poison damage. +• You have darkvision out to a range of 60 feet. +• You can speak, read, and write Dwarvish. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 155 + + + Belt of Fire Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 155 + + + Belt of Frost Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 155 + + + Belt of Hill Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 155 + + + Belt of Stone Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 155 + + + Belt of Storm Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 155 + + + Birdpipes + Instrument + G + + + Pan pipes or satyr pipes, also known as the shalm, these are sacred to Lliira and popular with wood elf and wild elf bards. +Source: Sword Coast Adventurer's Guide p. 124 + + + Bit and bridle + Tack and Harness + G + 1 + 2.0 + + Source: Player's Handbook p. 157 + + + Black Crystal Tablet + Wondrous item + W + 1 + + + Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). +As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn. +Source: Waterdeep: Dungeon of the Mad Mage p. 284 + + + Black Dragon Mask + Wondrous item + W + 1 + + + This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. +Damage Absorption: You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt. +Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. +Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. +Dragon Sight: You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes. +Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Black dragons. +Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. +Water Breathing: You can breathe underwater. +Source: Hoard of the Dragon Queen p. 94 + + + Black Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Black Opal + + $ + + 1000.0 + + A translucent dark green with black mottling and golden flecks gemstone. +Source: Dungeon Master's Guide p. 134 + + + Black Pearl + + $ + + 500.0 + + An opaque pure black gemstone. +Source: Dungeon Master's Guide p. 134 + + + Black Sap + + P + + 300.0 + + This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours. +For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses. +Source: Explorer's Guide to Wildemount p. 152 + 1d6 + 2d4 + + + Black Sapphire + + $ + + 5000.0 + + A translucent lustrous black with glowing highlights gemstone. +Source: Dungeon Master's Guide p. 134 + + + Black velvet mask stitched with silver thread + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Blackrazor + Melee Weapon + M + 6 + H,2H + 2d6 + S + Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. +You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. +Devour Soul: Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. +When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. +If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. +Soul Hunter: While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. +Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to. +Sentience: Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. +The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. +Personality: Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. +The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. +Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. +Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. +Source: Dungeon Master's Guide p. 216 + 1d10 + + + Blackstaff + Staff + ST + 4 + V + 1d6 + 1d8 + B + The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can, however, choose a new owner (see "Personality" below). +This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. +The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. +Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. +Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). +Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. +You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. +Animate Walking Statues: You can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the walking statue of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun's spirit, which is trapped inside the staff (see "Personality" below). A walking statue becomes inanimate if deactivated or if the staff is broken. +Dispel Magic: You can expend 1 of the staff's charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell. +Drain Magic: This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal. +Master of Enchantment: When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot. +Sentience: The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it. +Personality: The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful. +In the event that the holder of the office of the Blackstaff no longer serves the staff's wishes, the staff ceases to function until it finds a worthy inheritor—someone whose loyalty to Waterdeep is beyond reproach. +Spirit Trap: When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can't be raised from the dead.) +Destroying the staff would release the spirits trapped inside it, but in that event, Khelben's spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben's spirit has the staff's Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again. +Source: Waterdeep: Dragon Heist p. 190 + 2d8+4 + 1d8+2 + 1d6 + + + Blade of Avernus + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. +When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. +Random Properties: The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master's Guide: +• 2 minor beneficial properties +• 1 major beneficial property +• 1 major detrimental property, which is suppressed while the sword is attuned to an archdevil +Ruler of Avernus: As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the sword against that devil. +Infernal Recall: As an action, you can use the sword to cast word of recall. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus. +Destroying the Sword: The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it. +Source: Baldur's Gate: Descent Into Avernus p. 150 + 6d8 + + + Blade of Broken Mirrors + simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end. +Sentience: The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. +Personality: An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution. +Dormant: The dagger grants the following benefits in its dormant state: +• You can speak, read, and write Abyssal. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand. +• Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don't change. Any equipment you are wearing or carrying isn't transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory. +Awakened: When the dagger reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2. +• While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate, hallucinatory terrain, major image, or phantasmal killer. Once a spell has been cast using the dagger, that spell can't be cast from the dagger again until the next dawn. +Exalted: When the dagger reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• The saving throw DC for spells cast from the dagger increases to 17. +• While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 275 + + + Blanket + Adventuring Gear + G + 3 + 0.5 + + Source: Player's Handbook p. 150 + + + Blast Scepter + + RD + + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +The Blast Scepter can be used as an arcane focus. +Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot. +Source: Waterdeep: Dungeon of the Mad Mage p. 310 + + + Blasting Powder + Adventuring Gear + G + + + This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. +A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet). +Source: Explorer's Guide to Wildemount p. 225 + 3d6 + 1d6 + 10d6 + + + Blight Ichor + + P + + 200.0 + + This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour. +Source: Explorer's Guide to Wildemount p. 152 + 1d6 + + + Block and Tackle + Adventuring Gear + G + 5 + 1.0 + + A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. +Source: Player's Handbook p. 151 + + + Blod Stone + Wondrous item + W + 1 + + + This diamond contains the blood of a creature—blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative. +This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child. +Source: Storm King's Thunder p. 233 + + + Blood Fury Tattoo + Wondrous item + W + 1 + + + This tattoo evokes fury in its form and colors. While this tattoo is on your skin, you gain the following benefits: +• Your attack rolls score a critical hit on a d20 roll of 19 or 20. +• When you score a critical hit against a creature, that target takes an extra 4d6 necrotic damage, and you gain a number of temporary hit points equal to the necrotic damage dealt. +• When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10 + 4d6 + + + Blood of the Lycanthrope + Poison + G + + + This poison is created from blood harvested from a dead or incapacitated lycanthrope in its animal or hybrid form. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy (see the Monster Manual). The curse lasts until removed by the remove curse spell or similar magic. +The type of lycanthropy depends on the lycanthrope used to create the poison. To determine the type of lycanthropy randomly, roll a d6: +d6 | Lycanthropy +1-3 | Wererat +4-5 | Werewolf +6 | Wereboar +Source: Infernal Machine Rebuild p. 93 + + + Blood of the Lycanthrope Antidote + + P + + + This clear potion has dark red flecks within, resembling clotted blood. When you drink this potion, it removes the curse of lycanthropy from you if that curse was imposed by a lycanthrope's bite or similar effect. +Source: Infernal Machine Rebuild p. 94 + + + Blood Spear + Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting. +When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. +Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon. +Source: Curse of Strahd p. 221 + 2d6 + + + Bloodaxe + martial Weapon, Melee Weapon + M + 7 + 30.0 + H,2H + 1d12 + S + You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points. +This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina. +Source: Explorer's Guide to Wildemount p. 266 + 1d6 + + + Bloodstone + + $ + + 50.0 + + An opaque dark gray with red flecks gemstone. +Source: Dungeon Master's Guide p. 134 + + + Blue Dragon Mask + Wondrous item + W + 1 + + + This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. +Damage Absorption: You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to lightning damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. +Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. +Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. +Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. +Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons. +Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. +Lingering Shock: If you deal lightning damage to a creature, it can't take reactions until its next turn. +Source: The Rise of Tiamat Online Supplement p. 4 + + + Blue Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Blue Quartz + + $ + + 10.0 + + A transparent pale blue gemstone. +Source: Dungeon Master's Guide p. 134 + + + Blue Sapphire + + $ + + 1000.0 + + A transparent blue-white to medium blue gemstone. +Source: Dungeon Master's Guide p. 134 + + + Blue Spinel + + $ + + 500.0 + + A transparent deep blue gemstone. +Source: Dungeon Master's Guide p. 134 + + + Bob + Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + This +1 battleaxe floats on water and other liquids, and grants its bearer advantage on Strength (Athletics) checks made to swim. +Source: Tomb of Annihilation p. 89 + + + Bonecounter + Melee Weapon + M + 4 + + 1d6 + B + This weapon is a magical +2 mace called Bonecounter. Whenever this weapon is used to destroy an undead creature, a single silver piece appears in the wielder's pocket. +Source: Essentials Kit: Sleeping Dragon's Wake + + + Book + Adventuring Gear + G + 5 + 25.0 + + A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook. +Source: Player's Handbook p. 151 + + + Book of Exalted Deeds + Wondrous item + W + 1 + 5 + + The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil. +The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose. +A heavy clasp, wrought to look like angel wings, keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind. +Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book. +Random Properties: The Book of Exalted Deeds has the following random properties: +• 2 minor beneficial properties +• 2 major beneficial properties +Increased Wisdom: After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once. +Enlightened Magic: Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. +Halo: Once you've read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with disadvantage. +Destroying the Book: It is rumored that the Book of Exalted Deeds can't be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years. +Source: Dungeon Master's Guide p. 222 + 24d6 + 1d100 + + + Book of Vile Darkness + Wondrous item + W + 1 + 5 + + The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness. +Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs. +Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined. +Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough. +A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within. +Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil. +The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned. +Random Properties: The Book of Vile Darkness has the following random properties: +• 3 minor beneficial properties +• 1 major beneficial property +• 3 minor detrimental properties +• 2 major detrimental properties +Adjusted Ability Scores: After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again. +Mark of Darkness: After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures. +Command Evil: While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can't use this property again until the next dawn. +Dark Lore: You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check. +Dark Speech: While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage. +Destroying the Book: The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome. +If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse. +A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later. +If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed. +Source: Dungeon Master's Guide p. 222 + 1d12 + 3d6 + 1d100 + 1d10 + + + Bookmark + Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + This +3 dagger belongs to Artus Cimber. While you have the dagger drawn, you can use a bonus action to activate one of the following properties: +• Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. +• Turn the dagger into a compass that, while resting on your palm, points north. +• Cast dimension door from the dagger. Once this property is used, it can't be used again until the next dawn. +• Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet but it targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn. +Source: Tomb of Annihilation p. 206 + + + Boots of Elvenkind + Wondrous item, major + W + 1 + + + While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 155 + + + Boots of False Tracks + Wondrous item, minor + W + 1 + + + Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. +Source: Xanathar's Guide to Everything p. 136 + + + Boots of Levitation + Wondrous item, major + W + 1 + + + While you wear these boots, you can use an action to cast the levitate spell on yourself at will. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 155 + + + Boots of Speed + Wondrous item, major + W + 1 + + + While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. +When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 155 + + + Boots of Striding and Springing + Wondrous item, major + W + 1 + + + While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 156 + + + Boots of the Winterlands + Wondrous item, major + W + 1 + + + These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: +• You have resistance to cold damage. +• You ignore difficult terrain created by ice or snow. +• You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 156 + + + Boros Guild Signet + + RG + + + This ring, adorned with the symbol of Boros, allows you to cast heroism. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Boros' recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Boros Keyrune + Wondrous item + W + 1 + + + Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In addition to fighting on your behalf, this veteran cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a veteran (human). If there isn't enough space for the veteran, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Bottle stopper cork embossed with gold leaf and set with amethysts + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Bottled Breath + + P + + + This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. +If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath. +Source: Princes of the Apocalypse p. 222 + + + Bowl of Commanding Water Elementals + Wondrous item, major + W + 1 + 3 + + While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn. +The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 156 + + + Box of turquoise animal figurines + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Bracelet of Rock Magic + Wondrous item, Cursed item + W + 1 + 1 + + While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. +Curse: The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. +Source: Tales from the Yawning Portal p. 228 + + + Bracer of Flying Daggers + Wondrous item + W + 1 + + + This armband appears to have thin dagger strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. +Source: Waterdeep: Dragon Heist p. 190 + + + Bracers of Archery + Wondrous item, major + W + 1 + + + While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 156 + + + Bracers of Defense + Wondrous item, major + W + 1 + + + While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 156 + + + Brass Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Brass mug with jade inlay + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Brazier of Commanding Fire Elementals + Wondrous item, major + W + 1 + 5 + + While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. +The brazier weighs 5 pounds. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 156 + + + Breathing Bubble + Wondrous item + W + 1 + + + This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item's benefits only while wearing it over your head like a helmet. +The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn. +Source: Explorer's Guide to Wildemount p. 266 + + + Brewer's Supplies + Artisan Tools + G + 9 + 20.0 + + Source: Player's Handbook p. 154 + + + Bridle of Capturing + Wondrous item + W + 1 + + + This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under your command as if subjected to the dominate beast spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target becomes immune to the bridle's power until the next dawn. +A creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle. +Source: Infernal Machine Rebuild p. 94 + + + Bronze crown + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Bronze Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Bronze spyglass (Brazen Coalition) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Brooch of Living Essence + Wondrous item + W + 1 + + + While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral. +Source: Explorer's Guide to Wildemount p. 266 + + + Brooch of Shielding + Wondrous item, major + W + 1 + + + While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 156 + + + Broom of Flying + Wondrous item, major + W + 1 + 3 + + This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. +You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 156 + + + Bucket + Adventuring Gear + G + 2 + 0.05 + + A bucket holds 3 gallons of liquid or ½ cubic foot of solids. +Source: Player's Handbook p. 153 + + + Bullseye Lantern + Adventuring Gear + G + 2 + 10.0 + + A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. +Source: Player's Handbook p. 152 + + + Burglar's Pack + Adventuring Gear + G + 44.5 + 16.0 + + Includes: +• a backpack +• a Ball Bearings (Bag of 1,000) +• 10 feet of string +• a bell +• 5 candle +• a crowbar +• a hammer +• 10 piton +• a hooded lantern +• 2 Oil (flask) +• 5 days Rations (1 day) +• a tinderbox +• a waterskin +• Hempen Rope (50 feet) +Source: Player's Handbook p. 151 + + + Burnt Othur Fumes + Adventuring Gear, Poison + G + + 500.0 + + A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. +Source: Dungeon Master's Guide p. 258 + 3d6 + 1d6 + + + Butcher's Bib + Wondrous item + W + 1 + + + This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron: +• Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total. +• Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20. +Source: Explorer's Guide to Wildemount p. 266 + + + Calligrapher's Supplies + Artisan Tools + G + 5 + 10.0 + + Source: Player's Handbook p. 154 + + + Caltrop + Adventuring Gear + G + 0.1 + 0.05 + + As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. +Source: Player's Handbook p. 151 + + + Caltrops (bag of 20) + Adventuring Gear + G + 2 + 1.0 + + As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. +Source: Player's Handbook p. 151 + + + Camel + Mount + G + + 50.0 + + Source: Player's Handbook p. 157 + + + Candle + Adventuring Gear + G + + 0.01 + + For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. +Source: Player's Handbook p. 151 + + + Candle Mace + simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + The head of this mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this mace, you can extinguish or ignite its light as an action. +Source: Baldur's Gate: Descent Into Avernus p. 39 + + + Candle of Invocation + Wondrous item, major + W + 1 + + + This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly. +d20 | Alignment +1-2 | Chaotic evil +3-4 | Chaotic neutral +5-7 | Chaotic good +8-9 | Neutral evil +10-11 | Neutral +12-13 | Neutral good +14-15 | Lawful evil +16-17 | Lawful neutral +18-20 | Lawful good +The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. +While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. +Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 157 + + + Candle of the Deep + Wondrous item, minor + W + 1 + + + The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. +Source: Xanathar's Guide to Everything p. 136 + + + Canoe + Vehicle (water) + G + 100 + 50.0 + + A canoe can be purchased in Port Nyanzaru for 50 gp. It holds up to six Medium creatures and has a maximum speed of 2 mph. It is otherwise identical to a rowboat. +Source: Tomb of Annihilation p. 31 + + + Canvas (1 sq. yd.) + Trade Good + G + + 0.1 + + Source: Player's Handbook p. 157 + + + Cap of Water Breathing + Wondrous item, minor + W + 1 + + + While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 157 + + + Cape of the Mountebank + Wondrous item, major + W + 1 + + + This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. +When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 157 + + + Carnelian + + $ + + 50.0 + + An opaque orange to red-brown gemstone. +Source: Dungeon Master's Guide p. 134 + + + Carpenter's Tools + Artisan Tools + G + 6 + 8.0 + + Source: Player's Handbook p. 154 + + + Carpet of Flying, 3 ft. × 5 ft. + Wondrous item, major + W + 1 + + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. +A 3 ft. x 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. +Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 4 ft. × 6 ft. + Wondrous item, major + W + 1 + + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. +A 4 ft. x 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. +Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 5 ft. × 7 ft. + Wondrous item, major + W + 1 + + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. +A 5 ft. x 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. +Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 6 ft. × 9 ft. + Wondrous item, major + W + 1 + + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. +A 6 ft. x 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. +Source: Dungeon Master's Guide p. 157 + + + Carriage + Vehicle (land) + G + 600 + 100.0 + + Source: Player's Handbook p. 157 + + + Carrion Crawler Mucus + major, Adventuring Gear, Poison + G + + 200.0 + + This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Source: Dungeon Master's Guide p. 258 + + + Cart + Vehicle (land) + G + 200 + 15.0 + + Source: Player's Handbook p. 157 + + + Cartographer's Map Case + Wondrous item + W + 1 + + + Map of Shortcuts: At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut . Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest. +Map of the Moment: Starting at rank 3, you can use an action to make a DC 15 Wisdom (Perception) check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later. +Source: Acquisitions Incorporated p. 20 + + + Cartographer's Tools + Artisan Tools + G + 6 + 15.0 + + Source: Player's Handbook p. 154 + + + Carved bone statuette + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Carved harp of exotic wood with ivory inlay and zircon gems + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Carved ivory statuette + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Carved jade statuette (River Heralds) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Cauldron of Plenty + Wondrous item + W + 1 + 50 + + This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping. +If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew. +The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses. +Source: Icewind Dale: Rime of the Frostmaiden p. 314 + + + Censer of Controlling Air Elementals + Wondrous item, major + W + 1 + 1 + + While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn. +This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 158 + + + Ceremonial electrum dagger with a black pearl in the pommel + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Ceremonial silver dagger with gold pommel and black pearl (Legion of Dusk) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Chain (10 feet) + Adventuring Gear + G + 10 + 5.0 + + A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. +Source: Player's Handbook p. 151 + + + Chalcedony + + $ + + 50.0 + + An opaque white gemstone. +Source: Dungeon Master's Guide p. 134 + + + Chalk (1 piece) + Adventuring Gear + G + + 0.01 + + Source: Player's Handbook p. 150 + + + Chariot + Vehicle (land) + G + 100 + 250.0 + + Source: Player's Handbook p. 157 + + + Charlatan's Die + Wondrous item, minor + W + 1 + + + Whenever you roll this six—sided die, you can control which number it rolls. +Source: Xanathar's Guide to Everything p. 136 + + + Charm of Plant Command + Wondrous item + W + 1 + + + This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. +This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. +Source: Ghosts of Saltmarsh p. 229 + + + Charred Wand of Magic Missiles + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Each time you expend a charge from this wand, there is a 50 percent chance that nothing happens and the charge is wasted. +Found On: Magic Item Table F +Source: Waterdeep: Dragon Heist p. 77 + 1d6+1 + + + Chest + Adventuring Gear + G + 25 + 5.0 + + A chest holds 12 cubic feet or 300 pounds of gear. +Source: Player's Handbook p. 153 + + + Chest of Preserving + Wondrous item + W + 1 + 25 + + Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. +Source: Waterdeep: Dungeon of the Mad Mage p. 139 + + + Chicken + Trade Good + G + + 0.02 + + Source: Player's Handbook p. 157 + + + Chime of Opening + Wondrous item, minor + W + 1 + 1 + + This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. +The chime can be used ten times. After the tenth time it cracks and becomes useless. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 158 + + + Chronolometer + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device. +Time Bandit: At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn. +Fate Swap: As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature's turn, or can take an action immediately even though it isn't the creature's turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 220 + + + Chrysoberyl + + $ + + 100.0 + + A transparent yellow-green to pale green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Chrysoprase + + $ + + 50.0 + + A translucent green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Chunk of Meat + + FD + + 0.3 + + Source: Player's Handbook p. 158 + + + Cinnamon + Trade Good + G + 1 + 2.0 + + Source: Player's Handbook p. 157 + + + Circlet of Blasting + Wondrous item, major + W + 1 + + + While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 158 + + + Circlet of Human Perfection + Other + G + + + The Circlet of Human Perfection transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect. +Source: Waterdeep: Dungeon of the Mad Mage p. 30 + + + Citrine + + $ + + 50.0 + + A transparent pale yellow-brown gemstone. +Source: Dungeon Master's Guide p. 134 + + + Claw of the Wyrm Rune + Wondrous item + W + 1 + + + This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties. +Wyrmslayer: As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. +Wyrm Shield: While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon. +Wyrm Ward: You can transfer the c1aw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property: +While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet. +Source: Storm King's Thunder p. 233 + + + Claws of the Umber Hulk + Wondrous item + W + 1 + + + These heavy gauntlets of brown iron are forged in the shape of an umber hulk claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. +You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal). +While wearing the claws, you can't manipulate objects or cast spells with somatic components. +Source: Princes of the Apocalypse p. 222, Infernal Machine Rebuild p. 94 + 1d8 + + + Cleansing Stone + Wondrous item + W + 1 + + + A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. +Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 115 + + + Climber's Kit + Adventuring Gear + G + 12 + 25.0 + + A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. +Source: Player's Handbook p. 151 + + + Cloak of Arachnida + Wondrous item, major + W + 1 + + + This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: +• You have resistance to poison damage. +• You have a climbing speed equal to your walking speed. +• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. +• You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. +• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 158 + + + Cloak of Billowing + Wondrous item, minor + W + 1 + + + While wearing this cloak, you can use a bonus action to make it billow dramatically. +Source: Xanathar's Guide to Everything p. 136 + + + Cloak of Displacement + Wondrous item, major + W + 1 + + + While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 158 + + + Cloak of Elvenkind + Wondrous item, major + W + 1 + + + While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 158 + + + Cloak of Invisibility + Wondrous item, major + W + 1 + + + While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. +Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 158 + + + Cloak of Many Fashions + Wondrous item, minor + W + 1 + + + While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. +Source: Xanathar's Guide to Everything p. 136 + + + Cloak of Protection + Wondrous item, major + W + 1 + + + You gain a +1 bonus to AC and saving throws while you wear this cloak. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 159 + + + Cloak of the Bat + Wondrous item, major + W + 1 + + + While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. +While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 159 + + + Cloak of the Manta Ray + Wondrous item, minor + W + 1 + + + While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 159 + + + Clockwork Amulet + Wondrous item, minor + W + 1 + + + This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. +When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. +Source: Xanathar's Guide to Everything p. 137 + + + Clockwork Dog + Other + G + + + This Tiny clockwork dog made of copper and tin comes with a copper wind-up key. As an action, you can use the key to wind the dog, after which it follows you for 12 hours. At the end of that duration, the clockwork dog stops until wound again. The dog has AC 5, 1 hit point, and a walking speed of 30 feet. +Source: Storm King's Thunder p. 44 + + + Cloth-of-gold vestments + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Cloth-of-gold vestments (Legion of Dusk) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Clothes of Mending + Wondrous item, minor + W + 1 + + + This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. +Source: Xanathar's Guide to Everything p. 137 + + + Clothing, cold weather + Adventuring Gear + G + 5 + 10.0 + + This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. +As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold. +Source: Icewind Dale: Rime of the Frostmaiden + + + Cloves + Trade Good + G + 1 + 3.0 + + Source: Player's Handbook p. 157 + + + Cobbler's Tools + Artisan Tools + G + 5 + 5.0 + + Source: Player's Handbook p. 154 + + + Coiling Grasp Tattoo + Wondrous item + W + 1 + + + Preview content, subject to change prior to publication. +Produced by a special needle, this magic tattoo has long intertwining designs +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. +Grasping Tendrils: While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. +Source: TCE + 3d6 + + + Coiling Grasp Tattoo + Wondrous item + W + 1 + + + This tattoo has long intertwining designs. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + 3d6 + + + Coin of Decisionry + Wondrous item + W + 1 + + + Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message appears on the "tails" face. Roll a d4 on the following table to determine the message. +d4 | Decision +1 | Lucrative +2 | Brand Appeal +3 | Indeterminate +4 | Ruinous +The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (Insight) check. +Better Odds: When you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an uncommon magic item. In addition to its normal function, you can use an action to flip the coin of decisionry twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can't be used again until the next dawn. +Source: Acquisitions Incorporated p. 22 + + + Coin of Delving + Wondrous item + W + 1 + + + This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone. +Source: Explorer's Guide to Wildemount p. 266 + + + Common Clothes + Adventuring Gear + G + 3 + 0.5 + + Source: Player's Handbook p. 150 + + + Common Glamerweave + Wondrous item + W + 1 + + + Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115 + + + Common Wine (Pitcher) + + FD + + 0.2 + + Source: Player's Handbook p. 158 + + + Component Pouch + Adventuring Gear + G + 2 + 25.0 + + A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). +Source: Player's Handbook p. 151 + + + Concertina + Wondrous item + W + 1 + + + A concertina is a less charming kind of accordion. +In addition to knocking out a killer polka, a creature playing the concertina can use an action to cause an area of mist or water up to 30 feet in diameter and 6 inches deep to freeze solid. +Once used, this feature of the concertina can't be used again until the next dawn. +Any creatures touching the floor must succeed on a DC 20 Dexterity saving throw or be restrained by the ice. As an action, a restrained creature can attempt to free itself or another creature within its reach from the ice, doing so with a successful DC 20 Strength (Athletics) check. A character freed from the ice is no longer restrained by it. The ice melts in an hour. +Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 26 + + + Conch of Safe Rest + Other + G + 2 + + You can use an action to blow this pearlescent conch like a horn, creating an effect identical with that of a Leomund's tiny hut spell. The conch disappears once the spell takes effect. The effect ends if you leave the spell's area. +Source: The Tortle Package p. 17 + + + Conch of Teleportation + Wondrous item + W + 1 + + + This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds. +As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn. +Source: Storm King's Thunder p. 234 + + + Cook's Utensils + Artisan Tools + G + 8 + 1.0 + + Source: Player's Handbook p. 154 + + + Copper + Trade Good + G + 1 + 0.5 + + Source: Player's Handbook p. 157 + + + Copper (cp) + + $ + 0.02 + 0.01 + + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). +With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. +One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. +One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. +In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. +A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. +Source: Player's Handbook p. 143 + + + Copper Alms-Coin + + $ + + 0.01 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Copper chalice with silver filigree + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Copper Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Copper stein with silver filigree (Brazen Coalition) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Copper Zib + + $ + + 0.01 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Coral + + $ + + 100.0 + + An opaque crimson gemstone. +Source: Dungeon Master's Guide p. 134 + + + Costume Clothes + Adventuring Gear + G + 4 + 5.0 + + Source: Player's Handbook p. 150 + + + Cotton Cloth (1 sq. yd.) + Trade Good + G + + 0.5 + + Source: Player's Handbook p. 157 + + + Cow + Trade Good + G + + 10.0 + + Source: Player's Handbook p. 157 + + + Crampons + Adventuring Gear + G + 0.25 + 2.0 + + A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can't fall prone while moving across slippery ice. +Source: Icewind Dale: Rime of the Frostmaiden + + + Crossbow Bolt Case + Adventuring Gear + G + 1 + 1.0 + + This wooden case can hold up to twenty crossbow bolt. +Source: Player's Handbook p. 151 + + + Crowbar + Adventuring Gear + G + 5 + 2.0 + + Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. +Source: Player's Handbook p. 151 + + + Crown of the Forest + Wondrous item + W + 1 + + + While wearing this crown, a character automatically fails any Intelligence (Investigation) check made to see through an illusion. An illusion that is touched still has its true nature revealed. However, a character wearing a crown has such a strong sense that the illusion is real that they might not know which of their senses to believe. +If this crown is closely examined by a character who succeeds on a DC 20 Intelligence (Nature) or Wisdom (Perception) check, or with a detect magic spell cast using a 3rd-level or higher spell slot, the nature of its magic is discovered. +Source: Infernal Machine Rebuild p. 7 + + + Crystal Ball + Wondrous item, major + W + 1 + 3 + + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of Mind Reading + Wondrous item, major + W + 1 + 3 + + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. +You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of Telepathy + Wondrous item, major + W + 1 + 3 + + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. +While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of True Seeing + Wondrous item, major + W + 1 + 3 + + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. +While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 159 + + + Cube of Force + Wondrous item, major + W + 1 + + + This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. +You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. +Cube of Force Faces +Face | Charges | Effect +1 | 1 | Gases, wind, and fog can't pass through the barrier. +2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. +3 | 3 | Living matter can't pass through the barrier. +4 | 4 | Spell effects can't pass through the barrier. +5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. +6 | 0 | The barrier deactivates. +The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. +Spell or item | Charges Lost +Disintegrate | 1d12 +Horn of blasting | 1d10 +Passwall | 1d6 +Prismatic spray | 1d20 +Wall of fire | 1d4 +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 159 + 1d20 + 1d12 + 1d10 + 1d6 + 1d4 + + + Cubic Gate + Wondrous item, major + W + 1 + + + This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM. +You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. +The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 160 + 1d3 + + + Cursed Luckstone + Wondrous item, Cursed item + W + 1 + + + This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn. +Curse: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage. +Source: Ghosts of Saltmarsh p. 229 + + + Daern's Instant Fortress + Wondrous item, major + W + 1 + + + You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. +The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. +Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. +The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 160 + 10d10 + + + Dagger of Blindsight + Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel. +Source: Waterdeep: Dungeon of the Mad Mage p. 86 + + + Dagger of Guitar Solos + simple Weapon, Melee Weapon + M + 1 + 750.0 + F,L,T + 1d4 + P + 20/60 + This drow-made dagger is decorated with silver web filigree. It magically plays a fragment of a guitar solo when struck or used to strike a foe. +Source: Waterdeep: Dungeon of the Mad Mage p. 228 + + + Dagger of Venom + major, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 161 + 2d10 + + + Dancing Monkey Fruit + Other + G + + 5.0 + + This rare magical fruit produces enough juice to fill a vial. Any humanoid that eats a dancing monkey fruit or drinks its juice must succeed on a DC 14 Constitution saving throw or begin a comic dance that lasts for 1 minute. Humanoids that can't be poisoned are immune to this magical effect. +The dancer must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws, and other creatures have advantage on attack rolls against it. Each time it takes damage, the dancer can repeat the saving throw, ending the effect on itself on a success. When the dancing effect ends, the humanoid suffers the poisoned condition for 1 hour. +Source: Tomb of Annihilation p. 205 + + + Danoth's Visor + Wondrous item + W + 1 + + + These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. +Dormant: While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. +Awakened: When Danoth's Visor reaches an awakened state, it gains the following properties: +• You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. +• As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn. +• As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation. +Exalted: When Danoth's Visor reaches an exalted state, it gains the following properties: +• You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form. +• As an action, you can cast the antimagic field spell from the visor. This property can't be used again until the next dawn. +Source: Explorer's Guide to Wildemount p. 270 + + + Dark Shard Amulet + Wondrous item, minor + W + 1 + + + This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: +• You can use the amulet as a spellcasting focus for your warlock spells. +• You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. +Source: Xanathar's Guide to Everything p. 137 + + + Dawnbringer + Melee Weapon + M + 3 + F,V + 1d8 + 1d10 + R + Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortsword or longsword, you are proficient with Dawnbringer. +You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. +The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. +While holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can't be used again until the next dawn. +Sentience: Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. +The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while attuned to it. +Personality: Forged by ancient sun worshippers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies. +Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time. +Source: Out of the Abyss p. 222 + 1d8 + + + Decanter of Endless Water + Wondrous item, minor + W + 1 + 2 + + This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. +You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: +• "Stream" produces 1 gallon of water. +• "Fountain" produces 5 gallons of water. +• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 161 + 1d4 + + + Deck of Illusions + Wondrous item, major + W + 1 + + + This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. +The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. +An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. +The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. +1d33 | Illusion +1 | adult red dragon +2 | Knight and four guard +3 | Succubus +4 | Druid +5 | Cloud giant +6 | Ettin +7 | Bugbear +8 | Goblin +9 | Beholder +10 | Archmage and mage apprentice +11 | Night hag +12 | Assassin +13 | Fire giant +14 | oni +15 | Gnoll +16 | Kobold +17 | Lich +18 | Priest and two acolyte +19 | Medusa +20 | Veteran +21 | Frost giant +22 | Troll +23 | Hobgoblin +24 | Goblin +25 | Iron golem +26 | Bandit captain and three bandit +27 | Erinyes +28 | Berserker +29 | Hill giant +30 | Ogre +31 | Orc +32 | Kobold +33-34 | You (the deck's owner) +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 161 + 1d20-1 + 1d33 + + + Deck of Many Things + Wondrous item, major + W + 1 + + + Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. +Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. +Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. +A Question of Enmity: Two of the cards in a deck of many things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on multiple occasions. Seeking out the fiend shouldn't be a simple task, and the adventurer should clash with the devil's allies and followers a few times before being able to confront the devil itself. +In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer. +1d22 | Card | Effect +1 | Vizier* | At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. +2 | Sun | You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands. +3 | Moon | You are granted the ability to cast the wish spell 1d3 times. +4 | Star | Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. +5 | Comet* | If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. +6 | The Fates* | Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. +7 | Throne | You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. +8 | Key | A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon. +9 | Knight | You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. +10 | Gem* | Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. +11 | Talons* | Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. +12 | The Void | This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. +13 | Flames | A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. +14 | Skull | You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. +15 | Idiot* | Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. +16 | Donjon* | You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. +17 | Ruin | All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. +18 | Euryale | The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. +19 | Rogue | A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you. +20 | Balance* | Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. +21 | Fool* | You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. +22 | Jester | You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. +* Found only in a deck with twenty-two cards +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 162 + 1d22 + 1d3 + 1d4+1 + + + Deck of Several Things + Wondrous item + W + 1 + + + Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. +Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. +1d22 | Card +1 | Vizier +2 | Sun +3 | Moon +4 | Star +5 | Comet +6 | The Fates +7 | Throne +8 | Key +9 | Knight +10 | Gem +11 | Talons +12 | The Void +13 | Flames +14 | Skull +15 | Idiot +16 | Donjon +17 | Ruin +18 | Euryale +19 | Rogue +20 | Balance +21 | Fool +22 | Jester +Balance: Your mind suffers a wrenching alteration, causing your alignment to change for the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. +Comet: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no effect. +Donjon: You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards. +Euryale: The card's medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the adventure. +The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other point during the adventure. +Flames: The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of Garret Levistusson's patron—a similarly powerful devil. +Fool: For the duration of the adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again, counting both draws as one of your declared draws. +Gem: The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has already been claimed, you gain an equivalent hoard. +Idiot: Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond your declared draws. +Jester: You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws. +Key: A common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you possess for the duration of this adventure. +Knight: You gain the service of any of the NPCs in the "Hirelings" section not currently with the party, who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, believing that the fates have drawn them to you. You control this character. +Moon: You are granted the ability to cast any spell of 5th level or lower, and can use that ability 1d3 times for the duration of the adventure. +Rogue: An NPC of the DM's choice becomes secretly hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC's hostility toward you. +Ruin: All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure. +Skull: You summon an avatar of death—a mechanical skeleton (use bone naga statistics) clad in a tattered black robe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. +Star: Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can't exceed 24. +Sun: You gain proficiency in the skill of your choice for the duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure. +Talons: Every magic item you wear or carry is lost to you. These items can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure. +Throne: You gain proficiency in the Persuasion skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In addition, the Monastery of the Distressed Body's brains in jars regard you thereafter as the monastery's rightful master. You must defeat or otherwise clear out the Grand Master and its servants before you can claim the monastery as yours. +Vizier: At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. +The Void: This black card spells disaster. Your soul is drawn from your body and held within machinery in either the control room of the Monastery of the Distressed Body (area M8) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards. +Using the Deck of Several Things: The special nature of this deck (carried by Mary Greymalkin if she is used as an NPC) means that many of its effects operate only within and with respect to this specific adventure. This typically covers any time the characters spend between setting out for the Barrier Peaks and the resolution of whatever events transpire in Kwalish's lab (area O7). +For cards that effectively remove a character from play for a period of time (Donjon and the Void), you can allow a player to take on the role of one of the party's NPC hirelings, or introduce a temporary character as an NPC met during the party's journey. Alternatively, you can decide that only some aspect of the character's will disappears and is imprisoned, leaving the character to operate in a robotic state until freed. +Source: Lost Laboratory of Kwalish p. 53 + 1d22 + 1d4+1 + 1d3 + + + Dekella, Bident of Thassa + martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + Thassa wields Dekella, a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it's often so they might work her will far from the ocean, right some wrong affecting those she'd prefer not to harm, or give a mortal a glimpse of her terrible responsibilities. +Bident of the Deep: Thassa's signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage. +Blessing of the Deep: If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety: +• Piety 10+.: You can breathe underwater, and you gain a swimming speed of 60 feet. +• Piety 25+.: The bident has 1 randomly determined minor beneficial property. +• Piety 50+.: The bident has 1 randomly determined major beneficial property. +If you aren't a worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined. +See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. +Command the Deep: The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see "Weather at Sea" in chapter 5 of the Dungeon Master's Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can't be used again until the next dusk. +Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk. +Aquatic Metamorphosis: You can cast the true polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk. +Destroying the Bident: To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River. +Source: Mythic Odysseys of Theros p. 199 + 2d10 + + + Demon Armor + major, Cursed item, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of 1d8. +Curse: Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 165 + 1d8 + + + Devastation Orb of Air + Wondrous item + W + 1 + + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. +A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. +A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. +Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. +Air Orb: When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master's Guide. +Source: Princes of the Apocalypse p. 222 + 1d100 + 1d6 + 1d4 + + + Devastation Orb of Earth + Wondrous item + W + 1 + + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. +A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. +A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. +Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. +Earth Orb: When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes. +Source: Princes of the Apocalypse p. 222 + 1d100 + 1d6 + + + Devastation Orb of Fire + Wondrous item + W + 1 + + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. +A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. +A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. +Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. +Fire Orb: When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage. +Source: Princes of the Apocalypse p. 222 + 1d100 + 1d6 + 3d6 + + + Devastation Orb of Water + Wondrous item + W + 1 + + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. +A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. +A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. +Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. +Water Orb: When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain. +Source: Princes of the Apocalypse p. 222 + 1d100 + 1d6 + 2d10 + + + Devlin's Staff of Striking + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. +The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. +If you attune to this staff, you transform into a goat-humanoid hybrid over the course of 3 days. Tieflings are immune to this curse. Throughout the first day, shaggy fur begins to grow all over your body. After 24 hours, your eyes become goat-like, and stumpy horns sprout from your brow. On the last day, your fingers and toes meld into double digits, and the horns grow to full length. This transformation doesn't prevent you from wielding weapons or casting spells. Remove curse, greater restoration, or any other effect that ends a curse restores your original appearance, but only a wish spell can rid the staff of its power to transform those who attune to it. +Found On: Magic Item Table H +Source: Tomb of Annihilation p. 141 + 1d6 + 1d6+4 + + + Diamond + + $ + + 5000.0 + + A transparent blue-white, canary, pink, brown, or blue gemstone. +Source: Dungeon Master's Guide p. 134 + + + Dice Set + Gaming Set + G + + 0.1 + + Source: Player's Handbook p. 154 + + + Dimensional Loop + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. +Dimensional Cloak: As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn. +Fold Space: Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 220 + + + Dimensional Shackles + Wondrous item, major + W + 1 + + + You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal. +You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 165 + + + Dimir Guild Signet + + RG + + + This ring, adorned with the symbol of Dimir, allows you to cast disguise self. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Dimir's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Dimir Keyrune + Wondrous item + W + 1 + + + This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an intellect devourer that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it—usually an assignment to take over someone's body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a intellect devourer. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Diplomat's Pack + Adventuring Gear + G + 36 + 39.0 + + Includes: +• a chest +• 2 Map or Scroll Case +• a set of fine clothes +• a Ink (1-ounce bottle) +• an ink pen +• a lamp +• 2 Oil (flask) +• 5 Paper (one sheet) +• a Perfume (vial) +• sealing wax +• soap +Source: Player's Handbook p. 151 + + + Disguise Kit + Tools + G + 3 + 25.0 + + This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. +Source: Player's Handbook p. 154 + + + Dispelling Stone + Wondrous item + W + 1 + + + This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends. +Source: Explorer's Guide to Wildemount p. 266 + + + Docent + Wondrous item + W + 1 + + + A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket. +Sentience: A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see "Random Properties" below). +Life Support: Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you. +Random Properties: A docent has the following properties: +Languages. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses. +Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. +Spells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell. +Personality: A docent is designed to advise and assist the warforged it's attached to. One of the simple functions of a docent is to serve as a translator. The docent's properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + 1d4 + + + Documancy Satchel + Wondrous item + W + 1 + + + At rank 2, your documancy satchel becomes a common magic item, allowing you to magically send and receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual needs. It also occasionally produces sticky notes printed with useful information and inspirational quotes from Head Office. +Satchel of Holding: At rank 3, your documancy satchel gains additional features and becomes an uncommon magic item. One of the satchel's pouches now functions as a bag of holding. +Additionally, you can use an action to draw forth from the documancy satchel a spell scroll of comprehend languages. The scroll vanishes when used, or ten minutes after it appears. This property of the bag can't be used again until the next dawn. +Scroll Humidor: At rank 4, your documancy satchel gains additional power and becomes a rare magic item. Within the satchel, a dedicated extradimensional space can hold up to thirty documents or spell scroll. Placing a single document into the scroll humidor is an action. Drawing forth a desired scroll is a bonus action. +Source: Acquisitions Incorporated p. 24 + + + Dodecahedron of Doom + Wondrous item + W + 1 + + + This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast. +The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: +d12 | effect +1–2 | The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. +3–4 | The dodecahedron casts light on itself. The effect lasts until a creature touches the die. +5–6 | The dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it that doesn't have total cover against the attack. +7–8 | The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it. +9–10 | The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes. +11–12 | The next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour. +Source: Waterdeep: Dungeon of the Mad Mage p. 284 + 9d8 + 1d10 + + + Dogsled + Vehicle (land) + G + 300 + 20.0 + + An empty sled costs 20 gp, weighs 300 pounds, and has room at the back for one driver. +Source: Icewind Dale: Rime of the Frostmaiden + + + Donkey + Mount + G + + 8.0 + + Source: Player's Handbook p. 157 + + + Draakhorn + Wondrous item + W + 1 + + + The Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire. +The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages. +Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons—a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North. +Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry. +For any character entering the enclosed space, the sound fades to silence—because any creature that enters the enclosed space is temporarily deafened and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains deafened for 1 hour after the Draakhorn ceases to sound. +While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone. +Source: Rise of Tiamat p. 93 + 6d8 + + + Draconic Longsword + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + This longsword has a dragon-shaped hilt. While you carry it, you gain the ability to speak and understand the Draconic language. +Source: Tomb of Annihilation p. 173 + + + Draft Horse + Mount + G + + 50.0 + + Source: Player's Handbook p. 157 + + + Dragon + + $ + + 1.0 + + Gold coin, half again as large as a nib (1 dragon = 100 nib) +Source: Waterdeep: Dragon Heist p. 169 + + + Dragon Sensing Longsword + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + This +1 longsword is made of dragon bone and with a dragon-leather grip. It has rubies in its pommel and hilt. The sword grows warm and the rubies glow slightly when the sword is within 120 feet of a dragon. +Source: Princes of the Apocalypse p. 90 + + + Dragon Thighbone Club + simple Weapon, Melee Weapon + M + 250 + 2H + 1d8 + B + This red dragon's thighbone is 14 feet long, 250 lbs, and is wrapped in old leather, suggesting that it was once used as a giant's greatclub. +When you hit a creature of the dragon type with this weapon, it deals an extra 2d8 bludgeoning damage. +If you attune to the greatclub, it magically shrinks to a size that you can wield effectively. +Source: Storm King's Thunder p. 105 + 2d8 + + + Dragon's Blood + Other + G + + + Introduced into Sharn by Daask, dragon's blood is a potent and highly addictive stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user with the ability to cast sorcerer spells. The drug's effects are potentially dangerous and always unpredictable. This isn't something a player character should want to use; adventurers are more likely to interfere with Daask smugglers or deal with an addict who accidentally casts a fireball in a crowded street. The specific effects of dragon's blood are up to you, but you can take inspiration from the PHB. +Source: Eberron: Rising from the Last War p. 244 + + + Dragonchess Set + Gaming Set + G + 0.5 + 1.0 + + Source: Player's Handbook p. 154 + + + Dragongleam + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + This spear is enchanted with 10 charges of a daylight spell for use in twilight or dark forest underbrush. The command phrase is "Tiamat's eyes shine," written in Draconic runes on the spear's crossguard. +Source: Hoard of the Dragon Queen p. 69 + + + Dragonguard + Medium Armor + MA + 20 + + 14 + You have a +1 bonus to AC while wearing this armor. +This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. +Source: Lost Mine of Phandelver p. 48 + + + Dragonstaff of Ahghairon + Staff + ST + 4 + V + 1d6 + 1d8 + B + While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles). +A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward (see "Ahghairon's Dragonward," in the Introduction). This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit. +The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn. +Source: Waterdeep: Dragon Heist p. 191 + 1d10 + + + Dragontooth Dagger + Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard. +You gain a +1 bonus to attack and damage rolls made with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. +Draconic Potency: Against enemies of the Cult of the Dragon, the dagger's bonus to attack and damage rolls increases to 2, and the extra acid damage increases to 2d6. +Source: Rise of Tiamat p. 94 + 1d6 + 2d6 + + + Dread Helm + Wondrous item, minor + W + 1 + + + This fearsome steel helm makes your eyes glow red while you wear it. +Source: Xanathar's Guide to Everything p. 137 + + + Dreamlily + Other + G + + + A psychoactive liquid that smells and tastes like your favorite beverage, essence of dreamlily is a Sarlonan opiate. First imported to help manage pain during the Last War, it's now the most commonly abused substance in Sharn. Though dreamlily isn't illegal if used for medicinal purposes, it's heavily taxed, and thus most dreamlily is smuggled in and sold on the black market. Dreamlily dens can be found across the lower wards. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is poisoned for 1 hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead. A dose of dreamlily costs around 1 gp, or up to ten times that if purchased through legal channels. There are many varieties of the drug, however, and the duration or the price might vary accordingly. +Source: Eberron: Rising from the Last War p. 244 + + + Driftglobe + Wondrous item, minor + W + 1 + 1 + + This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. +You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. +Found On: Magic Item Table A, Magic Item Table B +Source: Dungeon Master's Guide p. 166 + + + Drow Poison + Adventuring Gear, Poison + G + + 200.0 + + This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. +Source: Dungeon Master's Guide p. 258 + + + Drown + Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the targets take an extra 1d8 cold damage. +Water Mastery: You gain the following benefits while you hold Drown: +• You can speak Aquan fluently. +• You have resistance to cold damage. +• You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can't be used this way again until the next dawn. +Tears of Endless Anguish: While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water. Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn. +Flaw: Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: "I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine." In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon. +Source: Princes of the Apocalypse p. 224 + 1d8 + + + Drum + Instrument + G + 3 + 6.0 + + Source: Player's Handbook p. 154 + + + Dulcimer + Instrument + G + 10 + 25.0 + + Source: Player's Handbook p. 154 + + + Dungeoneer's Pack + Adventuring Gear + G + 61.5 + 12.0 + + Includes: +• a backpack +• a crowbar +• a hammer +• 10 piton +• 10 torch +• a tinderbox +• 10 days of Rations (1 day) +• a waterskin +• Hempen Rope (50 feet) +Source: Player's Handbook p. 151 + + + Duskcrusher + martial Weapon, Melee Weapon + M + 2 + 15.0 + V + 1d8 + 1d10 + B + This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear. +While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage. +While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the sunbeam spell (save DC 15) from the weapon, and this action can't be used again until the next dawn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Dust of Deliciousness + Wondrous item + W + 1 + + + This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings. +Source: Explorer's Guide to Wildemount p. 267 + + + Dust of Disappearance + Wondrous item, minor + W + 1 + + + Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 166 + 2d4 + + + Dust of Dryness + Wondrous item, minor + W + 1 + + + This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. +Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. +An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 166 + 1d6+4 + 10d6 + + + Dust of Sneezing and Choking + Wondrous item, minor + W + 1 + + + Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. +When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 166 + + + Dust of the Mummy + Poison + G + + + This poison is created during a mummy's embalming process, distilled from the dead creature's removed organs. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed creature can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the creature's hit point maximum to 0, the creature dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic. +Source: Infernal Machine Rebuild p. 93 + 3d6 + + + Dwarven Plate + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 167 + + + Dwarven Thrower + major, Melee Weapon + M + 2 + T,V + 1d8 + 1d10 + B + 20/60 + You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 167 + 1d8 + 2d8 + + + Dyrrn's Tentacle Whip + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm. +You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn. +As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again. +Symbiotic Nature: The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you. +Source: Eberron: Rising from the Last War p. 276 + 1d6 + + + Eagle Whistle + Wondrous item + W + 1 + 1 + + While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. +Source: Tales from the Yawning Portal p. 228 + + + Ear Horn of Hearing + Wondrous item, minor + W + 1 + + + While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. +Source: Xanathar's Guide to Everything p. 137 + + + Earworm + Wondrous item + W + 1 + + + To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. +Spells: The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr. +The earworm regains 1d4 expended charges daily at dawn. +Symbiotic Nature: The earworm can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body. +Source: Eberron: Rising from the Last War p. 277 + 1d4 + + + Efreeti Bottle + Wondrous item, major + W + 1 + 1 + + This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. +The first time the bottle is opened, the DM rolls to determine what happens. +d100 | Effect +01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. +11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. +91-00 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 167 + + + Efreeti Chain + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 167 + + + Elder Cartographer's Glossography + Wondrous item + W + 1 + + + When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer's glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations. +Source: Acquisitions Incorporated p. 20 + + + Eldritch Claw Tattoo + Wondrous item + W + 1 + + + This tattoo depicts clawlike forms and other jagged shapes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. +Eldritch Maul: As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee weapon attacks can reach a target up to 30 feet away from you, as tendrils of ink launch from your weapon or unarmed strike toward the target. In addition, your melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + 1d6 + + + Electrum (ep) + + $ + 0.02 + 0.5 + + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). +With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. +One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. +One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. +In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. +A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. +Source: Player's Handbook p. 143 + + + Electrum 50-Zib Coin + + $ + + 0.5 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Elemental Gem, Blue Sapphire + Wondrous item, minor + W + 1 + + + This gem contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. +Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Emerald + Wondrous item, minor + W + 1 + + + This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. +Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Red Corundum + Wondrous item, minor + W + 1 + + + This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. +Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Yellow Diamond + Wondrous item, minor + W + 1 + + + This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. +Source: Dungeon Master's Guide p. 167 + + + Elephant + Mount + G + + 200.0 + + Source: Player's Handbook p. 157 + + + Elixir of Health + minor + P + + + When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 168 + + + Elven Chain + major, Medium Armor + MA + 20 + + 13 + You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 168 + + + Elven Trinket + Adventuring Gear + G + + + d8 | Trinket +1 | A small notebook that causes anything written in it to disappear after 1 hour +2 | A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light +3 | A small golden pyramid inscribed with elven symbols and about the size of a walnut +4 | A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again +5 | A golden compass that points toward the nearest portal to the Feywild within 10 miles +6 | A small silver spinning top that, when spun, endlessly spins until interrupted +7 | A small songbird made of enamel, gold wire, and precious stone; uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong +8 | A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers; plucking a single flower from this vine returns it to its inanimate form +Source: Mordenkainen's Tome of Foes p. 64 + + + Emblem + Spellcasting Focus + G + + 5.0 + + A holy symbol is a representation of a god or pantheon. +A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. +Source: Player's Handbook p. 151 + + + Embroidered glove set with jewel chips + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Embroidered silk and velvet mantle set with numerous moonstones + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Embroidered silk handkerchief + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Emerald + + $ + + 1000.0 + + A transparent deep bright green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Enchanted Three-Dragon Ante Set + Gaming Set + G + + 1.0 + + One card in this deck is enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time, but the deck is worth 500 gp to any serious gambler who doesn't mind the risk—or who isn't told about it. +Source: Lost Laboratory of Kwalish p. 15 + + + Enduring Spellbook + Wondrous item, minor + W + 1 + + + This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. +Source: Xanathar's Guide to Everything p. 137 + + + Entertainer's Pack + Adventuring Gear + G + 38 + 40.0 + + Includes: +• a backpack +• a bedroll +• 2 Costume Clothes +• 5 candle +• 5 days of Rations (1 day) +• a waterskin +• a disguise kit +Source: Player's Handbook p. 151 + + + Ephixis, Bow of Nylea + simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant. +Bow of the Wild: This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon's long range. Additionally, Ephixis scores a critical hit on a d20 roll of 19 or 20. +Blessing of the Wild: If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety: +• Piety 10+.: The bow has 1 randomly determined minor beneficial property. +• Piety 25+.: The bow has 1 randomly determined major beneficial property. +If you aren't a worshiper of Nylea, the bow has 1 randomly determined major detrimental property. +See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. +Arrows of the Seasons: The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it's used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property: +Spring: As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours. +Summer: As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away. +Autumn: As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the wall of thorns spell there. +Winter: As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the ice storm spell there. +Destroying the Bow: The bow can't be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust. +Source: Mythic Odysseys of Theros p. 200 + + + Ersatz Eye + Wondrous item, minor + W + 1 + + + This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. +Source: Xanathar's Guide to Everything p. 137, Explorer's Guide to Wildemount + + + Essence of Ether + Adventuring Gear, Poison + G + + 300.0 + + A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. +Source: Dungeon Master's Guide p. 258 + + + Everbright Lantern + Wondrous item + W + 1 + + + This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115 + + + Eversmoking Bottle + Wondrous item, major + W + 1 + 1 + + Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. +The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 168 + + + Exotic Saddle + Tack and Harness + G + 40 + 60.0 + + An exotic saddle is required for riding any aquatic or flying mount. +Source: Player's Handbook p. 157 + + + Explorer's Pack + Adventuring Gear + G + 59 + 10.0 + + Includes: +• a backpack +• a bedroll +• a mess kit +• a tinderbox +• 10 torch +• 10 days of Rations (1 day) +• a waterskin +• Hempen Rope (50 feet) +Source: Player's Handbook p. 151 + + + Explosive Seed + Adventuring Gear + G + + + This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. +Source: Explorer's Guide to Wildemount p. 225 + 1d8 + + + Eye Agate + + $ + + 10.0 + + A translucent circles of gray, white, brown, blue, or green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Eye of Vecna + Wondrous item + W + 1 + + + Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. +Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. +Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world. +The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. +To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. +To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. +Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: +• 1 minor beneficial property +• 1 major beneficial property +• 1 minor detrimental property +Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits: +• You have truesight. +• You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action. +• The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control. +Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: +• You are immune to disease and poison. +• Using the eye's X-ray vision never causes you to suffer exhaustion. +• You experience premonitions of danger and, unless you are incapacitated, can't be surprised. +• If you start your turn with at least 1 hit point, you regain 1d10 hit points. +• If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. +• You can use an action to cast wish. This property can't be used again until 30 days have passed. +Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered. +Source: Dungeon Master's Guide p. 224 + 1d4+4 + 1d10 + + + Eye patch with a mock eye set in blue sapphire and moonstone + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Eye patch with a mock eye set in blue sapphire and moonstone (Brazen Coalition) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Eyes of Charming + Wondrous item, major + W + 1 + + + These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 168 + + + Eyes of Minute Seeing + Wondrous item, minor + W + 1 + + + These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 168 + + + Eyes of the Eagle + Wondrous item, major + W + 1 + + + These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 168 + + + Failed Experiment Wand + + WD + 1 + + This wand has 2 charges. While holding it, you can use an action to expend 1 or more of its charges to cast either a green-flamed fireball or a blue lightning bolt at random from it (save DC 15). +For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Source: Acquisitions Incorporated p. 162 + 1d6+1 + + + Falkir's Helm of Pigheadedness + Cursed item, Other + G + + + This steel helm is shaped like the head of a boar. Once you don the helm, it can't be removed until you die or until a remove curse spell or similar magic is cast on it. If you wear the helm and are a humanoid, you gain the following flaw until the helm is removed: "I'm exceedingly stubborn and think I'm right all the time." (This flaw supersedes any conflicting flaw.) +Source: Waterdeep: Dungeon of the Mad Mage p. 141 + + + Fane-Eater + Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + Fane-Eater is a battleaxe belonging to Arkhan the Cruel. +You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken. +Source: Baldur's Gate: Descent Into Avernus p. 223 + 2d8 + + + Far Gear + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. +Aberrant Ally: You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn. +Unnatural Bane: You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear, it cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 221 + + + Feather of Diatryma Summoning + Wondrous item + W + 1 + + + This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. +When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed. +The diatryma uses the statistics of an axe beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions. +Source: Waterdeep: Dragon Heist p. 191 + + + Feather Token + Wondrous item + W + 1 + + + This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115 + + + Feathered mantle with emerald clasp (Sun Empire) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Feed (per day) + Tack and Harness + G + 10 + 0.05 + + Source: Player's Handbook p. 157 + + + Figurine of Wondrous Power, Bronze Griffon + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +griffon. +This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Ebony Fly + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +giant fly. +This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Golden Lions + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +lion. +These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Ivory Goats + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +riding horse. +These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: +• The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. +• The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. +• The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Marble Elephant + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +elephant. +This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Obsidian Steed + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +nightmare. +This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. +If you have a good alignment, the figurine has a 10 chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Onyx Dog + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +mastiff. +This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Serpentine Owl + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +giant owl. +This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Silver Raven + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +raven. +This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 170 + + + Finder's Goggles + Wondrous item + W + 1 + + + The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits: +• When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check. +• As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature's type and can immediately use the goggles to cast locate creature to find that creature. This property can't be used again until the next dawn. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115 + + + Fine Clothes + Adventuring Gear + G + 6 + 15.0 + + Source: Player's Handbook p. 150 + + + Fine gold chain set with a fire opal + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Fine gold chain with fire opals (Legion of Dusk) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Fine robe with dinosaur feathers and silver embroidery (Sun Empire) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Fine steel rapier with gold filigree hilt (Legion of Dusk) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Fine Wine (Bottle) + + FD + + 10.0 + + Source: Player's Handbook p. 158 + + + Finely articulated jade glove (River Heralds) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Fire Opal + + $ + + 1000.0 + + A translucent fiery red gemstone worth. +Source: Dungeon Master's Guide p. 134 + + + Fishing Tackle + Adventuring Gear + G + 4 + 1.0 + + This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. +Source: Player's Handbook p. 151 + + + Flame Tongue Shortsword of Greed + martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. +While you are attuned to this sword you can use an action to mentally command it to detect gems and jewels. You learn the kind and number of such objects within 60 feet of the sword. +Source: Tales from the Yawning Portal p. 179 + 2d6 + + + Flask + Adventuring Gear + G + 1 + 0.02 + + A flask holds 1 pint of liquid. +Source: Player's Handbook p. 153 + + + Flensing Claws (Huge) + Other + G + + + 2d8 + S + Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation. +Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. +Source: Volo's Guide to Monsters p. 81 + + + Flensing Claws (Large) + Other + G + + + 1d12 + S + Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation. +Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. +Source: Volo's Guide to Monsters p. 81 + + + Flensing Claws (Medium) + Other + G + + + 1d10 + S + Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation. +Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. +Source: Volo's Guide to Monsters p. 81 + + + Flensing Claws (Small) + Other + G + + + 1d8 + S + Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation. +Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. +Source: Volo's Guide to Monsters p. 81 + + + Flour + Trade Good + G + 1 + 0.02 + + Source: Player's Handbook p. 157 + + + Flute + Instrument + G + 1 + 2.0 + + Source: Player's Handbook p. 154 + + + Flying Chariot + Wondrous item + W + 1 + + + The chariot's riders and creatures pulling the chariot gain a +1 bonus to their AC. +If this magic chariot is pulled by one or more flying creatures, it too can fly. +Chariots: Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player's Handbook, but with the following differences: +• Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed. +• Being mounted on a chariot grants you half cover. +• A chariot's speed is equal to the speed of the slowest creature pulling it. +• If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn. +Source: Mythic Odysseys of Theros p. 196 + + + Folding Boat + Wondrous item, minor + W + 1 + 4 + + This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. +One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. +The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. +When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. +The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 170 + + + Forgery Kit + Tools + G + 5 + 15.0 + + This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. +Source: Player's Handbook p. 154 + + + Galder's Bubble Pipe + Wondrous item + W + 1 + + + This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties: +• You can cast fog cloud as an action (1 charge). +• You can cast misty step as a bonus action (2 charges). +• You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe. +Source: Lost Laboratory of Kwalish p. 55 + + + Galley + Vehicle (water) + G + + 30000.0 + + Source: Dungeon Master's Guide p. 119 + + + Garnet + + $ + + 100.0 + + A transparent red, brown-green, or violet gemstone. +Source: Dungeon Master's Guide p. 134 + + + Gauntlets of Flaming Fury + Wondrous item + W + 1 + + + While you wear both of these steel gauntlets, any non- magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn. +Source: Baldur's Gate: Descent Into Avernus p. 223 + 1d6 + + + Gauntlets of Ogre Power + Wondrous item, major + W + 1 + + + Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 171 + + + Gavel of the Venn Rune + Wondrous item + W + 1 + + + This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties. +Arbiters Shield: At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person. +Bond of Amity: As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest. +Gift of Truth: You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property: +Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly. +Source: Storm King's Thunder p. 234 + + + Gem of Brightness + Wondrous item, major + W + 1 + 1 + + This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: +• The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. +• The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +• The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. +When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 171 + + + Gem of Seeing + Wondrous item, major + W + 1 + 1 + + This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. +The gem regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + 1d3 + + + Ghost Lantern + Wondrous item + W + 1 + 1 + + A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. +While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. +If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. +The spirit is bound to the lantern and can't be harmed, turned, or raised from the dead. +Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical. +Source: Tomb of Annihilation p. 206 + + + Ghost Step Tattoo + Wondrous item + W + 1 + + + This tattoo shifts and wavers on the skin, parts of it appearing blurred. The tattoo has 3 charges, and it regains all expended charges daily at dawn. +As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: +• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. +• You can't be grappled or restrained. +• You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + 1d10 + + + Ginger + Trade Good + G + 1 + 1.0 + + Source: Player's Handbook p. 157 + + + Glamoured Studded Leather + major, Light Armor + LA + 13 + + 12 + While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + + + Glass Bottle + Adventuring Gear + G + 2 + 2.0 + + A bottle holds 1½ pints of liquid. +Source: Player's Handbook p. 153 + + + Glassblower's Tools + Artisan Tools + G + 5 + 30.0 + + Source: Player's Handbook p. 154 + + + Glaur + Instrument + G + + + Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound. +Source: Sword Coast Adventurer's Guide p. 124 + + + Gloves of Missile Snaring + Wondrous item, major + W + 1 + + + These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 172 + 1d10 + + + Gloves of Swimming and Climbing + Wondrous item, major + W + 1 + + + While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 172 + + + Gloves of Thievery + Wondrous item, major + W + 1 + + + These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 172 + + + Gnomengarde Grenade + Wondrous item + W + 1 + + + This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making the grenade shine with a rainbow of color when held up in the light. +As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects: +• Each creature must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much fire damage on a successful one. +• Each creature must make a DC 15 Constitution saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned. +• The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any effects that would affect the wielder of the wand instead affect the closest creature to the grenade when it goes off. +The grenade explodes immediately if a creature places it in an extradimensional space or teleports while in possession of it. The effects of the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location. +Source: Essentials Kit: Divine Contention + 8d6 + + + Goat + Trade Good + G + + 1.0 + + Source: Player's Handbook p. 157 + + + Goggles of Night + Wondrous item, minor + W + 1 + + + While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 172 + + + Goggles of Object Reading + Wondrous item + W + 1 + + + These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see. +In addition, you can cast the identify spell using the googles. Once you do so, you can't do so again until the next dawn. +Source: Explorer's Guide to Wildemount p. 267 + + + Gold + Trade Good + G + 1 + 50.0 + + Source: Player's Handbook p. 157 + + + Gold (gp) + + $ + 0.02 + 1.0 + + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). +With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. +One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. +One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. +In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. +A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. +Source: Player's Handbook p. 143 + + + Gold 5-Zib Coin + + $ + + 5.0 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Gold basin with rubies (Legion of Dusk) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Gold bird cage with electrum filigree + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold chalice (Legion of Dusk) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Gold chalice set with emeralds (Legion of Dusk) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Gold circlet set with four aquamarines + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold cup set with emeralds + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold dragon comb set with red garnets as eyes + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Gold jewelry box with platinum filigree + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold jewelry box with platinum filigree (Brazen Coalition) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Gold locket with a painted portrait inside + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Gold locket with a painted portrait inside (Legion of Dusk) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Gold music box + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold music box (Brazen Coalition) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Gold pendant with black onyx (Legion of Dusk) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Gold ring set with bloodstones + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold ring with turquoise (Legion of Dusk) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Gold Zino + + $ + + 1.0 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Gold-plated ceremonial helmet and pauldrons (Legion of Dusk) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Gold-plated sextant with topaz (Brazen Coalition) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Golgari Guild Signet + + RG + + + This ring, adorned with the symbol of Golgari, allows you to cast entangle. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Golgari's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Golgari Keyrune + Wondrous item + W + 1 + + + Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a giant scorpion for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant scorpion. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Grappling Hook + Adventuring Gear + G + 4 + 2.0 + + Source: Player's Handbook p. 150 + + + Gravenhollow Compass Ring + Other + G + + + This gold ring is fitted with a star ruby worth 1,000 gp. A detect magic spell reveals that the gem radiates a faint aura of divination magic. The gem's star-shaped core is a magical compass that guides the ring's wearer along the safest, shortest route to Gravenhollow. +Source: Out of the Abyss p. 141 + + + Greater Silver Sword + Melee Weapon + M + 6 + H,2H + 2d6 + S + This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. +Source: Mordenkainen's Tome of Foes p. 89 + + + Green Copper Ewer + Other + G + + + Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewer's handle can command the ewer to fill with 1 gallon of wine, and it can't produce more wine until the next dawn. +Source: Curse of Strahd p. 188 + + + Green Dragon Mask + Wondrous item + W + 1 + + + This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties +Damage Absorption: You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. +Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. +Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. +Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. +Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons. +Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. +Water Breathing: You can breathe underwater. +Source: The Rise of Tiamat Online Supplement p. 4 + + + Green Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Grimoire Infinitus + Wondrous item + W + 1 + 3 + + Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. +Dormant: Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm, antimagic field, Bigby's hand, blight, charm person, confusion, control weather, create undead, detect thoughts, enlarge/reduce, fear, foresight, gaseous form, glyph of warding, legend lore, Leomund's tiny hut, mass suggestion, mislead, misty step, Mordenkainen's faithful hound, prismatic spray, ray of enfeeblement, silent image, teleport, and thunderwave. +You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1. +Awakened: When the Grimoire Infinitus reaches an awakened state, it gains the following properties: +• While you carry the spellbook, you have advantage on saving throws against spells and magical effects. +• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. +Exalted: When the Grimoire Infinitus reaches an exalted state, it gains the following properties: +• You can now use your Arcane Recovery feature twice between long rests, rather than once. +• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. +Source: Explorer's Guide to Wildemount p. 271 + + + Grovelthrash + martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain. +Sentience: Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal. +Personality: A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others. +Dormant: The warhammer grants the following benefits in its dormant state: +• You can speak, read, and write Abyssal and Infernal. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures. +• While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand. +Awakened: When the warhammer reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2. +• You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock. +• When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can't be used again until the next dawn. +Exalted: When the warhammer reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit. You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake. +• As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake, meld into stone, or stone shape. Once a spell has been cast using the warhammer, that spell can't be cast from the warhammer again until the next dawn. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 275 + 2d6 + 1d6 + + + Gruul Guild Signet + + RG + + + This ring, adorned with the symbol of Gruul, allows you to cast compelled duel. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Gruul's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Gruul Keyrune + Wondrous item + W + 1 + + + This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a rhinoceros (and with the same statistics). It remains in its ceratok form for 1 hour. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a ceratok. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Gulthias Staff + Staff + ST + 4 + V + 1d6 + 1d8 + B + Made from the branch of a Gulthias tree (see the twig blight entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk. +If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die. +Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). +Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them. +Source: Curse of Strahd p. 221 + 1d6+4 + + + Gurt's Greataxe + Melee Weapon + M + 325 + H,2H + 3d12 + S + In the Year of the Icy Axe (123 DR), the frost giant Lord Gurt fell to Uthgar Gardolfsson—leader of the folk who would become the Uthgardt barbarians—in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. +The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can't be shut off in these conditions. +As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn. +Source: Storm King's Thunder p. 234 + 3d12 + 2d12 + + + Hag Eye + Other + G + + + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. +A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. +Source: Monster Manual p. 177 + 3d10 + + + Hammer + Adventuring Gear + G + 3 + 1.0 + + Source: Player's Handbook p. 150 + + + Hammer of Thunderbolts + major, Melee Weapon + M + 10 + H,2H + 2d6 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +Giant's Bane (Requires Attunement): You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. +The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 173 + 1d4+1 + + + Hand Drum + Instrument + G + + + A double-headed skin drum fitted with handles along its side. +Source: Sword Coast Adventurer's Guide p. 124 + + + Hand of Vecna + Wondrous item + W + 1 + + + Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. +Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. +Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world. +The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. +To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. +To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. +Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: +• 1 minor beneficial property +• 1 major beneficial property +• 1 minor detrimental property +Properties of the Hand: Your alignment changes to neutral evil, and you gain the following benefits: +• Your Strength score becomes 20, unless it is already 20 or higher. +• Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit. +• The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you. +Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: +• You are immune to disease and poison. +• Using the eye's X-ray vision never causes you to suffer exhaustion. +• You experience premonitions of danger and, unless you are incapacitated, can't be surprised. +• If you start your turn with at least 1 hit point, you regain 1d10 hit points. +• If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. +• You can use an action to cast wish. This property can't be used again until 30 days have passed. +Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered. +Source: Dungeon Master's Guide p. 224 + 2d8 + 1d4+4 + 1d10 + + + Harbor Moon + + $ + + 50.0 + + Platinum crescent inset with electrum, about three inches long with a hole large enough for a nib to fit in (1 harbor moon = 5,000 nib) +Source: Waterdeep: Dragon Heist p. 169 + + + Hat of Disguise + Wondrous item, major + W + 1 + + + While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 173 + + + Hat of Vermin + Wondrous item, minor + W + 1 + + + This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. +Source: Xanathar's Guide to Everything p. 137 + + + Hat of Wizardry + Wondrous item, minor + W + 1 + + + This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: +• You can use the hat as a spellcasting focus for your wizard spells. +• You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. +Source: Xanathar's Guide to Everything p. 137 + + + Hazirawn + Melee Weapon + M + 6 + H,2H + 2d6 + S + A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus to attack and damage rolls made with this weapon. If you are not attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. +Increased Potency: While you are attuned to this weapon, its bonus on attack and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). +Spells: Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. +Wounding: While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. +Source: Hoard of the Dragon Queen p. 94 + 1d6 + 2d6 + 1d4 + + + Headband of Intellect + Wondrous item, major + W + 1 + + + Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 173 + + + Healer's Kit + Adventuring Gear + G + 3 + 5.0 + + This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. +Source: Player's Handbook p. 151 + + + Heartstone + Other + G + + + This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. +Source: Monster Manual p. 179 + + + Hell Hound Cloak + Wondrous item, Cursed item + W + 1 + 1 + + This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. +Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. +The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. +Source: Tales from the Yawning Portal p. 228 + + + Helm of Brilliance + Wondrous item, major + W + 1 + + + This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. +You gain the following benefits while wearing it: +• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. +• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. +• As long as the helm has at least one ruby, you have resistance to fire damage. +• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. +Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 173 + 1d10 + 2d10 + 3d10 + 4d10 + 1d6 + + + Helm of Comprehending Languages + Wondrous item, minor + W + 1 + + + While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 173 + + + Helm of Devil Command + Wondrous item + W + 1 + + + This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers. +While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them. +The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended. +If you are not a devil, using the helm's dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master. +Source: Baldur's Gate: Descent Into Avernus p. 223 + 1d4 + + + Helm of Telepathy + Wondrous item, major + W + 1 + + + While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. +While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 174 + + + Helm of Teleportation + Wondrous item, major + W + 1 + + + This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 174 + 1d3 + + + Helm of the Gods + Wondrous item + W + 1 + + + While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn't behind total cover. +Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13. +The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn. +God | Spell +Athreos | protection from evil and good +Ephara | sanctuary +Erebos | inflict wounds +Heliod | guiding bolt +Iroas | heroism +Karametra | goodberry +Keranos | thunderous smite +Klothys | entangle +Kruphix | dissonant whispers +Mogis | hellish rebuke +Nylea | faerie fire +Pharika | lesser restoration +Phenax | charm person +Purphoros | searing smite +Thassa | identify +Source: Mythic Odysseys of Theros p. 196 + 1d3 + + + Helm of the Scavenger + Wondrous item + W + 1 + + + This ornate chair is designed to propel and maneuver a ship through space. +Passive Properties: The following properties of the helm come into play even when no creature is attuned to it: +• When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel's beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees Fahrenheit. +• When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in the void of space, so that creatures can walk on the ship's decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to the vessel's beam. +Active Properties: The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you sit in it: +• You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot. +• You can use the helm to propel the vessel through air or space at a maximum speed in miles per hour equal to your highest-level unexpended spell slot x 10. +• Provided you have at least one unexpended spell slot, you can steer the vessel, albeit in a somewhat clumsy fashion, in much the same way that oars or a rudder can maneuver a seafaring ship. +• Whenever you like, you can see what's happening on and around the vessel as though you were standing in a location of your choice aboard it. +Drawback: While attuned to the helm, you cannot expend your own spell slots. +Source: Waterdeep: Dungeon of the Mad Mage p. 297 + + + Helm of Underwater Action + Wondrous item + W + 1 + + + While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. +Source: Ghosts of Saltmarsh p. 229, Infernal Machine Rebuild p. 94 + + + Hematite + + $ + + 10.0 + + An opaque gray-black gemstone. +Source: Dungeon Master's Guide p. 134 + + + Hempen Rope (50 feet) + Adventuring Gear + G + 10 + 1.0 + + Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. +Source: Player's Handbook p. 153 + + + Herbalism Kit + Tools + G + 3 + 5.0 + + This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. +Source: Player's Handbook p. 154 + + + Hew + Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe's creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest. +Source: Lost Mine of Phandelver p. 33 + + + Heward's Handy Haversack + Wondrous item, minor + W + 1 + 5 + + This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. +Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. +The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. +Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 174 + + + Heward's Handy Spice Pouch + Wondrous item, minor + W + 1 + + + This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. +Source: Xanathar's Guide to Everything p. 137 + 1d6+4 + + + Heward's Hireling Armor + Light Armor + LA + 10 + + 11 + A number of Kwalish's experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor's animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. +This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets' contents. Placing an object into one of the armor's pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top. +Placing the armor inside an extradimensional space created by a bag of holding, a Heward's handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. +Source: Lost Laboratory of Kwalish p. 55 + + + Hide of the Feral Guardian + Light Armor + LA + 13 + 45.0 + + 12 + It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. +Dormant: While wearing the armor in its dormant state, you gain the following benefits: +• The armor grants you a +1 bonus to AC. +• While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. +• As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn. +Awakened: When the armor reaches an awakened state, it gains the following properties: +• The AC bonus of the armor increases to +2. +• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2). +• When you cast the polymorph spell using this armor, you can transform into a cave bear. +Exalted: When the armor reaches an exalted state, it gains the following properties: +• The AC bonus of the armor increases to +3. +• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3). +• When you cast the polymorph spell using this armor, you can transform into a guardian wolf. +Source: Explorer's Guide to Wildemount p. 271 + + + Holy Symbol of Ravenkind + Wondrous item + W + 1 + + + The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven - or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing. +The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. +The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. +Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself. +Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect. +Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required). +Source: Curse of Strahd p. 222 + 1d6+4 + + + Holy Water (flask) + Adventuring Gear + G + 1 + 25.0 + + As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. +A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. +Source: Player's Handbook p. 151 + 2d6 + + + Hooded Lantern + Adventuring Gear + G + 2 + 5.0 + + A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. +Source: Player's Handbook p. 152 + + + Hook of Fisher's Delight + Wondrous item + W + 1 + + + This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher's Delight table. Once the hook conjures a fish, it can't do so again until the next dawn. +Hook of Fisher's Delight +d20 | Fish Color | Result +1-10 | Green with copper bands | This tasty fish provides a day's worth of nourishment to one creature that eats it. The fish loses this property and rots if it's not eaten within 24 hours of being caught. +11-14 | Yellow with black stripes | Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears. +15-18 | Blue with white bands | When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet. +19-20 | Gold with silver stripes | This tasty fish provides a day's worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it's not eaten within 24 hours of being caught. +Source: Icewind Dale: Rime of the Frostmaiden p. 314 + 2d4 + 2d10 + + + Horn + Instrument + G + 2 + 3.0 + + Source: Player's Handbook p. 154 + + + Horn of Blasting + Wondrous item, major + W + 1 + 2 + + You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. +Each use of the horn's magic has a 20 chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 174 + 5d6 + 10d6 + + + Horn of Silent Alarm + Wondrous item, minor + W + 1 + + + This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. +Source: Xanathar's Guide to Everything p. 137 + 1d4 + + + Horn of the Endless Maze + Wondrous item, major + W + 1 + 2 + + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. +A brass horn summons 3d4 + 3 berserker. To use the brass horn, you must be proficient with all simple weapons. +If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. +Found On: Magic Item Table G +Source: Waterdeep: Dungeon of the Mad Mage p. 163 + 3d4+3 + + + Horn of Valhalla, Brass + Wondrous item, major + W + 1 + 2 + + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. +A brass horn summons 3d4 + 3 berserker. To use the brass horn, you must be proficient with all simple weapons. +If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 175 + 3d4+3 + + + Horn of Valhalla, Bronze + Wondrous item, major + W + 1 + 2 + + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. +A bronze horn summons 4d4 + 4 berserker. To use the bronze horn, you must be proficient with medium armor. +If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 175 + 4d4+4 + + + Horn of Valhalla, Iron + Wondrous item, major + W + 1 + 2 + + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. +The iron horn summons 5d4 + 5 berserker. To use the iron horn, you must be proficient with all martial weapons. +If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 175 + 5d4+5 + + + Horn of Valhalla, Silver + Wondrous item, major + W + 1 + 2 + + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. +The silver horn summons 2d4 + 2 berserker. +The berserker are friendly to you and your companions and follow your commands. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 175 + 2d4+2 + + + Horned Ring + + RG + + + Allows an attuned wearer to ignore Undermountain's magical restrictions (see "Alterations to Magic"). +Source: Waterdeep: Dungeon of the Mad Mage p. 108 + + + Horseshoes of a Zephyr + Wondrous item, minor + W + 1 + + + These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 175 + + + Horseshoes of Speed + Wondrous item, minor + W + 1 + + + These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 175 + + + Hourglass + Adventuring Gear + G + 1 + 25.0 + + Source: Player's Handbook p. 150 + + + Hunk of Cheese + + FD + + 0.1 + + Source: Player's Handbook p. 158 + + + Hunter's Coat + Light Armor + LA + 10 + 10.0 + + 11 + You have a +1 bonus to AC while wearing this armor. +The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn. +The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +Source: Explorer's Guide to Wildemount p. 267 + 1d10 + 1d3 + + + Hunting Trap + Adventuring Gear + G + 25 + 5.0 + + When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. +Source: Player's Handbook p. 152 + 1d4 + + + Icewind Dale Trinket + Adventuring Gear + G + + + Icewind Dale Trinkets +d100 | Trinket +01–04 | A small wooden figurine of a yawning walrus, painted in red and black +05–08 | A pair of scrimshaw cufflinks with an image of a fisherman on a boat engraved on them +09–12 | A small iron key with a frayed blue and gold cord tied to it +13–16 | A small illustrated book of Northlander myths that has pages missing +17–20 | A damaged scrimshaw cameo depicting a merfolk +21–24 | A stone from a burial cairn with a tiny Dwarvish rune carved into it +25–28 | A ripped cloth sail with a symbol you don't recognize +29–32 | An Ulu knife with a scrimshaw handle +33–36 | A jar containing an unidentifiable, sweet, sticky substance +37–40 | A delicate glass ball painted with snowflakes, capped by a metal loop with a tiny hook attached to it +41–44 | An expedition log with missing pages and a pressed flower used as a bookmark +45–48 | An owl figurine carved from whalebone +49–52 | A sewing box that smells of old wood and has three spools of blue thread inside +53–56 | A scrimshaw-handled ink pen with black runic designs along its length +57–60 | A brooch made from a small insect encased in amber +61–64 | A scrimshaw pepper shaker etched with the letter W +65–68 | An old, wooden-handled ice pick stained with blood that won't wash off +69–72 | A fabric doll bearing an angry expression +73–76 | A set of wind chimes made from seashells +77–80 | A beautiful silver tin that, when opened, emits the smell of rotting fish +81–84 | A bloodstained dreamcatcher made from fishing line, gold wire, and snowy owlbear feathers +85–88 | A figurine of a polar bear made of ice that never melts +89–92 | A snow globe that doesn't need to be shaken +93–96 | A piece of sea glass shaped like a unicorn's horn +97–00 | A dark blue scarf that gets lighter in shade the higher the altitude of the wearer +Source: Icewind Dale: Rime of the Frostmaiden + + + Icon of Ravenloft + Wondrous item + W + 1 + 10 + + The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication. +The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel. +While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties. +Augury: You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn. +Bane of the Undead: You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2. +Cure Wounds: While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn. +Source: Curse of Strahd p. 222 + 3d8+3 + + + Illuminator's Tattoo + Wondrous item + W + 1 + + + This tattoo contains beautiful calligraphy, images of writing implements, and the like. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. +As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10 + + + Illusionist's Bracers + Wondrous item + W + 1 + + + A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple minor illusions at once. The bracers' power, though, extends far beyond illusions. +While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time. +Source: Guildmasters' Guide to Ravnica p. 178 + + + Immovable Rod + minor + RD + 2 + + This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 175 + + + Infernal Puzzle Box + Wondrous item + W + 1 + + + An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it. +When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents. +A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one. +Source: Baldur's Gate: Descent Into Avernus p. 224 + 12d6 + + + Infernal Tack + Wondrous item + W + 1 + + + A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. +You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. +The tack doesn't conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil. +Source: Mordenkainen's Tome of Foes p. 167, Baldur's Gate: Descent Into Avernus p. 224 + + + Infiltrator's Key + Wondrous item + W + 1 + + + This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. +Dormant: The Infiltrator's Key grants the following benefits in its dormant state: +• The key can be used as thieves' tools for the purpose of opening locks. When using the key, you are considered proficient in thieves' tools and you have advantage on ability checks made to open locks. +• While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently. +Awakened: When the Infiltrator's Key reaches an awakened state, it gains the following properties: +• While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack. +• While holding the key, you can use an action to cast one of the following spells from it: alter self, invisibility, knock, or pass without trace. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn. +Exalted: When the Infiltrator's Key reaches an exalted state, it gains the following properties: +• As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can't be used to create another opening until the next dawn. +• While holding the key, you can use an action to cast one of the following spells from it: dimension door, gaseous form, or mislead. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn. +Source: Explorer's Guide to Wildemount p. 272 + + + Ingot of the Skold Rune + Wondrous item + W + 1 + + + This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person. +Runic Shield: You have a +1 bonus to AC. +Shield Bond: As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest. +Shield Ward: You can transfer the ingot's magic to a nonmagical item—a shield or a two-handed melee weapon-by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: +• Shield.: The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. +• Weapon.: The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you're holding it. +Source: Storm King's Thunder p. 234 + + + Ink (1-ounce bottle) + Adventuring Gear + G + + 10.0 + + Ink (1-ounce bottle) +Source: Player's Handbook p. 150 + + + Ink Pen + Adventuring Gear + G + + 0.02 + + Source: Player's Handbook p. 150 + + + Insect Repellent (block of incense) + Adventuring Gear + G + + 0.1 + + Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothe controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual. +When lit, it burns for 8 hours and repels normal insects within a 20-foot-radius centered on it. +Source: Tomb of Annihilation p. 32 + + + Insect Repellent (greasy salve) + Adventuring Gear + G + + 1.0 + + Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothe controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual. +A gourd or vial of salve contains 20 applications of odorless grease. One application protects its wearer against normal insects for 24 hours. The salve is waterproof so it doesn't wash off in rain. +Source: Tomb of Annihilation p. 32 + + + Insignia of Claws + Wondrous item + W + 1 + + + The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. +While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. +Source: Hoard of the Dragon Queen p. 94 + + + Instrument of Illusions + Wondrous item, minor, Instrument + G + 1 + + + While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. +Source: Xanathar's Guide to Everything p. 137 + + + Instrument of Scribing + Wondrous item, minor, Instrument + G + 1 + + + This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. +The instrument regains all expended charges daily at dawn. +Source: Xanathar's Guide to Everything p. 138 + + + Instrument of the Bards, Anstruth Harp + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Canaith Mandolin + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only). +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Cli Lyre + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Doss Lute + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Fochlucan Bandore + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Fochlucan bandore can be used to cast entangle, faerie fire, shillelagh, and speak with animals. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Mac-Fuirmidh Cittern + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Ollamh Harp + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Ollamh harp can be used to cast confusion, control weather, and fire storm. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Ioun Stone of Vitality + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain a +1 bonus to death saving throws while this luminous green-and-blue marbled sphere orbits your head. +Source: Infernal Machine Rebuild p. 94 + 1d3 + + + Ioun Stone, Absorption + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. +Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Agility + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Awareness + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You can't be surprised while this dark blue rhomboid orbits your head. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Fortitude + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Greater Absorption + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Historical Knowledge + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Ioun Stone, Insight + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Intellect + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Language Knowledge + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Ioun Stone, Leadership + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Mastery + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your proficiency bonus increases by 1 while this pale green prism orbits your head. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Natural Knowledge + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Ioun Stone, Protection + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain a +1 bonus to AC while this dusty rose prism orbits your head. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Regeneration + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Religious Knowledge + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Ioun Stone, Reserve + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the DM. +Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. +While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 1d3 + 1d4-1 + + + Ioun Stone, Self-Preservation + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Ioun Stone, Strength + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Supreme Intellect + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Ioun Stone, Sustenance + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You don't need to eat or drink while this clear spindle orbits your head. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Iron + Trade Good + G + 1 + 0.1 + + Source: Player's Handbook p. 157 + + + Iron Bands of Bilarro + Wondrous item, major + W + 1 + 1 + + This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. +Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. +A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. +Once the bands are used, they can't be used again until the next dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 177 + + + Iron Flask + Wondrous item, major + W + 1 + 1 + + This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. +You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. +An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. +d100 | Contents +01-50 | Empty +51 | Arcanaloth +52 | Cambion +53-54 | Dao +55-57 | Demon (type 1): barlgura, shadow demon, or vrock +58-60 | Demon (type 2): chasme or hezrou +61-62 | Demon (type 3): glabrezu or yochlol +63-64 | Demon (type 4): nalfeshnee +65 | Demon (type 5): marilith +66 | Demon (type 6): balor or goristro +67 | Deva +68-69 | Devil (greater): horned devil, erinyes, ice devil, or pit fiend +70-72 | Devil (lesser): imp, spined devil, bearded devil, barbed devil, chain devil, or bone devil +73-74 | Djinni +75-76 | Efreeti +77-78 | Elemental (any) +79 | Githyanki knight +80 | Githzerai zerth +81-82 | Invisible stalker +83-84 | Marid +85-86 | Mezzoloth +87-88 | Night hag +89-90 | Nycaloth +91 | Planetar +92-93 | Salamander +94-95 | Slaad (any) +96 | Solar +97-98 | succubus +99 | Ultroloth +00 | Xorn +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 178 + + + Iron Pot + Adventuring Gear + G + 10 + 2.0 + + An iron pot holds 1 gallon of liquid. +Source: Player's Handbook p. 153 + + + Iron Spike + Adventuring Gear + G + 0.5 + 0.1 + + Source: Player's Handbook p. 150 + + + Iron Spikes (10) + Adventuring Gear + G + 5 + 1.0 + + Source: Player's Handbook p. 150 + + + Ironfang + Melee Weapon + M + 2 + + 1d8 + P + A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth. +You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. +Earth Mastery: You gain the following benefits while you hold Ironfang: +• You can speak Terran fluently. +• You have resistance to acid damage. +• You have tremorsense out to a range of 60 feet. +• You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location. +• You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn. +Shatter: Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn. +The Rumbling: While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth. Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn. +Flaw: Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: "I like to break things and cause ruin." +Source: Princes of the Apocalypse p. 224 + 1d8 + 1d3 + + + Izzet Guild Signet + + RG + + + This ring, adorned with the symbol of Izzet, allows you to cast chaos bolt. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Izzet's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Izzet Keyrune + Wondrous item + W + 1 + + + Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the galvanice weird that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a galvanice weird. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Jacinth + + $ + + 5000.0 + + A transparent fiery orange gemstone. +Source: Dungeon Master's Guide p. 134 + + + Jade + + $ + + 100.0 + + A translucent light green, deep green, or white gemstone. +Source: Dungeon Master's Guide p. 134 + + + Jade bowl (River Heralds) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Jade breastplate (River Heralds) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Jade game board with solid gold playing pieces + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Jade headpiece (River Heralds) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Jade Serpent Staff + Other + G + + + This staff is broken into five pieces, each worth 100 gp for the jade alone. The entire staff can be restored with mending cantrips; each casting of the spell repairs one break in the staff. If the staff is made whole, it transforms from an object into an animated jade serpent that has the statistics of a giant poisonous snake, with these changes: +• The serpent is a construct that understands and obeys whoever was holding the staff when it transformed. +• It has immunity to poison damage and the poisoned condition. It doesn't require air, food, drink, or sleep. +• When it drops to 0 hit points, roll a d6. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff and breaks into 1d4 + 1 pieces that must be magically mended before the staff can be used again. +Source: Waterdeep: Dungeon of the Mad Mage p. 92 + 1d4+1 + + + Jade sword with amber (River Heralds) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Jade totem with diamond eyes (River Heralds) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Jakarion's Staff of Frost + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + You have resistance to cold damage while you hold this staff. +The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed. +Imprinted on this staff is a fragment of a dead wizard's personality. The first character who touches the staff gains the following flaw: "I crave power above all else, and will do anything to obtain more of it." This flaw trumps any conflicting personality trait. +Found On: Magic Item Table H +Source: Curse of Strahd p. 187 + 1d6+4 + + + Jasper + + $ + + 50.0 + + An opaque blue, black, or brown gemstone. +Source: Dungeon Master's Guide p. 134 + + + Javelin of Backbiting + Cursed item, Melee Weapon + M + 2 + T + 1d6 + P + 60/150 + You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. +Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the javelin. +Source: Tales from the Yawning Portal p. 229 + + + Javelin of Lightning + major, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. +The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 178 + 4d6 + + + Jet + + $ + + 100.0 + + An opaque deep black gemstone. +Source: Dungeon Master's Guide p. 134 + + + Jeweled anklet + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Jeweled anklet (Brazen Coalition) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Jeweled gold crown + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Jeweled platinum ring + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Jeweler's Tools + Artisan Tools + G + 2 + 25.0 + + Source: Player's Handbook p. 154 + + + Jug + Adventuring Gear + G + 4 + 0.02 + + A jug holds 1 gallon of liquid. +Source: Player's Handbook p. 153 + + + Junky +1 Dagger + simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this dagger, which looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If you get a natural 1 on an attack roll while wielding this weapon, it breaks and becomes nonmagical. +Source: Tales from the Yawning Portal p. 77 + + + Keelboat + Vehicle (water) + G + + 3000.0 + + Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. +Source: Dungeon Master's Guide p. 119 + + + Keoghtom's Ointment + Wondrous item, minor + W + 1 + + + This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh ½ pound. +As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 179 + 1d4+1 + 2d8+2 + + + Keycharm + Wondrous item + W + 1 + + + This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn't be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115 + + + Khrusor, Spear of Heliod + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it's typically so they can perform some great work in his name or as a test of their worthiness. +Spear of the Sun: This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. +Blessing of the Sun: If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety: +• Piety 3+.: You gain 15 temporary hit points each dawn. +• Piety 10+.: The spear has 1 randomly determined minor beneficial property. +• Piety 25+.: The spear has 1 additional randomly determined minor beneficial property. +• Piety 50+.: The spear has 1 randomly determined major beneficial property. +If you aren't a worshiper of Heliod, the spear has 2 randomly determined major detrimental properties. +See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. +Luminous: The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. +Sun's Retaliation: When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can't be used again until the next dawn. +Spells: The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6 + 4 expended charges daily at dawn. +Destroying the Spear: If taken to Erebos's palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos's service. +Source: Mythic Odysseys of Theros p. 200 + 2d8 + 1d6+4 + + + Knave's Eye Patch + Wondrous item + W + 1 + + + While wearing this eye patch, you gain these benefits: +• You have advantage on Wisdom (Perception) checks that rely on sight. +• If you have the Sunlight Sensitivity trait, you are unaffected by the trait. +• You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it. +Source: Waterdeep: Dragon Heist p. 191 + + + Korolnor Scepter + Melee Weapon + M + 2 + L + 1d4 + B + The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. +The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. +You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club. +You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6 + 4 expanded charges at dawn. Its properties are as follows: +• If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface. +• As an action: you can expend 2 charges to cast the sending spell from the scepter. +• As an action: you can expend 3 charges to cast the teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, there is no chance of a teleport error or mishap occurring. +Source: Storm King's Thunder p. 234 + 1d6+4 + + + Kyrzin's Ooze + Wondrous item + W + 1 + + + This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties. +Resistant: While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the poisoned condition. +Amorphous: As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn. +Acid Breath: As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn. +Symbiotic Nature: The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you. +If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr. +Source: Eberron: Rising from the Last War p. 278 + 8d8 + + + Ladder (10-foot) + Adventuring Gear + G + 25 + 0.1 + + Ladder (10-foot) +Source: Player's Handbook p. 150 + + + Lamp + Adventuring Gear + G + 1 + 0.5 + + A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. +Source: Player's Handbook p. 152 + + + Lantern of Revealing + Wondrous item, minor + W + 1 + 2 + + While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 179 + + + Lantern of Tracking + Wondrous item + W + 1 + + + This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. +Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however. +Lantern of Tracking +1d10 | Creature Type +1 | Aberrations +2 | Celestials +3 | Constructs +4 | Dragons +5 | Elementals +6 | Fey +7 | Fiends +8 | Giants +9 | Monstrosities +10 | Undead +Source: Icewind Dale: Rime of the Frostmaiden p. 314 + 1d10 + + + Lapis Lazuli + + $ + + 10.0 + + An opaque light and dark blue with yellow flecks gemstone. +Source: Dungeon Master's Guide p. 134 + + + Large gold bracelet + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Large gold bracelet (Legion of Dusk) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Large jade totem (River Heralds) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Large well-made tapestry + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Large well-made tapestry (Legion of Dusk) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Lash of Shadows + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. +Sentience: The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. +Personality: A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. +Dormant: The whip grants the following benefits in its dormant state: +• You can speak, read, and write Abyssal and Draconic. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. +• You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn: +• Dead Eyes.: A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded. + +• Serpent Venom.: A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save. + +Awakened: When the whip reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2. +• The saving throw DC for the weapon's poisons increases to 15. +• The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Exalted: When the whip reaches an exalted state, it gains the following additional properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• The saving throw DC for the weapon's poisons increases to 17. +• The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 276 + 3d6 + + + Leather Golem Armor + Cursed item, Light Armor + LA + 10 + + 11 + Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties: +You are immune to any spell or effect that would alter your form. +You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points. +Curse: This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties: +If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. +Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check. +Source: Lost Laboratory of Kwalish p. 55 + + + Leatherworker's Tools + Artisan Tools + G + 5 + 5.0 + + Source: Player's Handbook p. 154 + + + Lifewell Tattoo + Wondrous item + W + 1 + + + This tattoo comprises symbols of life and rebirth. While this tattoo is on your skin, you have resistance to necrotic damage. +Death Ward: When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this benefit can't be used again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10 + + + Lightbringer + Melee Weapon + M + 4 + + 1d6 + B + This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. +Source: Lost Mine of Phandelver p. 48 + 1d6 + + + Linen (1 sq. yd.) + Trade Good + G + + 5.0 + + Source: Player's Handbook p. 157 + + + Living Gloves + Wondrous item + W + 1 + + + These symbiotic gloves—made of thin chitin and sinew—pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin. +While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves): +• Sleight of Hand +• Thieves' tools +• One kind of artisan's tools of your choice +• One kind of musical instrument of your choice +When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. +Symbiotic Nature: The gloves can't be removed from you while you're attuned to them, and you can't voluntarily end your attunement to them. If you're targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed. +Source: Eberron: Rising from the Last War p. 278 + + + Living Loot Satchel + Wondrous item + W + 1 + + + As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a bag of holding and is available in a variety of colors and styles. +Class-Based Living Loot Satchel +Class | Satchel +Barbarian | Broad belt with a dozen hanging pockets +Bard | Lute case +Cleric | Hollowed-out holy tome +Druid | Made from natural, organic, locally sourced woven fibers +Fighter | A thick, battle-scarred iron lockbox +Paladin | A metal case with fine engraving and scrollwork +Ranger | A fur-lined bindle +Rogue | A nondescript coin pouch +Sorcerer | A battered leather satchel, prone to spitting out multicolored sparks at the seams +Warlock | A patchwork monster-leather satchel with a "purely decorative" fanged mouth. +Wizard | A pocket dimension hidden up your sleeve or inside your hat +The living loot satchel is a kind of magical being that safeguards the franchise's funds and valuables. Its innards are connected to a secure coffer within Head Office's vault in Waterdeep, to which the satchel periodically transfers the franchise's wealth. As an action, you can transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (Sleight of Hand) check. +Secret Satchel: As a rank 3 hoardsperson, your living loot satchel gets an upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items—even items that wouldn't normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don't want to know about with extraplanar creatures you really don't want to know about, there is no chance for the spell to end. +That Thing You Need: At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15 Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player's Handbook. The item must be of a size that can fit into your secret chest and be worth no more than 15 gp. Once you attempt to draw five items from your satchel, you cannot draw forth any more items until the next dawn. +Portable Hole Satchel: At rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a portable hole—6 feet in diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest, even if it wouldn't normally fit into your satchel. +That Expensive Thing You Need: Also at rank 4, when you use your That Thing You Need feature, you can requisition any item of up to 250 gp in value, as long as it would fit into the confines of your satchel's portable hole. +Source: Acquisitions Incorporated p. 25 + + + Loadstone + Wondrous item, Cursed item + W + 1 + 1 + + This stone is a large gem worth 150 gp. +Curse: The stone is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone. +Source: Tales from the Yawning Portal p. 228 + + + Loaf of Bread + + FD + + 0.02 + + Source: Player's Handbook p. 158 + + + Lock + Adventuring Gear + G + 1 + 10.0 + + A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices. +Source: Player's Handbook p. 152 + + + Lock of Trickery + Wondrous item, minor + W + 1 + + + This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player's Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage. +Source: Xanathar's Guide to Everything p. 138 + + + Longhorn + Instrument + G + + + A Faerûnian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves. +Source: Sword Coast Adventurer's Guide p. 124 + + + Longship + Vehicle (water) + G + + 10000.0 + + Source: Dungeon Master's Guide p. 119 + + + Lord's Ensemble + Wondrous item + W + 1 + + + The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces—a helm, an amulet, and a robe—that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item. +Lord's Helm: This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it. +Lord's Amulet: This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location. +Lord's Robe: This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall. +Source: Waterdeep: Dragon Heist p. 191 + + + Lost Crown of Besilmer + Wondrous item + W + 1 + + + This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown: +• You have resistance to psychic damage. +• You have advantage on saving throws against effects that would charm you. +• You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn. +Source: Princes of the Apocalypse p. 223 + 1d3 + + + Lost Sword + Melee Weapon + M + 2 + F,L + 1d6 + P + The Lost Sword is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it. +The sword's purpose is to fight evil. The sword has the following additional properties: +• The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished. +• A lawful good creature can attune itself to the sword in 1 minute. +• While attuned to the weapon, the sword's wielder can use the sword to cast the crusader's mantle spell. Once used, this property of the sword can't be used again until the next dawn. +Source: Curse of Strahd p. 81 + + + Lute + Instrument + G + 2 + 35.0 + + Source: Player's Handbook p. 154 + + + Lute crafted of exotic wood with mother-of-pearl inlay and zircon gems (Brazen Coalition) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Luxon Beacon + Wondrous item + W + 1 + + + This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched. +Fragment of Possibility: A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can't gain another Fragment of Possibility from any source. +When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. +If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll. +Soul Snare: If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon Beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon. +Source: Explorer's Guide to Wildemount p. 268 + + + Lyre + Instrument + G + 2 + 30.0 + + Source: Player's Handbook p. 154 + + + Mace of Disruption + major, Melee Weapon + M + 4 + + 1d6 + B + When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. +While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 179 + 2d6 + + + Mace of Smiting + major, Melee Weapon + M + 4 + + 1d6 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. +When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 179 + + + Mace of Terror + major, Melee Weapon + M + 4 + + 1d6 + B + This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. +The mace regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 180 + 1d3 + + + Mace of the Black Crown + simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells. +Sentience: The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. +Personality: A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder's dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict. +Dormant: The mace grants the following benefits in its dormant state: +• You can speak, read, and write Infernal. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. +• While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace. +• While holding the mace, you can use an action to summon an imp. Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can't be used again until the next dawn. +Awakened: When the mace reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6. +• The weapon's Summon Devil feature can also be used to summon a bearded devil. +• You have resistance to poison damage while holding this weapon. +Exalted: When the mace reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage. +• The weapon's Summon Devil feature can also be used to summon a barbed devil. +• You have resistance to fire damage while you hold this weapon. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 276 + 1d6 + 2d6 + 3d6 + + + Macuahuitl + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this longsword, which is made of laminated wood, and inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. +Source: Tales from the Yawning Portal p. 70 + 2d6 + + + Maddgoth's Helm + Other + G + + + While you wear this helm and are inside Maddgoth's castle, on its roof, or in its courtyard, you have immunity to all damage. If the helm is taken from the castle, it turns to dust and is destroyed. +Source: Waterdeep: Dungeon of the Mad Mage p. 103 + + + Magnifying Glass + Adventuring Gear + G + + 100.0 + + This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. +Source: Player's Handbook p. 152 + + + Malachite + + $ + + 10.0 + + An opaque striated light and dark green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Malice + Adventuring Gear, Poison + G + + 250.0 + + A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. +Source: Dungeon Master's Guide p. 258 + + + Manacles + Adventuring Gear + G + 6 + 2.0 + + These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. +Source: Player's Handbook p. 152 + + + Mantle of Spell Resistance + Wondrous item, major + W + 1 + + + You have advantage on saving throws against spells while you wear this cloak. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 180 + + + Manual of Bodily Health + Wondrous item, major + W + 1 + 5 + + This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 180 + + + Manual of Clay Golems + Wondrous item, major + W + 1 + 5 + + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. +To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. +Source: Dungeon Master's Guide p. 180 + 6d6 + + + Manual of Flesh Golems + Wondrous item, major + W + 1 + 5 + + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. +To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. +Source: Dungeon Master's Guide p. 180 + 6d6 + + + Manual of Gainful Exercise + Wondrous item, major + W + 1 + 5 + + This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 180 + + + Manual of Iron Golems + Wondrous item, major + W + 1 + 5 + + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. +To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. +Source: Dungeon Master's Guide p. 180 + 6d6 + + + Manual of Quickness of Action + Wondrous item, major + W + 1 + 5 + + This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 181 + + + Manual of Stone Golems + Wondrous item, major + W + 1 + 5 + + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. +To create a stone golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. +Source: Dungeon Master's Guide p. 180 + 6d6 + + + Map or Scroll Case + Adventuring Gear + G + 1 + 1.0 + + This cylindrical leather case can hold up to ten rolled-up paper (one sheet) or five rolled-up parchment (one sheet). +Source: Player's Handbook p. 151 + + + Marble font with gold inlay (Legion of Dusk) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Mask of the Beast + Wondrous item + W + 1 + 1 + + This wooden mask is shaped in the likeness of a beast's visage and has 3 charges. While wearing the mask you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn. +Source: Tomb of Annihilation p. 207 + + + Mask of the Dragon Queen + Wondrous item + W + 1 + + + Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders. +While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property. +Source: Rise of Tiamat p. 94 + + + Mason's Tools + Artisan Tools + G + 8 + 10.0 + + Source: Player's Handbook p. 154 + + + Masquerade Tattoo + Wondrous item + W + 1 + + + Preview content, subject to change prior to publication. +Produced by a special needle, this magic tattoo appears on your body as whatever you desire. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Fluid Ink: As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin +Disguise Self: As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. +Source: TCE + + + Masquerade Tattoo + Wondrous item + W + 1 + + + This tattoo appears on your skin as whatever you desire. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. +Disguise Self: As an action, you can use the tattoo to cast the disguise self spell. Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Masterpiece painting in mahogany frame with gold inlay (Legion of Dusk) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Mastiff + Mount + G + + 25.0 + + Source: Player's Handbook p. 157 + + + Mastix, Whip of Erebos + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod. +Whip of the Dead: Erebos's whip seethes with the enervating energy of the Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra 2d8 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt. +Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can't be used again until the next dusk. +Blessing of the Dead: If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety: +• Piety 1+.: The whip has 1 randomly determined minor detrimental property—a burden Erebos imposes to test his faithful. +• Piety 25+.: The whip has 1 randomly determined major beneficial property. +• Piety 50+.: The whip has 1 additional randomly determined major beneficial property. +If you aren't a worshiper of Erebos, the whip has 2 randomly determined major detrimental properties. +See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. +Erebos's Claim: While carrying the whip, you can use an action to cast either circle of death or dominate monster (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can't be cast from it again until the next dusk. +Destroying the Whip: To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month. +Source: Mythic Odysseys of Theros p. 201 + 2d8 + + + Matalotok + Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + 20/60 + Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. +You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage. +Source: Baldur's Gate: Descent Into Avernus p. 224 + 3d6 + + + Matchless Pipe + Other + G + + + A switch made of flint is built into the bowl of this fine wooden smoking pipe. With a few flicks of the switch, the pipe lights itself. +Source: Waterdeep: Dragon Heist p. 47 + + + Medallion of Thoughts + Wondrous item, major + W + 1 + 1 + + The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 181 + 1d3 + + + Menga leaves (1 ounce) + Adventuring Gear + G + 0.0625 + 2.0 + + The dried leaves of a menga bush can be ground, dissolved in a liquid, heated, and ingested. A creature that ingests 1 ounce of menga leaves in this fashion regains 1 hit point. A creature that ingests more than 5 ounces of menga leaves in a 24-hour period gains no additional benefit and must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 hour. The unconscious creature awakens if it takes at least 5 damage on one turn. +A healthy menga bush usually has 2d6 ounces of leaves. Once picked, the leaves require 1 day to dry out before they can confer any benefit. +Source: Tomb of Annihilation p. 205 + 2d6 + + + Merchant's Scale + Adventuring Gear + G + 3 + 5.0 + + A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. +Source: Player's Handbook p. 153 + + + Mess Kit + Adventuring Gear + G + 1 + 0.2 + + This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. +Source: Player's Handbook p. 152 + + + Midnight Tears + Adventuring Gear, Poison + G + + 1500.0 + + A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. +Source: Dungeon Master's Guide p. 258 + 9d6 + + + Military Saddle + Tack and Harness + G + 30 + 20.0 + + A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. +Source: Player's Handbook p. 157 + + + Mind Flayer Skull + Other + G + + + While you have the skull in your possession, you are invisible to mind flayers, as is anything you are wearing or carrying. +Source: Waterdeep: Dungeon of the Mad Mage p. 197 + + + Mind Lash + Melee Weapon + M + 3 + F,R + 1d4 + S + In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Source: Volo's Guide to Monsters p. 81 + 2d4 + + + Miner's Pick + Adventuring Gear + G + 10 + 2.0 + + Source: Player's Handbook p. 150 + + + Mirror of Life Trapping + Wondrous item, major + W + 1 + 50 + + When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. +If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. +Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. +An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. +If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. +While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. +In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 181 + + + Mirror of the Past + Wondrous item + W + 1 + 1 + + The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn. +Source: Tales from the Yawning Portal p. 228 + + + Mizzium Apparatus + Wondrous item + W + 1 + + + Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds. +While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components. +You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell. +On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells. +If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect. +1st-Level Spells +d6 | spell +1 | burning hands +2 | chaos bolt +3 | color spray +4 | faerie fire +5 | fog cloud +6 | thunderwave +2nd-Level Spells +d6 | spell +1 | blur +2 | gust of wind +3 | heat metal +4 | Melf's acid arrow +5 | scorching ray +6 | shatter +3rd-Level Spells +d6 | spell +1 | fear +2 | feign death +3 | fireball +4 | gaseous form +5 | sleet storm +6 | stinking cloud +4th-Level Spells +d4 | spell +1 | confusion +2 | conjure minor elementals +3 | Evard's black tentacles +4 | ice storm +5th-Level Spells +d4 | spell +1 | animate objects +2 | cloudkill +3 | cone of cold +4 | flame strike +Source: Guildmasters' Guide to Ravnica p. 179 + + + Mizzium Mortar + Wondrous item + W + 1 + + + This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the Izzet League. The end that's pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining. +The mortar has 4 charges for the following properties. It regains 1d4 expended charges daily at dawn. +Molten Spray: You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. +Mizzium Bombard: You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. +Source: Guildmasters' Guide to Ravnica p. 179 + 1d4 + 5d4 + 5d8 + + + Molten Bronze Skin (Breastplate) + Medium Armor + MA + 20 + + 14 + This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so. +While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks. +Source: Mythic Odysseys of Theros p. 197 + + + Molten Bronze Skin (Half Plate) + Medium Armor + MA + 40 + + 15 + This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so. +While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks. +Source: Mythic Odysseys of Theros p. 197 + + + Molten Bronze Skin (Plate) + Heavy Armor + HA + 65 + + 18 + 15 + This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so. +While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Mythic Odysseys of Theros p. 197 + + + Monster Hunter's Pack + Adventuring Gear + G + 48.5 + 33.0 + + Includes: +• a chest +• a crowbar +• a hammer +• three wooden stakes +• a holy symbol +• a holy water (flask) +• a set of manacles +• a steel mirror +• a oil (flask) +• a tinderbox +• 3 torch +Source: Curse of Strahd p. 209 + + + Moodmark Paint + Wondrous item + W + 1 + + + This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute. +For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check. +Source: Guildmasters' Guide to Ravnica p. 180 + + + Moonblade + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain. +A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power. +A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods. +A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. +A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table. +Moonblade Properties +d100 | Property +01-40 | Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. +41-80 | The moonblade gains a randomly determined minor property (see "Special Features" DMG p143). +81-82 | The moonblade gains the finesse property. +83-84 | The moonblade gains the thrown property (range 20/60 feet). +85-86 | The moonblade functions as a defender. +87-90 | The moon blade scores a critical hit on a roll of 19 or 20. +91-92 | When you hit with an attack using the moon blade, the attack deals an extra 1d6 slashing damage. +93-94 | When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. +95-96 | You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon. +97-98 | The moonblade functions as a ring of spell storing. +99 | You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. +00 | The moonblade functions as a vorpal sword. +Sentience: A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep. +Personality: Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. +The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute. +If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals. +Source: Dungeon Master's Guide p. 217 + 1d6+1 + 1d6 + + + Moonstone + + $ + + 50.0 + + A translucent white with pale blue glow gemstone. +Source: Dungeon Master's Guide p. 134 + + + Moorbounder + Mount + G + + 400.0 + + Beasts of burden are common throughout Xhorhas, and often horses and other riding animals are the best or only option. For those who require speed and have a little more coin to spend, the best option is often a moorbounder. However, moorbounders that haven't undergone proper training or established bonds of trust with their masters tend to attack and even eat their riders. +Moorbounders can cost anywhere from 300 to 500 gp each. They're often cheaper and more abundant in towns on the wastes than in cities like Rosohna. +Source: Explorer's Guide to Wildemount p. 132 + + + Moss Agate + + $ + + 10.0 + + A translucent pink or yellow-white with mossy gray or green markings gemstone. +Source: Dungeon Master's Guide p. 134 + + + Mule + Mount + G + + 8.0 + + Source: Player's Handbook p. 157 + + + Mummy Rot Antidote + + P + + + White dust swirls constantly within this pale gray potion. When you drink the potion, it cures you of mummy rot. +Source: Infernal Machine Rebuild p. 94 + + + Muroosa Balm + + P + + 100.0 + + This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour. +A dose of muroosa balm sufficient for treating sunburn costs 1 gp. +Source: Explorer's Guide to Wildemount p. 70 + + + Mystery Key + Wondrous item, minor + W + 1 + + + A question mark is worked into the head of this key. The key has a 5 chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears. +Source: Xanathar's Guide to Everything p. 138 + + + Navigation Orb + Wondrous item + W + 1 + + + A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle's altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle's altitude and location remain fixed until the orb is returned or replaced. +As an action, you can cause one of the following effects to occur if you are touching the orb: +The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle into contact with the ground, the castle lands gently. +The castle, if it is moving, comes to a gradual stop. +The castle makes a slow, 90-degree turn clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line. +Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it. +Source: Storm King's Thunder p. 235 + + + Navigator's Tools + Tools + G + 2 + 25.0 + + This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. +Source: Player's Handbook p. 154 + + + Necklace of Adaptation + Wondrous item, major + W + 1 + 1 + + While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 182 + + + Necklace of electrum medallions with red and blue tournalines (Brazen Coalition) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Necklace of Fireballs + Wondrous item, minor + W + 1 + 1 + + This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). +You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 182 + 1d6+3 + + + Necklace of jade and pink pearls (River Heralds) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Necklace of Prayer Beads + Wondrous item, major + W + 1 + 1 + + This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. +Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. +d20 | Bead of... | Spell +1-6 | Blessing | Bless +7-12 | Curing | Cure wounds (2nd level) or lesser restoration +13-16 | Favor | Greater restoration +17-18 | Smiting | Branding smite +19 | Summons | Planar ally +20 | Wind walking | Wind walk +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 182 + 1d4+2 + + + Necklace string of small pink pearls + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Needle of Mending + simple Weapon, Melee Weapon + M + 1 + 2.0 + F,L,T + 1d4 + P + 20/60 + This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle. +You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it. +Source: Explorer's Guide to Wildemount p. 268 + + + Nib + + $ + + 0.01 + + Copper coin about the size of a thumbnail (1 nib = 1 common copper coin) +Source: Waterdeep: Dragon Heist p. 169 + + + Night Caller + Wondrous item + W + 1 + 1 + + This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. +If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. +Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. +Source: Tales from the Yawning Portal p. 228 + + + Nightfall Pearl + Wondrous item + W + 1 + + + Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours. +Source: Explorer's Guide to Wildemount p. 268 + + + Nimblewright Detector + Other + G + + + To activate the nimblewright detector, a character must hold down its trigger. When the activated device comes within 500 feet of a nimblewright other than Nim, the umbrella begins to spin, whir, and click. The spinning, whirring, and clicking accelerates as the distance to the target lessens, reaching maximum velocity and volume when a nimblewright other than Nim is within 30 feet of the device. +Source: Waterdeep: Dragon Heist p. 47 + + + Nolzur's Marvelous Pigments + Wondrous item, minor + W + 1 + 1 + + Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. +Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. +When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. +Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. +If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 183 + 1d4 + + + Oathbow + major, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. +When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. +While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 183 + 3d6 + + + Obsidian + + $ + + 10.0 + + An opaque black gemstone. +Source: Dungeon Master's Guide p. 134 + + + Obsidian Flint Dragon Plate + Heavy Armor + HA + 65 + + 18 + 1 + 15 + You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Baldur's Gate: Descent Into Avernus p. 224 + + + Obsidian statuette with gold fittings and inlay + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Obviator's Lenses + Wondrous item + W + 1 + + + Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the obviator's lenses, you use a bonus action to make them function as eyes of minute seeing or eyes of the eagle. Once you make this choice, it cannot be changed until the next dawn. +Enhanced Lenses: At rank 4, your obviator's lenses gain additional power and become a rare magic item. The lenses now function as both eyes of the eagle and eyes of minute seeing. +Additionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can't be used again until the next dawn. +Source: Acquisitions Incorporated p. 30 + + + Occultant Abacus + Wondrous item + W + 1 + + + Head office grants you the use of a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls. +Read the Kill: Also at rank 1, your occultant abacus not only tracks your franchise's kills, it helps you determine the impact of those kills on the franchise's fate. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving throw. If it's not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can't use it again until you finish a long rest. +Eldritch Occultant: Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature. This property of the occultant abacus can't be used again until the next dawn. +Bring Out Your Dead: Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long rest. +Bead of Instant Karma: At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn. +Bead of Diverted Karma: At rank 4, one of the beads on your occultant abacus allows you to divert karma to where it's needed, turning the occultant abacus into a very rare magic item. While the bead is unused, you know automatically when any creature you can see is about to make an ability check, attack roll, or saving throw with disadvantage. When such a roll is made, you can use a reaction to grant a d10 to a different creature you can see. That creature can add the d10 to any ability check, attack roll, or saving throw it makes within the next minute. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn. +Correct the Balance: As a rank 4 occultant, you learn that sometimes the death of a creature has unintended consequences. Within seven days of a creature's death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the creature and its place in the world. +If you fail the check, this property of the occultant abacus can't be used again until the next dawn. If you succeed on the check, this property can't be used again until dawn seven days later. +Source: Acquisitions Incorporated p. 31 + + + Oil (flask) + Adventuring Gear + G + 1 + 0.1 + + Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. +Source: Player's Handbook p. 152 + + + Oil of Etherealness + minor + P + + + Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 183 + + + Oil of Sharpness + minor + P + + + This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 184 + + + Oil of Slipperiness + minor + P + + + This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. +Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 184 + + + Oil of Taggit + Adventuring Gear, Poison + G + + 400.0 + + A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. +Source: Dungeon Master's Guide p. 258 + + + Old masterpiece painting + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Olisuba Leaf + + P + + 50.0 + + These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest. +Source: Explorer's Guide to Wildemount p. 70 + + + Onyx + + $ + + 50.0 + + An opaque black and white banded, or pure black or white gemstone. +Source: Dungeon Master's Guide p. 134 + + + Opal + + $ + + 1000.0 + + A translucent pale blue with green and golden mottling gemstone. +Source: Dungeon Master's Guide p. 134 + + + Opal of the Ild Rune + Wondrous item + W + 1 + + + This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person. +Ignite: As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. +Fires Friend: You have resistance to cold damage. +Fire Tamer: As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. +Gift of Flame: You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: +• Weapon.: The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. +• Armor.: The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. +Source: Storm King's Thunder p. 235 + 1d6 + + + Opal of the Ild Rune + + MR + + + This triangular fire opal measures about three inches on each side and is half an inch thick. The ild rune—the rune of fire—shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow. +Ignite (Simple Property): As an action, you scribe the ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed. +Fire Tamer (Simple Property): As an action, you touch an open flame and scribe the ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10-foot radius around you. You can extend this distance by expending a spell slot when using the ild rune in this manner. The radius extends by 20 feet per level of the expended spell slot. +Fire's Friend (Simple Property): While you are attuned to this rune, you have resistance to cold damage. +Combustion (Complex Property): As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot. +Flame Brand (Complex Property): Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. +In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. +These effects last for 24 hours or until you use this property again. +Flame Stoker (Complex Property): While you are attuned to this rune, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result. +Source: Unearthed Arcana: Prestige Classes Run Magic p. 4 + 1d10 + + + Orb of Direction + Wondrous item, minor + W + 1 + 3 + + While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane. +Source: Xanathar's Guide to Everything p. 138 + + + Orb of Dragonkind + Wondrous item + W + 1 + 3 + + Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. +As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. +Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. +An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. +While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. +While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat name on Krynn), or something else the DM decides. +Random Properties: An Orb of Dragon kind has the following random properties: +• 2 minor beneficial properties +• 1 minor detrimental property +• 1 major detrimental property +Spells: The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. +Call Dragons: While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. +Destroying an Orb: An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. +Source: Dungeon Master's Guide p. 225 + 1d4+3 + + + Orb of Gonging + Wondrous item + W + 1 + 5 + + This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet. +Source: Waterdeep: Dungeon of the Mad Mage p. 174 + + + Orb of the Stein Rune + Wondrous item + W + 1 + 3 + + This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person. +Indomitable Stand: As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. +Stone Soul: You can't be petrified. +Earthen Step: You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. +Gift of Stone: You can transfer the orb's magic to a nonmagical item—a shield or a pair of boots—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: +• Shield.: The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. +• Boots.: The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone. +Source: Storm King's Thunder p. 235 + + + Orb of the Stein Rune + + MR + + + This spherical chunk of granite is about the size of a human fist. The stein rune—the rune of stone—appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease. +Indomitable Stand (Simple Property): As an action, you scribe the stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a DC 12 Strength saving throw or have its movement immediately end. +Stone Soul (Simple Property): While you are attuned to this rune, you cannot be petrified. +Stone's Secrets (Simple Property): As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used. +Crushing Brand (Complex Property): Over the course of a short rest, you inscribe this rune using dirt or crushed stone onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon's damage die or dice, the target of your attack is knocked prone if it is a creature. +In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. +These effects last for 24 hours or until you use this property again. +Earthen Step (Complex Property): While you are attuned to this rune, you can cast meld into stone as a bonus action. You regain this ability after a short or long rest. +Overwhelming Bolt (Complex Property): As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone. +Source: Unearthed Arcana: Prestige Classes Run Magic p. 5 + 2d8 + 1d8 + + + Orb of the Veil + Wondrous item, Cursed item + W + 1 + 3 + + This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits: +• Your Wisdom score increases by 2, as does your maximum for that score. +• You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet. +• You have advantage on Wisdom checks to find hidden doors and paths. +Curse: The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved. +Source: Explorer's Guide to Wildemount p. 268 + + + Orb of Time + Wondrous item, minor + W + 1 + 3 + + While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. +Source: Xanathar's Guide to Everything p. 138 + + + Orc Stone + Wondrous item + W + 1 + + + I saved the life of an orc, who gave me a stone with the symbol of the Many-Arrows tribe (a humanoid skull pierced by three arrows) carved into it. The stone is an uncommon magic item that requires attunement, and only I can attune to it. +As an action, I can use the stone to summon the spirit of an orc warrior, which appears within 30 feet of me. The spirit uses the orc war chief stat block in the Monster Manual and disappears after 10 minutes or when reduced to 0 hit points. The spirit understands any language I speak and obeys my commands. +After the stone is used three times, it turns to dust. (See Appendix B of Icewind Dale: Rime of the Frostmaiden) +Source: Icewind Dale: Rime of the Frostmaiden p. 264 + + + Orcsplitter + Melee Weapon + M + 7 + H,2H + 1d12 + S + A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two. +You gain the following benefits while holding this magic weapon: +• You gain a +2 bonus to attack and damage rolls made with it. +• When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points. +• You can't be surprised by orc while you're not incapacitated. You are also aware when orc are within 120 feet of you and aren't behind total cover, although you don't know their location. +• You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated. +Sentience: Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse. +Personality: Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orc in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves—giants, goblins, and, most of all, orc—and silently urges its possessor to meet such creatures in battle. +Source: Princes of the Apocalypse p. 224 + + + Order of the Silver Dragon +2 Shield + major, Shield + S + 6 + + 2 + While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. +The shield is emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see Curse of Strahd, chapter 7). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. +A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. +Source: Curse of Strahd p. 68 + + + Orrery of the Wanderer + Wondrous item + W + 1 + + + This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent. +The Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm. +To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery's instinct for survival is strong, and its components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again—and moving closer to each other all the time. +Random Properties. The orrery has the following randomly determined properties: +• 2 minor beneficial properties +• 1 major beneficial property +• 1 major detrimental properties +The random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing. +The Sum of Its Parts: Each of the six components that powers the Orrery of the Wanderer is a powerful magic relic in its own right: +• The chronolometer +• The dimensional loop +• The far gear +• The rotor of return +• The timepiece of travel +• The wheel of stars +Creatures can attune to the orrery's components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn't count against the number of magic items you can normally attune to. +While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Future Echoes: With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC. +Into the Void: With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms. +Master of Travel: While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn. +Source: Acquisitions Incorporated p. 220 + 1d4+4 + + + Orzhov Guild Signet + + RG + + + This ring, adorned with the symbol of Orzhov, allows you to cast command. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Orzhov's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Orzhov Keyrune + Wondrous item + W + 1 + + + This keyrune is carved from white marble with veins of black. The end is shaped like a thrull's head, with a gold faceplate affixed. On command, the keyrune transforms into a winged thrull for up to 2 hours. If you don't come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a winged thrull. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 178 + + + Oversized Longbow + Ranged Weapon + R + 2 + A,H,2H + 2d6 + P + 150/600 + This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 + the wielder's Strength modifier. +Source: Waterdeep: Dragon Heist p. 201 + 2d6 + + + Ox + Trade Good + G + + 15.0 + + Source: Player's Handbook p. 157 + + + Pack Saddle + Tack and Harness + G + 15 + 5.0 + + Source: Player's Handbook p. 157 + + + Painted gold child's sarcophagus + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Painted gold war mask + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Painter's Supplies + Artisan Tools + G + 5 + 10.0 + + Source: Player's Handbook p. 154 + + + Pair of engraved bone dice + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Pair of engraved bone dice (Brazen Coalition) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Pale Tincture + Adventuring Gear, Poison + G + + 250.0 + + A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. +Source: Dungeon Master's Guide p. 258 + 1d6 + + + Pan Flute + Instrument + G + 2 + 12.0 + + Source: Player's Handbook p. 154 + + + Paper (one sheet) + Adventuring Gear + G + + 0.2 + + Source: Player's Handbook p. 150 + + + Paper Bird + Wondrous item + W + 1 + + + After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight. +The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (−5) in all other abilities, and it is immune to poison and psychic damage. +It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash. +Paper birds usually come in small, flat boxes containing 1d6 + 3 sheets of the parchment. +Source: Waterdeep: Dragon Heist p. 191, Infernal Machine Rebuild p. 94 + 1d6+3 + + + Parchment (one sheet) + Adventuring Gear + G + + 0.1 + + Source: Player's Handbook p. 150 + + + Pariah's Shield + Shield + S + 6 + + 2 + Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face. +You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. +When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force. +Source: Guildmasters' Guide to Ravnica p. 180 + + + Pathfinder's Greataxe + Melee Weapon + M + 7 + H,2H + 1d12 + S + When you wield this +1 greataxe, you always know the way to the nearest passage leading from underground toward the surface, as well as the approximate depth the axe is underground. +Source: Princes of the Apocalypse p. 175 + + + Pearl + + $ + + 100.0 + + An opaque lustrous white, yellow, or pink gemstone. +Source: Dungeon Master's Guide p. 134 + + + Pearl of Power + Wondrous item, major + W + 1 + + + While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 184 + + + Pearl of Undead Detection + Other + G + + 500.0 + + This black pearl glows faintly when undead are within 120 feet of it. +Source: Waterdeep: Dungeon of the Mad Mage p. 76 + + + Pennant of the Vind Rune + Wondrous item + W + 1 + + + This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it's on your person. +Wind Step: As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. +Comforting Wind: You can't suffocate. +Winds Grasp: As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can't use it again until you finish a short or long rest. +Wind Walker: While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. +Gift of Wind: You can transfer the pennant's magic to a nonmagical item—a suit of armor, a pair of boots, or a cloak—by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: +• Armor.: The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so. +• Boots/Cloak.: The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest. +Source: Storm King's Thunder p. 235 + + + Pennant of the Vind Rune + + MR + + + This five-foot-long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The vind rune—the rune of wind—flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment. +Comforting Wind (Simple Property): While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects. +Wind Step (Simple Property): As an action, you scribe the vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall. +Wind's Grasp (Simple Property): As a reaction when you fall, you can scribe this rune in the air around you to take no damage from the fall. +Howling Brand (Complex Property): Over the course of a short rest, you inscribe this rune in the air above one ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon's attacks do not suffer disadvantage due to range. +In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. +These effects last for 24 hours or until you use this property again. +Shrieking Bolt (Complex Property): As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC 12 + the spell slot's level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you. +Wind Walker (Complex Property): While you are attuned to this rune, you can cast levitate as a bonus action. You regain this ability after a short or long rest. +Source: Unearthed Arcana: Prestige Classes Run Magic p. 5 + 2d8 + 1d8 + + + Pepper + Trade Good + G + 1 + 2.0 + + Source: Player's Handbook p. 157 + + + Peregrine Mask + Wondrous item + W + 1 + + + While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls. +Source: Guildmasters' Guide to Ravnica p. 180 + + + Perfume (vial) + Adventuring Gear + G + + 5.0 + + Source: Player's Handbook p. 150 + + + Perfume of Bewitching + Wondrous item, minor + W + 1 + + + This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic. +Source: Xanathar's Guide to Everything p. 138 + + + Periapt of Health + Wondrous item, minor + W + 1 + 1 + + You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 184 + + + Periapt of Proof against Poison + Wondrous item, major + W + 1 + 1 + + This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 184 + + + Periapt of Wound Closure + Wondrous item, major + W + 1 + 1 + + While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 184 + + + Peridot + + $ + + 500.0 + + A transparent rich olive green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Petrified Grung Egg + Other + G + + + While this egg is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the egg, it can't be used again until the next dawn. +Additionally, while you are attuned to the egg, you gain resistance to poison damage. +The egg turns to dust and is destroyed if it leaves the Tomb of the Nine Gods. +Source: Tomb of Annihilation p. 144 + + + Pewter mug with green spinels (Brazen Coalition) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Philter of Love + minor + P + + + The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 184 + + + Piercer + Melee Weapon + M + 2 + F,L + 1d6 + P + You have a +1 bonus to attack and damage rolls made with this magic weapon. +A character attuned to the sword regains the maximum possible number of hit points from expended Hit Dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid exhaustion (see "The Environment" in chapter 8 of the Player's Handbook.) +Source: Acquisitions Incorporated p. 121 + + + Pig + Trade Good + G + + 3.0 + + Source: Player's Handbook p. 157 + + + Pipe of Remembrance + Wondrous item + W + 1 + + + This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn. +Source: Ghosts of Saltmarsh p. 229 + + + Pipe of Smoke Monsters + Wondrous item, minor + W + 1 + + + While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. +Source: Xanathar's Guide to Everything p. 138 + + + Pipes of Haunting + Wondrous item, major, Instrument + G + 1 + 2 + + You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 185 + 1d3 + + + Pipes of the Sewers + Wondrous item, major, Instrument + G + 1 + 2 + + You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. +The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rat with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. +Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 185 + 1d3 + + + Pitcher + Adventuring Gear + G + 4 + 0.02 + + A pitcher holds 1 gallon of liquid. +Source: Player's Handbook p. 153 + + + Piton + Adventuring Gear + G + 0.25 + 0.05 + + Source: Player's Handbook p. 150 + + + Piwafwi (Cloak of Elvenkind) + Wondrous item + W + 1 + + + This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It loses its magic if exposed to sunlight for 1 hour without interruption. +While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. +Source: Out of the Abyss p. 222 + + + Piwafwi of Fire Resistance + Wondrous item + W + 1 + + + This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption. +While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. +Source: Out of the Abyss p. 222 + + + Pixie Dust + Other + G + + + A pinch of this dust can substitute for the material components of any enchantment spell of 3rd level or lower. If a pinch of pixie dust is sprinkled on a creature, roll percentile dice and consult the Pixie Dust table to determine the effect. +Pixie Dust +d100 | Magical Effect +01-70 | The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes. +71-80 | The creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action. +81-90 | The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell. +91-00 | The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell. +Source: Storm King's Thunder p. 35 + + + Plate Armor of Etherealness + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which lasts for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 185 + + + Platinum + Trade Good + G + 1 + 500.0 + + Source: Player's Handbook p. 157 + + + Platinum (pp) + + $ + 0.02 + 10.0 + + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). +With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. +One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. +One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. +In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. +A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. +Source: Player's Handbook p. 143 + + + Platinum 10-Zino Coin + + $ + + 10.0 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Platinum 100-Zino Coin + + $ + + 100.0 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Platinum bracelet set with a sapphire + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Platinum headdress with topaz sun symbol (Sun Empire) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Platinum ring with yellow sapphire (Sun Empire) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Platinum staff topped with amber (Sun Empire) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Playing Card Set + Gaming Set + G + + 0.5 + + Source: Player's Handbook p. 154 + + + Poisoner's Kit + Tools + G + 2 + 50.0 + + A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. +Additionally, the Crafting and Harvesting Poison rules require the use of a poisoner's kit. +Source: Player's Handbook p. 154 + + + Pole (10-foot) + Adventuring Gear + G + 7 + 0.05 + + Source: Player's Handbook p. 150 + + + Pole of Angling + Wondrous item, minor + W + 1 + + + While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. +Source: Xanathar's Guide to Everything p. 138 + + + Pole of Collapsing + Wondrous item, minor + W + 1 + + + While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. +Source: Xanathar's Guide to Everything p. 138 + + + Pony + Mount + G + + 30.0 + + Source: Player's Handbook p. 157 + + + Portable Hole + Wondrous item, minor + W + 1 + + + This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. +You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. +You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. +If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. +Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 185 + + + Portable Ram + Adventuring Gear + G + 35 + 4.0 + + You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. +Source: Player's Handbook p. 153 + + + Portfolio Keeper + Wondrous item + W + 1 + + + At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The portfolio keeper holds and organizes notes, brochures, and business cards bearing your contact information. It also has an inexhaustible supply of brochures related to your franchise's current branding scheme. +When you meet someone for the first time, their details and a rough sketch are magically stored on a small parchment card in the portfolio keeper. You can access the details of any such stored card as a bonus action. +Cards of Sending: At rank 3, the power of your portfolio keeper becomes more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your sending stone as if they had cast a sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time. +You can also use your sending stone to cast sending and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later. +Charming Introduction: Also at rank 4, you are able to make a focused effort to keep a potential customer's attention. When you provide a humanoid with a business card from your portfolio keeper, you can cast charm person on them (save DC 15). The spell ends prematurely if the character loses the business card. +Source: Acquisitions Incorporated p. 33 + + + Pot of Awakening + Wondrous item, minor + W + 1 + + + If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. +The awakened shrub is friendly toward you. Absent commands from you, it does nothing. +Source: Xanathar's Guide to Everything p. 138, Infernal Machine Rebuild p. 95 + + + Potion of Acid Resistance + minor + P + + + When you drink this potion, you gain resistance to acid damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Animal Friendship + minor + P + + + When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 187 + + + Potion of Aqueous Form + + P + + + When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die. +You're under the following effects while in this form: +• Liquid Movement.: You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter. +• Watery Resilience.: You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws. +• Limitations.: You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor. +Source: Mythic Odysseys of Theros p. 197 + + + Potion of Clairvoyance + minor + P + + + When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + + + Potion of Climbing + minor + P + + + When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. +Found On: Magic Item Table A +Source: Dungeon Master's Guide p. 187 + + + Potion of Cloud Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 187 + + + Potion of Cold Resistance + minor + P + + + When you drink this potion, you gain resistance to cold damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Comprehension + + P + + + When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it. +Source: Waterdeep: Dungeon of the Mad Mage p. 62 + + + Potion of Diminution + minor + P + + + When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + 1d4 + + + Potion of Fire Breath + minor + P + + + After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 187 + 4d6 + + + Potion of Fire Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + + + Potion of Fire Resistance + minor + P + + + When you drink this potion, you gain resistance to fire damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Flying + minor + P + + + When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 187 + + + Potion of Force Resistance + minor + P + + + When you drink this potion, you gain resistance to force damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Frost Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + + + Potion of Gaseous Form + minor + P + + + When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + + + Potion of Giant Size + + P + + + When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet. +Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands. +When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed. +Source: Storm King's Thunder p. 236 + 3d8 + 1d8 + 3d10 + 1d10 + + + Potion of Greater Healing + minor + P + + + You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. +Found On: Magic Item Table A, Magic Item Table B +Source: Dungeon Master's Guide p. 187 + 4d4+4 + + + Potion of Growth + minor + P + + + When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 187 + 1d4 + + + Potion of Healing + minor + P + 0.5 + 50.0 + + You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. +Found On: Magic Item Table A +Source: Dungeon Master's Guide p. 187 + 2d4+2 + + + Potion of Heroism + minor + P + + + For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 188 + + + Potion of Hill Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 187 + + + Potion of Invisibility + minor + P + + + This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 188 + + + Potion of Invulnerability + minor + P + + + For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 188 + + + Potion of Lightning Resistance + minor + P + + + When you drink this potion, you gain resistance to lightning damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Longevity + minor + P + + + When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 188 + 1d6+6 + 1d6+6 + + + Potion of Maximum Power + + P + + + The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. +This glowing purple liquid smells of sugar and plum, but it has a muddy taste. +Source: Explorer's Guide to Wildemount p. 268 + + + Potion of Mind Control (beast) + + P + + + When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. +A potion of mind control produces the effect of a dominate beast spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. +Source: Tales from the Yawning Portal p. 229 + + + Potion of Mind Control (humanoid) + + P + + + When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. +A potion of mind control produces the effect of a dominate person spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. +Source: Tales from the Yawning Portal p. 229 + + + Potion of Mind Control (monster) + + P + + + When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. +A potion of mind control produces the effect of a dominate monster spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. +Source: Tales from the Yawning Portal p. 229 + + + Potion of Mind Reading + minor + P + + + When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 188 + + + Potion of Necrotic Resistance + minor + P + + + When you drink this potion, you gain resistance to necrotic damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Poison + minor + P + + + This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. +If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 188 + 3d6 + 1d6 + + + Potion of Poison Resistance + minor + P + + + When you drink this potion, you gain resistance to poison damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Possibility + + P + + + When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used. +When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled. +If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll. +While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source. +Source: Explorer's Guide to Wildemount p. 268 + + + Potion of Psychic Resistance + minor + P + + + When you drink this potion, you gain resistance to psychic damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Radiant Resistance + minor + P + + + When you drink this potion, you gain resistance to radiant damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Speed + minor + P + + + When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirl on its own. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 188 + + + Potion of Stone Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + + + Potion of Storm Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant. +Found On: Magic Item Table E +Source: Dungeon Master's Guide p. 187 + + + Potion of Superior Healing + minor + P + + + You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + 8d4+8 + + + Potion of Supreme Healing + minor + P + + + You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. +Found On: Magic Item Table D, Magic Item Table E +Source: Dungeon Master's Guide p. 187 + 10d4+20 + + + Potion of Thunder Resistance + minor + P + + + When you drink this potion, you gain resistance to thunder damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Vitality + minor + P + + + When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 188 + + + Potion of Watchful Rest + + P + + + When you drink this potion, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves. +Source: Waterdeep: Dungeon of the Mad Mage p. 62 + + + Potion of Water Breathing + minor + P + + + You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 188 + + + Potter's Tools + Artisan Tools + G + 3 + 10.0 + + Source: Player's Handbook p. 154 + + + Pouch + Adventuring Gear + G + 1 + 0.5 + + A cloth or leather pouch can hold up to 20 sling bullet or 50 blowgun needle, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear. +Source: Player's Handbook p. 153 + + + Powered Armor + Heavy Armor + HA + 65 + + 18 + Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a heavily muscled warrior, and its great helm is unusual in that it has no openings—only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large metal bosses adorn the armor in seemingly random fashion. On the back of the armor's left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal. +While wearing this armor, you gain the following benefits: +• You have a +1 bonus to AC. +• Your Strength score is 18 (this has no effect if your Strength is already 18 or higher). +• You have advantage on death saving throws. +The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits: +• Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points). +• Activate boosters to gain a flying speed of 15 feet for 1 minute (1 charge or 5 hit points). +• Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. 2d6 radiant damage (1 charge or 5 hit points). +• Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points). +• Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points). +• Gain darkvision to a range of 60 feet for up to 1 hour (1 charge or 5 hit points). +The armor can accept only one energy cell at a time. It is found with one energy cell attached, containing 2d10 charges. +Powered Armor Options: Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish's legendary powered armor. +Source: Lost Laboratory of Kwalish p. 56 + 2d6+5 + 2d6 + 2d10 + + + Pressure Capsule + Wondrous item + W + 1 + + + This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see "Unusual Environments" in chapter 5 of the Dungeon Master's Guide). +Source: Ghosts of Saltmarsh p. 229 + + + Pride Silk + Adventuring Gear + G + 1 + 100.0 + + The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk. +Source: Explorer's Guide to Wildemount p. 103 + + + Pride Silk Outfit + Adventuring Gear + G + 4 + 500.0 + + An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren't wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it. +Source: Explorer's Guide to Wildemount p. 103 + + + Priest's Pack + Adventuring Gear + G + 24 + 19.0 + + Includes: +• a backpack +• a blanket +• 10 candle +• a tinderbox +• an alms box +• 2 blocks of incense +• a censer +• vestments +• 2 days of Rations (1 day) +• a waterskin. +Source: Player's Handbook p. 151 + + + Professor Orb + Wondrous item + W + 1 + 5 + + Each professor orb takes the form of a smooth, solid, 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light deep inside the sphere. +A Professor Orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the "Sentient Magic Items" section in chapter 7 of the Dungeon Master's Guide. Regardless of its disposition, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and can see and hear normally out to a range of 60 feet. Unlike most sentient items, the orb has no will of its own and can't initiate a conflict with the creature in possession of it. +A Professor Orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier). +In addition to the knowledge it possesses, a professor orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence. +Source: Waterdeep: Dungeon of the Mad Mage p. 284 + 3d6 + + + Professor Skant + Wondrous item + W + 1 + + + The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise: +• The history of Netheril (see the "Fate of Netheril" sidebar) +• Vampirism and the traits of vampires +• Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits) +• The tarrasque (see the Monster Manual) +Source: Icewind Dale: Rime of the Frostmaiden p. 315 + + + Propeller Helm + Wondrous item + W + 1 + + + While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical. +Source: Waterdeep: Dungeon of the Mad Mage p. 251 + + + Prosthetic Limb + Wondrous item + W + 1 + + + This artificial limb replaces a hand, arm, foot, leg, or similar appendage that was lost or removed. While the prosthetic is attached and attuned to you, it functions identically to the body part it is replacing. You can detach or reattach it as an action, and it can't be removed by anyone else. +If you have multiple prosthetic limbs, they count as a single magic item with regard to the number of magic items you can attune to. +Source: Eberron: Rising from the Last War p. 278, Explorer's Guide to Wildemount + + + Psi Crystal + Wondrous item + W + 1 + + + This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. +The crystal also glows with a purplish inner light while you are attuned to it. +The higher your intelligence, the greater the light's intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). +Psi Crystal Properties +Intelligence Score | Range of Telepathy | Light Intensity +3-7 | 15 feet | Dim light out to a range of 5 feet +8-11 | 30 feet | Bright light in a 5-foot radius and dim light for an additional 5 feet +12-15 | 60 feet | Bright light in a 10-foot radius and dim light for an additional 10 feet +16 or higher | 120 feet | Bright light in a 15-foot radius and dim light for an additional 15 feet +Source: Icewind Dale: Rime of the Frostmaiden p. 315 + + + Purple Worm Poison + Adventuring Gear, Poison + G + + 2000.0 + + This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. +Source: Dungeon Master's Guide p. 258 + 12d6 + + + Pyroconverger + Wondrous item + W + 1 + + + A Pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it. +As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. +Each time you use the Pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take 4d6 fire damage, and you can't use the Pyroconverger again until you finish a long rest. +Source: Guildmasters' Guide to Ravnica p. 180 + 4d6 + + + Pyxis of Pandemonium + Wondrous item, Cursed item + W + 1 + + + A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long rest. The creature can't gain these benefits again until it finishes a long rest. +If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later. +Curse: Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the vessel for 1 hour. The charmed creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel's whispers for 24 hours. +d8 | Calamity +1 | Androphagia. Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for 1 minute. The berserk creature must begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the effect on itself on a success. +2 | Bile Blight. The vessel casts the harm spell on each creature within 30 feet of it. +3 | Flood. The vessel casts the tsunami spell at a point of the DM's choice within 120 feet of it. +4 | Medusa's Gaze. The vessel casts the flesh to stone spell on each creature within 30 feet of it. +5 | Labyrinth. The vessel casts the maze spell on each creature within 30 feet of it. +6 | Nightmare. Tendrils of shadow seep from the vessel and form into 1d4 shadow demon (see the Monster Manual for their stat block), which appear in unoccupied spaces within 30 feet of it and are hostile. +7 | Swarming Insects. The vessel casts the insect plague spell, centered on itself and with a radius of 30 feet. +8 | Unbridled Revel. The vessel casts the Otto's irresistible dance spell on each creature within 30 feet of it. +Source: Mythic Odysseys of Theros p. 197 + 1d4 + + + Quaal's Feather Token, Anchor + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Anchor: You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Bird + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Bird: You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Fan + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Fan: If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Swan Boat + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Swan Boat: You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Tree + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Tree: You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Whip + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Whip: You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. +As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. +Source: Dungeon Master's Guide p. 188 + 1d6+5 + + + Quartz + + $ + + 50.0 + + A transparent white, smoky gray, or yellow gemstone. +Source: Dungeon Master's Guide p. 134 + + + Quiver + Adventuring Gear + G + 1 + 1.0 + + A quiver can hold up to 20 arrow. +Source: Player's Handbook p. 153 + + + Quiver of Ehlonna + Wondrous item, major + W + 1 + 2 + + Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrow, crossbow bolt, or similar objects. The midsize compartment holds up to eighteen javelin or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaff, or spear. +You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 189 + + + Rain Catcher + Adventuring Gear + G + 5 + 1.0 + + A rain catcher is a simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of rainfall and hold up to 8 gallons. The tarp and wooden frame fold up for easy transport. +Source: Tomb of Annihilation p. 32 + + + Rakdos Guild Signet + + RG + + + This ring, adorned with the symbol of Rakdos, allows you to cast hellish rebuke. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Rakdos' recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Rakdos Keyrune + Wondrous item + W + 1 + + + This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a cackler for up to 1 hour. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a cackler. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 178 + + + Rakdos Riteknife + Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature's soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls. +For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls. +The dagger has the following additional properties. +Siphon Vitality: As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released. +Annihilation: If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can't use this property again until you finish a long rest. +Source: Guildmasters' Guide to Ravnica p. 180 + 1d4 + 1d10 + + + Rations (1 day) + Adventuring Gear + G + 2 + 0.5 + + Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. +Source: Player's Handbook p. 153 + + + Red Dragon Mask + Wondrous item + W + 1 + + + This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. +Damage Absorption: You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. +Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. +Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. +Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. +Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Red Dragons. +Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. +Dragon Fire: If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. +Source: The Rise of Tiamat Online Supplement p. 4 + 1d6 + + + Red Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Reincarnation Dust + Wondrous item + W + 1 + + + When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains. +Source: Explorer's Guide to Wildemount p. 268 + + + Reliquary + Spellcasting Focus + G + 2 + 5.0 + + A holy symbol is a representation of a god or pantheon. +A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. +Source: Player's Handbook p. 151 + + + Reszur + Melee Weapon + M + 1 + 2.0 + F,L,T + 1d4+1 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon, which doesn't make noise when it hits or cuts something. +The name "Reszur" is graven on the dagger's pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again. +Source: Princes of the Apocalypse p. 157 + + + Rhodochrosite + + $ + + 10.0 + + An opaque light pink gemstone. +Source: Dungeon Master's Guide p. 134 + + + Riding Horse + Mount + G + + 75.0 + + Source: Player's Handbook p. 157 + + + Riding Saddle + Tack and Harness + G + 25 + 10.0 + + Source: Player's Handbook p. 157 + + + Ring of Acid Resistance + major + RG + + + You have resistance to acid damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Air Elemental Command + major + RG + + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air. +The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. +You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. +If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: +• You have resistance to lightning damage. +• You have a flying speed equal to your walking speed and can hover. +• You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge). +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Animal Influence + major + RG + + + This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: +• Animal friendship (save DC 13) +• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower +• Speak with animals +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 189 + 1d3 + + + Ring of Cold Resistance + major + RG + + + You have resistance to cold damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Djinni Summoning + major + RG + + + While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. +While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. +After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 190 + + + Ring of Earth Elemental Command + major + RG + + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth. +The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. +You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. +If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: +• You have resistance to acid damage. +• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. +• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Evasion + major + RG + + + This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 191 + 1d3 + + + Ring of Feather Falling + major + RG + + + When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 191 + + + Ring of Fire Elemental Command + major + RG + + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire. +The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. +You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. +If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: +• You are immune to fire damage. +• You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Fire Resistance + major + RG + + + You have resistance to fire damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Force Resistance + major + RG + + + You have resistance to force damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Free Action + major + RG + + + While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 191 + + + Ring of Invisibility + major + RG + + + While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 191 + + + Ring of Jumping + major + RG + + + While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 191 + + + Ring of Lightning Resistance + major + RG + + + You have resistance to lightning damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Mind Shielding + major + RG + + + While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. +You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. +If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 191 + + + Ring of Necrotic Resistance + major + RG + + + You have resistance to necrotic damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Obscuring + + RG + + + This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required). +Source: Explorer's Guide to Wildemount p. 269 + 1d3 + + + Ring of Poison Resistance + major + RG + + + You have resistance to poison damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Protection + major + RG + + + You gain a +1 bonus to AC and saving throws while wearing this ring. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 191 + + + Ring of Psychic Resistance + major + RG + + + You have resistance to psychic damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Radiant Resistance + major + RG + + + You have resistance to radiant damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Regeneration + major + RG + + + While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 191 + 1d6 + 1d6+1 + + + Ring of Shooting Stars + major + RG + + + While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. +The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. +Faerie Fire: You can expend 1 charge as an action to cast faerie fire from the ring. +Ball Lightning: You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. +Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. +As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12) +Shooting Stars: You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 192 + 1d6 + 2d4 + 2d6 + 5d4 + 4d12 + + + Ring of Spell Storing + major + RG + + + This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. +Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. +While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 192 + 1d6-1 + + + Ring of Spell Turning + major + RG + + + While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 193 + + + Ring of Swimming + minor + RG + + + You have a swimming speed of 40 feet while wearing this ring. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 193 + + + Ring of Telekinesis + major + RG + + + While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 193 + + + Ring of Temporal Salvation + + RG + + + If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed. +Source: Explorer's Guide to Wildemount p. 269 + 3d6 + + + Ring of the Ram + major + RG + + + This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. +Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 193 + 1d3 + 2d10 + + + Ring of Three Wishes + major + RG + + + While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 193 + + + Ring of Thunder Resistance + major + RG + + + You have resistance to thunder damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Truth Telling + + RG + + + While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. +Source: Waterdeep: Dragon Heist p. 192 + + + Ring of Warmth + major + RG + + + While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 193 + + + Ring of Water Elemental Command + major + RG + + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Water and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water. +The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. +You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. +If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: +• You can breathe underwater and have a swimming speed equal to your walking speed. +• You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges). +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Water Walking + major + RG + + + While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 193 + + + Ring of Winter + + RG + 1 + + Artus Cimber has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can't melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to this ring. +The Ring of Winter is sentient and tries to take control of any creature that wears it (see "Sentient Magic Items" chapter 7 of the Dungeon Master's Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring the wearer's doom. +Sentience: The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others. +Nondetection: The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors. +Frozen Time: As long as you wear the ring, you don't age naturally. This effect is similar to suspended animation, in that your age doesn't catch up to you once the ring is removed. The ring doesn't protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost. +Cold Immunity: While attuned to and wearing the ring, you have immunity to cold damage and don't suffer any ill effects from extreme cold (see chapter 5 of the Dungeon's Master Guide). +Magic: The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties: +• You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. +• You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges). +• You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary. +Other Properties: The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can't break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as the mighty ice primordial named Cryonax. +Destroying the Ring: The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever. +Source: Tomb of Annihilation p. 207 + 1d10 + + + Ring of X-ray Vision + major + RG + + + While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. +Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 193 + + + Rings of Shared Suffering + + RG + + + These rings come in linked pairs. If you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn't limited by range. A creature cannot be attuned to more than one ring of shared suffering. +Source: Wayfinder's Guide to Eberron p. 117 + + + Robe of Eyes + Wondrous item, major + W + 1 + + + This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: +• The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. +• You have darkvision out to a range of 120 feet. +• You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. +The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. +A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 193 + + + Robe of Scintillating Colors + Wondrous item, major + W + 1 + + + This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 194 + 1d3 + + + Robe of Serpents + Wondrous item + W + 1 + + + A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored. +As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment. +Source: Storm King's Thunder p. 236 + 1d4+3 + + + Robe of Stars + Wondrous item, major + W + 1 + + + This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. +Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. +While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 194 + 1d6 + + + Robe of Summer + Wondrous item + W + 1 + 1 + + This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes. +Source: Tales from the Yawning Portal p. 229 + + + Robe of the Archmagi + Wondrous item, major + W + 1 + + + This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. +You gain these benefits while wearing the robe: +• If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. +• You have advantage on saving throws against spell and other magical effects. +• Your spell save DC and spell attack bonus each increase by 2. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 194 + + + Robe of Useful Items + Wondrous item, minor + W + 1 + + + This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. +The robe has two of each of the following patches: +• Dagger +• Bullseye lantern (filled and lit) +• Steel mirror +• 10-foot pole +• Hempen rope (50 feet, coiled) +• Sack +In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. +d100 | Patch +01-08 | Bag of 100 gp +09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp +16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself +23-30 | 10 gems worth 100 gp each +31-44 | Wooden ladder (24 feet long) +45-51 | A riding horse with saddle bags +52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you +60-68 | 4 potion of healing +69-75 | Rowboat (12 feet long) +76-83 | Spell scroll containing one spell of 1st to 3rd level +84-90 | 2 mastiff +91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach +97-00 | Portable ram +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 195 + 4d4 + + + Robes + Adventuring Gear + G + 4 + 1.0 + + Source: Player's Handbook p. 150 + + + Rod of Absorption + major + RD + 2 + + While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. +When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. +If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. +A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 195 + 1d10 + + + Rod of Alertness + major + RD + 2 + + This rod has a flanged head and the following properties. +Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. +Spells: While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. +Protective Aura: As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. +The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 196 + + + Rod of Lordly Might + major + RD + 2 + + This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. +Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. +If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword). +If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. +If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to attack and damage rolls made with it. +If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. +If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. +If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. +Drain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. +Paralyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. +Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 196 + 4d6 + + + Rod of Resurrection + major + RD + 2 + + The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). +The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 197 + + + Rod of Retribution + + RD + 2 + + This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn. +When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. +Source: Explorer's Guide to Wildemount p. 269 + 2d10 + + + Rod of Rulership + major + RD + 2 + + You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 197 + + + Rod of Security + major + RD + 2 + + While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. +For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). +When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 197 + + + Rod of the Vonindod + + RD + 2 + + The fire giant Duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant hand. The rod has two prongs at one end and a molded handle grip on the opposite end. +The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles. +Source: Storm King's Thunder p. 236 + 1d6+4 + + + Rope of Climbing + Wondrous item, minor + W + 1 + 3 + + This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. +If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. +The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 197 + + + Rope of Entanglement + Wondrous item, major + W + 1 + 3 + + This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. +You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. +The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 197 + + + Rope of Mending + Wondrous item, minor + W + 1 + + + You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. +Source: Xanathar's Guide to Everything p. 138 + + + Rotor of Return + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within the previous 30 days. +Borrow Object: You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, "Equipment," of the Player's Handbook, or any similar item selected with the DM's permission. The summoned item is transported to you from somewhere else in the world, but it is generic in nature, so that you might call for a longsword but you cannot borrow a specific creature's longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the rotor of return, it cannot be used again until the next dawn. +Recall Code: As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to teleport to the rotor's point of return as long as you are within 500 feet of that point. Once you use the rotor of return to teleport, this feature cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 221 + + + Rowboat + Vehicle (water) + G + 100 + 50.0 + + Keelboats and rowboats are used on lakes and rivers, If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. +Source: Dungeon Master's Guide p. 119 + + + Ruby + + $ + + 5000.0 + + A transparent clear red to deep crimson gemstone. +Source: Dungeon Master's Guide p. 134 + + + Ruby of the War Mage + Wondrous item, minor + W + 1 + + + Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. +Source: Xanathar's Guide to Everything p. 138 + + + Ruin's Wake + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh. +Sentience: Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc. +Personality: A slaughter-loving balor named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence. +Dormant: The spear grants the following benefits in its dormant state: +• You can speak, read, and write Abyssal and Orc. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand. +• As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin's Wake with advantage against the attacker. You can't use this property again until you finish a short or long rest. +Awakened: When the spear reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8. +• When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin's Wake then returns to your hand. This property can't be used again until the next dawn. +Exalted: When the spear reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can't be used again until the next dawn. +• When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can't be used again until the next dawn. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 277 + 1d8 + 2d8 + 8d6 + + + Ruinblade + Cursed item, Melee Weapon + M + 6 + H,2H + 2d6 + S + Ruinblade is a unique weapon possessed by Moghadam, the architect of the Tomb of Horrors. A symbol of his authority, Moghadam carries the weapon during the time frame of the adventure to intimidate the tomb's workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to use the weapon as his own phylactery.) +A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay. +You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack deals an extra 1d8 force damage. +In addition, the weapon has the following properties: +Blighted Ruin: You can cast the blight spell from the weapon (DC 15). Once used, this property of the weapon can't be used until the next dawn. +Destructive Ruin: You can cast the disintegrate spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this property of the weapon can't be used until dawn seven days later. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. +The weapon must take direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict arises between you and the weapon at the end of the seventh day. +Sentience: Ruinblade is a sentient lawful evil weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. +The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned to it, Ruinblade also understands every language you know. +Personality: Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively engaged in acts of destruction, but worsens if the blade is left inactive too long. +The weapon's purpose is to ruin and unmake existing objects, so that its owner can rebuild the world from a blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before. +Source: Infernal Machine Rebuild p. 95 + 1d8 + + + Ruinstone + Wondrous item + W + 1 + + + A fiery red crystal the size of a human palm. +Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities here are broad, but in combat it's simplest to allow them the opportunity to "rewind" one action and take it again, or to reroll a failed saving throw (if it can still take actions). +Each use of the artifact has a terrible side effect: someone known to the wielder is also erased from reality. After the villain uses the ruinstone, roll a d20: on a 5-20, one of their allies disintegrates, on an 1-4, one of the player characters disintegrates. +If a creature bound its soul to the ruinstone in the "Thalivar's Beacon" quest, the artifact explodes when used and the creature who is bound to it disintegrates, disappearing from reality and can only be brought back with a wish spell, or similar magic. +Source: Essentials Kit: Divine Contention + + + Ryath Root + Adventuring Gear + G + + 50.0 + + Any creature that ingests a ryath root gains 2d4 temporary hit points. A creature that consumes more than one ryath root in a 24-hour period must succeed on a DC 13 Constitution saving throw or suffer the poisoned condition for 1 hour. +Source: Tomb of Annihilation p. 205 + 2d4 + + + Sack + Adventuring Gear + G + 0.5 + 0.01 + + A sack can hold up to 1 cubic foot or 30 pounds of gear. +Source: Player's Handbook p. 153 + + + Saddle of the Cavalier + Wondrous item, minor + W + 1 + + + While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 199 + + + Saddlebags + Tack and Harness + G + 8 + 4.0 + + Source: Player's Handbook p. 157 + + + Saffron + Trade Good + G + 1 + 15.0 + + Source: Player's Handbook p. 157 + + + Sailing Ship + Vehicle (water) + G + + 10000.0 + + Source: Dungeon Master's Guide p. 119 + + + Saint Markovia's Thighbone + Melee Weapon + M + 4 + + 1d6 + B + Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes. +As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her. +Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one. +Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet. +The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead. +Mace of Disruption. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. +While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. +Source: Curse of Strahd p. 222 + 2d6 + + + Salt + Trade Good + G + 1 + 0.05 + + Source: Player's Handbook p. 157 + + + Sardonyx + + $ + + 50.0 + + An opaque bands of red and white gemstone. +Source: Dungeon Master's Guide p. 134 + + + Scarab of Protection + Wondrous item, major + W + 1 + + + If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: +• You have advantage on saving throws against spells. +• The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 199 + + + Scholar's Pack + Adventuring Gear + G + 10 + 40.0 + + Includes: +• a backpack +• a book of lore +• a Ink (1-ounce bottle) +• an ink pen +• 10 Parchment (one sheet) +• a little bag of sand +• a small knife. +Source: Player's Handbook p. 151 + + + Scimitar of Speed + major, Melee Weapon + M + 3 + F,L + 1d6 + S + You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 199 + + + Scorpion Armor + Cursed item, Heavy Armor + HA + 65 + + 18 + 15 + This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: +• The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't incapacitated. +• The armor doesn't impose disadvantage on your Dexterity (Stealth) checks. +• The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide). +Curse: This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor's curse. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Tomb of Annihilation p. 208 + 10d10+45 + + + Scribe's Pen + Wondrous item + W + 1 + + + You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing. +Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all. +If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days. +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 115 + + + Scroll of Protection from Aberrations + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Beasts + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Celestials + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Elementals + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Fey + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Fiends + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Plants + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Undead + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Tarrasque Summoning + + SC + + + Using an action to read the scroll causes the tarrasque (see the creature's entry in the Monster Manual) to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself. +Source: Icewind Dale: Rime of the Frostmaiden p. 315 + + + Scroll of the Comet + + SC + + + By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted. +The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking 30d10 force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren't being worn or held. +Source: Icewind Dale: Rime of the Frostmaiden p. 315 + 30d10 + + + Sealing Wax + Adventuring Gear + G + + 0.5 + + Source: Player's Handbook p. 150 + + + Seeker Dart + Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + This small dart is decorated with designs like windy spirals that span the length of its shaft. +When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. +When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart. +Source: Princes of the Apocalypse p. 223 + 1d4 + 3d4 + + + Sekolahian Worshiping Statuette + Wondrous item + W + 1 + + + Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour. +Source: Ghosts of Saltmarsh p. 229 + + + Selesnya Guild Signet + + RG + + + This ring, adorned with the symbol of Selesnya, allows you to cast charm person. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Selesnya's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Selesnya Keyrune + Wondrous item + W + 1 + + + Carved from white and green marble in the shape of a wolf's head, this keyrune transforms into a dire wolf. The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can't speak those languages. While it is within 1 mile of you, you can communicate with each other telepathically. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a dire wolf. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 178 + + + Sending Stone + Wondrous item + W + 1 + + + Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence (Arcana) check to establish contact. Once the stone is successfully used, it can't be used again until the next dawn. +Making contact with another secretarian assumes that they are in possession of their own sending stone. +Quirks of Your Sending Stone +d8 | quirk +1 | It's a flip stone. +2 | It gets great reception everywhere except in your headquarters. +3 | It sometimes picks up other magical conversations. +4 | It's the perfect size, shape, and weight to be used as a skipping stone. +5 | It heats up when you use it, to the extent that it once burned through your gloves. +6 | It has an obnoxious ringtone that you can't work out how to change. +7 | It fails to notify you of incoming messages except for a faint pulsating glow. +8 | It's voice activated, so that every time you talk to someone, it tries to send a message to someone else. +Rumor Mill: Also at rank 2, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization's many contacts. +Improved Rumor Mill: At rank 3, when you use your Rumor Mill feature, the DM provides you with a sense of which parts of a particular rumor are inaccurate, if any. You do not necessarily learn the truth behind those false rumors. +Source: Acquisitions Incorporated p. 33 + + + Sending Stones + Wondrous item, minor + W + 1 + + + Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. +Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 199 + + + Sentinel Shield + major, Shield + S + 6 + + 2 + While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 199 + + + Serpent Venom + Adventuring Gear, Poison + G + + 200.0 + + This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. +Source: Dungeon Master's Guide p. 258 + 3d6 + + + Shadowfell Brand Tattoo + Wondrous item + W + 1 + + + This tattoo is dark in color and abstract. While it's on your skin, you have advantage on Dexterity (Stealth) checks. +Shadowy Defense: When you take damage, you can use your reaction to become shadowy and insubstantial for a moment, reducing the damage you take by half. Once used, this reaction can't be used again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 12 + + + Shard + + $ + + 0.1 + + Silver coin, slightly smaller than the nib (1 shard = 10 nib) +Source: Waterdeep: Dragon Heist p. 169 + + + Shard of the Ise Rune + Wondrous item + W + 1 + + + This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person. +Frigid Touch: As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest. +Frost Friend: You have resistance to fire damage. +Icy Mantle: As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. +Winters Howl: As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest. +Gift of Frost: You can transfer the shard's magic to a nonmagical item—a cloak or a pair of boots-by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form: +• Cloak.: The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain. +• Boots.: The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water. +Source: Storm King's Thunder p. 236 + + + Shard of the Kalt Rune + + MR + + + This long, slender shard of ice is roughly the size of a dagger. The kalt rune—the rune of ice—glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally. +Frigid Touch (Simple Property): As an action, you scribe the kalt rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune. +Frost Friend (Simple Property): While you are attuned to this rune, you have resistance to fire damage. +Icy Mantle (Simple Property): As an action, you scribe the kalt rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed. +Freezing Bolt (Complex Property): As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected. +Ice Brand (Complex Property): Over the course of a short rest, you inscribe this rune using water onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage. +In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. +These effects last for 24 hours or until you use this property again. +Winter's Howl (Complex Property): While you are attuned to this rune, you can cast sleet storm as an action. You regain this ability after a short or long rest. +Source: Unearthed Arcana: Prestige Classes Run Magic p. 6 + 2d8 + 1d8 + + + Shatterspike + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon. +Source: Tales from the Yawning Portal p. 229 + + + Shatterstick + Other + G + + + A shatterstick is a nonmagical, 12-inch-long, 4-pound stake made of blue-tinged infernal iron mined on Cania, the eighth layer of the Nine Hells. When embedded in earth or pounded into solid rock, the stake emits a seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 (10d6) bludgeoning damage. +Source: Baldur's Gate: Descent Into Avernus p. 99 + 10d6 + + + Shawm + Instrument + G + 1 + 2.0 + + Source: Player's Handbook p. 154 + + + Shawm + Instrument + G + + + A double-reed instrument similar to an oboe or a bassoon, popular with gnomes, who have developed some bellows-powered versions. +Source: Sword Coast Adventurer's Guide p. 124 + + + Sheep + Trade Good + G + + 2.0 + + Source: Player's Handbook p. 157 + + + Shield Guardian Amulet + Wondrous item + W + 1 + + + The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet. +Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created. +A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components. +A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance. +A humanoid that attunes to this amulet knows the distance and direction of the shield guardian, provided the amulet and the guardian are on the same plane of existence. As an action, the amulet's attuned wearer can try to reactivate the shield guardian, doing so with a successful DC 20 Intelligence (Arcana) check. Reactivation can only be attempted while the amulet and guardian are within 10 feet of each other. +Source: Icewind Dale: Rime of the Frostmaiden p. 149 + + + Shield of Expression + minor, Shield + S + 6 + + 2 + The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression. +Source: Xanathar's Guide to Everything p. 139 + + + Shield of Far Sight + Shield + S + 6 + + 2 + A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield. +If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours. +Source: Volo's Guide to Monsters p. 81 + 2d12 + + + Shield of Missile Attraction + major, Cursed item, Shield + S + 6 + + 2 + While holding this shield, you have resistance to damage from ranged weapon attacks. +Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 200 + + + Shield of the Hidden Lord + Shield + S + 6 + + 2 + The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth's evil has warped the shield's appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways. +While holding this shield, you gain a +2 bonus to AC and resistance to fire damage. +Sentience: The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties: +• The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet. +• The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper. +• The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn. +• Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can't use it again until the next dawn. +Gargauth's Personality: Gargauth desperately seeks freedom but can't escape on its own. The pit fiend won't reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape. +While trapped in the shield, Gargauth carefully steers the shield's current owner toward committing acts of cruelty and domination, hoping to condemn the individual's soul to the Nine Hells. Conflict occurs if the shield's owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it. +Gargauth doesn't know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it's brought to the Nine Hells, for it's convinced that the shield's powers are weaker there. +Freeing Gargauth: Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth's name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible. +Source: Baldur's Gate: Descent Into Avernus p. 225 + + + Shield of the Uven Rune + Shield + S + 6 + + 2 + This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven ("enemy" in Giant) rune that confers great power. +While holding the shield, you benefit from the following properties. +Winter's Friend: You are immune to cold damage. +Deadly Rebuke: Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature. +Bane: You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can't do so again until you finish a short or long rest. +Gift of Vengeance: You can transfer the shield's magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon's creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead. +Source: Waterdeep: Dungeon of the Mad Mage p. 299 + 3d6 + + + Shiftweave + Wondrous item + W + 1 + + + When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties. +Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115 + + + Shovel + Adventuring Gear + G + 5 + 2.0 + + Source: Player's Handbook p. 150 + + + Signal Whistle + Adventuring Gear + G + + 0.05 + + Source: Player's Handbook p. 150 + + + Signet Ring + Adventuring Gear + G + + 5.0 + + Source: Player's Handbook p. 150 + + + Silk (1 sq. yd.) + Trade Good + G + + 10.0 + + Source: Player's Handbook p. 157 + + + Silk robe with gold embroidery + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Silk Rope (50 feet) + Adventuring Gear + G + 5 + 10.0 + + Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. +Source: Player's Handbook p. 153 + + + Silken Spite + martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth. +Sentience: Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon. +Personality: A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense. +Dormant: The rapier grants the following benefits in its dormant state: +• You can speak, read, and write Abyssal, Elvish, and Undercommon. +• You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. +• You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake. +• While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. +Awakened: The rapier grants the following benefits in its awakened state: +• The weapon's bonus to attack and damage rolls increases to +2. +• The saving throw DC for the weapon's poison increases to 15. +• While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): cloudkill, darkness, levitate, or web. Once a spell has been cast using the rapier, that spell can't be cast from the rapier again until the next dawn. +Exalted: The rapier grants the following benefits in its exalted state: +• The weapon's bonus to attack and damage rolls increases to +3. +• The saving throw DC for the weapon's poison and spells cast from the weapon increases to 17. +• Magical darkness doesn't impede your darkvision. +• While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can't be used again until the next dawn. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 277 + + + Silver + Trade Good + G + 1 + 5.0 + + Source: Player's Handbook p. 157 + + + Silver (sp) + + $ + 0.02 + 0.1 + + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). +With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. +One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. +One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. +In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. +A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. +Source: Player's Handbook p. 143 + + + Silver 25-Zib Coin + + $ + + 0.25 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Silver and gold brooch + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Silver chalice set with moonstones + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Silver Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Silver ewer + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Silver headdress with amber and red-coral feathers (Sun Empire) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Silver medallion (Sun Empire) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Silver necklace with a gemstone pendant + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Silver necklace with an amber pendant (Sun Empire) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Silver shoulder piece with amber and garnet (Sun Empire) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Silver Sword + major, Melee Weapon + M + 6 + H,2H + 2d6 + S + You have a +3 bonus to attack and damage rolls made with this magic weapon. On a critical hit against a target in an astral body (as with the astral projection spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. +Source: Mordenkainen's Tome of Foes p. 89 + + + Silver-plated steel longsword with jet set in hilt + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Simic Guild Signet + + RG + + + This ring, adorned with the symbol of Simic, allows you to cast expeditious retreat. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Simic's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Simic Keyrune + Wondrous item + W + 1 + + + This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 178 + + + Sinda berries (10) + Adventuring Gear + G + + 5.0 + + These berries are dark brown and bitter. A full-grown sinda berry bush has 4d6 berries growing on it. A bush plucked of all its berries grows new berries in 1d4 months. Picked berries lose their freshness and efficacy after 24 hours. +Fresh sinda berries can be eaten raw or crushed and added to a drink to dull the bitterness. A creature that consumes at least ten fresh sinda berries gains advantage on saving throws against disease and poison for the next 24 hours. +Source: Tomb of Annihilation p. 205 + 4d6 + 1d4 + + + Siren Song Lyre + Wondrous item + W + 1 + + + You can use an action to play this lyre and cast one of the following spells from it: animal friendship, charm person, enthrall, suggestion. If the spell requires a saving throw, the spell save DC is 13. +Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. +Source: Mythic Odysseys of Theros p. 198 + + + Skyblinder Staff + Staff + ST + 4 + V + 1d6 + 1d8 + B + You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls. +If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn. +Source: Guildmasters' Guide to Ravnica p. 181 + + + Skyship + Vehicle (air) + G + + 100000.0 + + Source: Explorer's Guide to Wildemount p. 72 + + + Sled + Vehicle (land) + G + 300 + 20.0 + + Source: Player's Handbook p. 157 + + + Sled Dog + Mount + G + + 50.0 + + A sled dog (use the wolf stat block in appendix A of the Monster Manual) costs 50 gp and can pull 360 pounds. +Sled dogs must take a short rest after pulling a sled for 1 hour; otherwise, they gain one level of exhaustion. +Source: Icewind Dale: Rime of the Frostmaiden + + + Sledgehammer + Adventuring Gear + G + 10 + 2.0 + + Source: Player's Handbook p. 150 + + + Sling Bullets of Althemone + Ammunition + A + + + The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property. +You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic. +Magic Sling Bullets +d4 | Bullet +1 | Banishment. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell. +2 | Fulguration. On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder damage. +3 | Stunning. On a hit, this bullet deals an extra 1d10 force damage, and the target is stunned until the end of your next turn. +4 | Tracking. A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it. +Source: Mythic Odysseys of Theros p. 198 + 1d4+4 + 2d8 + 1d8 + 1d10 + + + Slippers of Spider Climbing + Wondrous item, major + W + 1 + + + While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 200 + + + Small gold bracelet + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Small gold idol + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Small gold statuette set with rubies + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Small mirror set in a painted wooden frame + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Smith's Tools + Artisan Tools + G + 8 + 20.0 + + Source: Player's Handbook p. 154 + + + Smokepowder + Wondrous item + W + 1 + + + Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. +If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. +Casting dispel magic on smokepowder renders it permanently inert. +Source: Waterdeep: Dragon Heist p. 192 + 1d6 + 9d6 + + + Snowshoes + Adventuring Gear + G + 4 + 2.0 + + Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow. +Source: Icewind Dale: Rime of the Frostmaiden + + + Soap + Adventuring Gear + G + + 0.02 + + Source: Player's Handbook p. 150 + + + Songhorn + Instrument + G + + + A recorder, a simple type of flute, usually carved from wood. +Source: Sword Coast Adventurer's Guide p. 124 + + + Soothsalts + + P + + 150.0 + + Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours. +For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses. +Source: Explorer's Guide to Wildemount p. 152 + 1d4 + + + Soul Bag + Other + G + + + When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). +Source: Monster Manual p. 179 + + + Soul Coin + Wondrous item + W + 1 + + + Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse. +Carrying Soul Coins: To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. +An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. +Using a Soul Coin: A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: +• Drain Life.: You siphon away some of the soul's essence and gain 1d10 temporary hit points. +• Query.: You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. +Freeing a Soul: Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils. +A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine's furnace (see "Soul Fuel"). +Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature. +Hellish Currency: Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered. +Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes. +Source: Baldur's Gate: Descent Into Avernus p. 225 + 1d10 + + + Sovereign Glue + Wondrous item, minor + W + 1 + + + This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces. +One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell. +Found On: Magic Item Table E +Source: Dungeon Master's Guide p. 200 + 1d6+1 + + + Speaking Stone + Wondrous item + W + 1 + + + The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis's network of message stations. Each station contains at least one speaking stone, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you're a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the sending spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target. +In a Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients. +Source: Eberron: Rising from the Last War p. 279 + + + Spear of Backbiting + Cursed item, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 50/90 + You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. +Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. +Source: Tales from the Yawning Portal p. 229 + + + Spell Bottle + Wondrous item + W + 1 + + + This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell. +When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle. +While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast. +If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle. +Source: Explorer's Guide to Wildemount p. 269 + + + Spell Gem (Amber) + Wondrous item + W + 1 + + + An amber spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +9. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Bloodstone) + Wondrous item + W + 1 + + + A bloodstone spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +7. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Diamond) + Wondrous item + W + 1 + + + A diamond spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of +11. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Jade) + Wondrous item + W + 1 + + + A jade spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +9. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Lapis lazuli) + Wondrous item + W + 1 + + + A lapis lazuli spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Obsidian) + Wondrous item + W + 1 + + + An obsidian spell gem can contain one cantrip from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +An obsidian spell gem can only store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of +5. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Quartz) + Wondrous item + W + 1 + + + A quartz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Ruby) + Wondrous item + W + 1 + + + A ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Star ruby) + Wondrous item + W + 1 + + + A star ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Topaz) + Wondrous item + W + 1 + + + A topaz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +10. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Scroll (1st Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table A +Source: Dungeon Master's Guide p. 200 + + + Spell Scroll (2nd Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table A, Magic Item Table B +Source: Dungeon Master's Guide p. 201 + + + Spell Scroll (3rd Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 202 + + + Spell Scroll (4th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 14 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 203 + + + Spell Scroll (5th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 204 + + + Spell Scroll (6th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 16 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 205 + + + Spell Scroll (7th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 17 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 206 + + + Spell Scroll (8th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 18 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table D, Magic Item Table E +Source: Dungeon Master's Guide p. 207 + + + Spell Scroll (9th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 19 and an attack bonus of +11. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 19 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table E +Source: Dungeon Master's Guide p. 208 + + + Spell Scroll (Cantrip) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. +Found On: Magic Item Table A +Source: Dungeon Master's Guide p. 199 + + + Spellbook + Adventuring Gear + G + 3 + 50.0 + + Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. +Source: Player's Handbook p. 153 + + + Spellguard Shield + major, Shield + S + 6 + + 2 + While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 201 + + + Spellshard + Wondrous item + W + 1 + + + This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within. +While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank "pages" in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it. +A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to "scribe" a spell into the shard. +Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115 + + + Spellwrought Tattoo (1st Level) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +3, a save DC of 13 and an attack bonus of +5. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Spellwrought Tattoo (2nd Level) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +3, a save DC of 13 and an attack bonus of +5. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Spellwrought Tattoo (3rd Level) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +4, a save DC of 15 and an attack bonus of +7. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Spellwrought Tattoo (4th Level) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +4, a save DC of 15 and an attack bonus of +7. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Spellwrought Tattoo (5th Level) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +5, a save DC of 17 and an attack bonus of +9. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Spellwrought Tattoo (Cantrip) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +3, a save DC of 13, and an attack bonus of +5. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Sphere of Annihilation + Wondrous item, major + W + 1 + + + This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. +The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. +The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. +If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. +If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the DM determines randomly what happens, using the following table. +d100 | Result +01-50 | The sphere is destroyed. +51-85 | The sphere moves through the portal or into the extradimensional space. +86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 201 + 4d10 + + + Spider Staff + Staff + ST + 6 + V + 1d6 + 1d8 + B + The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. +The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. +The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. +Source: Lost Mine of Phandelver p. 53 + 1d6 + 1d6+4 + + + Spies' Murmur + Wondrous item + W + 1 + + + This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated. +Source: Guildmasters' Guide to Ravnica p. 181 + + + Spinel + + $ + + 100.0 + + A transparent red, red-brown, or deep green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Sprig of Mistletoe + Spellcasting Focus + G + + 1.0 + + A druid can use this object as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Spyglass + Adventuring Gear + G + 1 + 1000.0 + + Objects viewed through a spyglass are magnified to twice their size. +Source: Player's Handbook p. 153 + + + Spyglass of Clairvoyance + Wondrous item + W + 1 + + + At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your view, such as a mountain, castle, or forest. You must then succeed on a DC 15 Wisdom check using cartographer's tools to map the natural terrain found within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn. +Source: Acquisitions Incorporated p. 19 + + + Stabling (per day) + Tack and Harness + G + + 0.5 + + Source: Player's Handbook p. 157 + + + Staff of Adornment + minor, Staff + ST + 4 + V + 1d6 + 1d8 + B + If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. +Source: Xanathar's Guide to Everything p. 139 + + + Staff of Birdcalls + minor, Staff + ST + 4 + V + 1d6 + 1d8 + B + This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's book, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. +Source: Xanathar's Guide to Everything p. 139 + 1d6+4 + + + Staff of Charming + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. +If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. +The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 201 + 1d8+2 + + + Staff of Defense + Staff + ST + 3 + V + 1d6 + 1d8 + B + This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. +While holding the staff, you have a +1 bonus to your Armor Class. +The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required. +The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. +Source: Lost Mine of Phandelver p. 53 + 1d6+4 + + + Staff of Dunamancy + Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed. +While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune's favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges). +New Possibility: If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can't be used again until the next dawn. +Source: Explorer's Guide to Wildemount p. 270 + 1d6+4 + + + Staff of Fire + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + You have resistance to fire damage while you hold this staff. +The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 201 + 1d6+4 + + + Staff of Flowers + minor, Staff + ST + 4 + V + 1d6 + 1d8 + B + This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. +Source: Xanathar's Guide to Everything p. 139 + 1d6+4 + + + Staff of Frost + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + You have resistance to cold damage while you hold this staff. +The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 202 + 1d6+4 + + + Staff of Healing + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges). +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 202 + 1d6+4 + + + Staff of Power + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. +The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. +Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. +Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). +Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. +You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 202 + 2d8+4 + 1d8+2 + 1d6 + + + Staff of Striking + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. +The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 203 + 1d6 + 1d6+4 + + + Staff of Swarming Insects + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. +Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). +Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 203 + 1d6+4 + + + Staff of the Adder + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. +You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. +The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 203 + 1d6 + 3d6 + + + Staff of the Forgotten One + Staff + ST + 4 + V + 1d6 + 1d8 + B + This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull's forehead is acererak rune, which is known on many worlds as a sign of death. +Beneficial Properties: While the staff is on your person, you gain the following benefits: +• Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled. +• You can't be blinded, charmed, deafened, frightened, petrified, or stunned. +• Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them. +• You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit. +Invoke Curse: The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can't regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target. +The Forgotten One: The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff's skull protects Acererak from this spirit's vengeance. Each time a creature other than Acererak expends any of the staff's charges, there is a 50 chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM's control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff. +Destroying the Staff: A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone's guess. +Source: Tomb of Annihilation p. 208 + 3d6 + 1d4+3 + 24d10 + + + Staff of the Ivory Claw + Staff + ST + 4 + V + 1d6 + 1d8 + B + This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage. +Source: Explorer's Guide to Wildemount p. 270 + 3d6 + + + Staff of the Magi + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. +The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. +Spell Absorption: While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). +Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). +You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. +Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. +You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. +Distance from Origin | Damage +10 ft. away or closer | 8 x the number of charges in the staff +11 to 20 ft. away | 6 x the number of charges in the staff +21 to 30 ft. away | 4 x the number of charges in the staff +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 203 + 4d6+2 + 1d12+1 + + + Staff of the Python + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. +On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. +If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 204 + + + Staff of the Woodlands + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. +The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. +Spells: You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). +You can also use an action to cast the pass without trace spell from the staff without using any charges. +Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 204 + 1d6+4 + + + Staff of Thunder and Lightning + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. +Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. +Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. +Lightning Strike: You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. +Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. +Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 204 + 2d6 + 9d6 + + + Staff of Withering + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff has 3 charges and regains 1d3 expended charges daily at dawn. +The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 205 + 1d3 + 2d10 + + + Star rose quartz + + $ + + 50.0 + + A translucent rosy stone with white star-shaped center gemstone. +Source: Dungeon Master's Guide p. 134 + + + Star Ruby + + $ + + 1000.0 + + A translucent ruby with white star-shaped center gemstone. +Source: Dungeon Master's Guide p. 134 + + + Star Sapphire + + $ + + 1000.0 + + A translucent blue sapphire with white star-shaped center gemstone. +Source: Dungeon Master's Guide p. 134 + + + Statuette of Saint Markovia + Other + G + + 250.0 + + This golden statuette grants any good-aligned creature that carries it a +1 bonus to saving throws. +Source: Curse of Strahd p. 152 + + + Steel Mirror + Adventuring Gear + G + 0.5 + 5.0 + + Source: Player's Handbook p. 150 + + + Stone of Controlling Earth Elementals + Wondrous item, major + W + 1 + 5 + + If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 205 + + + Stone of Golorr + Wondrous item + W + 1 + + + The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object. +Random Properties: The Stone of Golorr has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide: +• 1 minor beneficial property +• 1 minor detrimental property +Legend Lore: The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the legend lore spell. +By using the stone to cast legend lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can't lie to you, but the information it provides is often cryptic or vague. +The aboleth knows where Lord Neverember's secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures. +Failed Memory: When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 chance of restoring the lost knowledge and memories, and a greater restoration spell does so automatically. +Sentience: The Stone of Golorr is a sentient lawful evil magic item with an Intelligence of 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. In addition, the aboleth learns the greatest desires of any creature that communicates telepathically with the stone. +The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner (see "Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide). +Personality: The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god. +Destroying the Stone: While in stone form, the aboleth isn't a creature and isn't subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone's remains. The aboleth is incensed by the stone's destruction, and it attacks all other creatures it can see. +Source: Waterdeep: Dragon Heist p. 192 + 1d3 + + + Stone of Good Luck + Wondrous item, major + W + 1 + + + While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 205 + + + Stone of Ill Luck + Wondrous item, Cursed item + W + 1 + 1 + + This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's property while on your person. +Curse: This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic. +Source: Tales from the Yawning Portal p. 229 + + + Stonespeaker Crystal + Wondrous item + W + 1 + + + Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person. +The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). +When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. +The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever. +Source: Out of the Abyss p. 223 + 1d6+4 + + + Storm Boomerang + Ranged Weapon + R + + + 1d4 + B + 60/120 + This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand. +Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node. +Source: Princes of the Apocalypse p. 223 + 1d4 + 3d4 + + + Stormgirdle + Wondrous item + W + 1 + + + A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory. +Dormant: While wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: +• You have immunity to lightning damage and thunder damage. +• When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. +• As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. +Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn. +Awakened: While wearing the Stormgirdle in its awakened state, you gain the following benefits: +• Your Strength score becomes 23 if it isn't already 23 or higher. +• Your Storm Avatar's lightning strike deals 4d6 lightning damage (instead of 3d6). +• While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover. +Exalted: While wearing the Stormgirdle in its exalted state, you gain the following benefits: +• Your Strength score becomes 25 if it isn't already 25 or higher. +• Your Storm Avatar's lightning strike deals 5d6 lightning damage (instead of 3d6). +• You can cast the control weather spell from the girdle. This property can't be used again until the next dawn. +Source: Explorer's Guide to Wildemount p. 273 + 3d6 + 4d6 + 5d6 + + + Sun + + $ + + 10.0 + + Platinum coin, twice as large as a nib (1 sun = 1,000 nib) +Source: Waterdeep: Dragon Heist p. 169 + + + Sun amulet on a beaded chain (Sun Empire) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Sun Blade + major, Melee Weapon + M + 3 + F,V + 1d8 + 1d10 + R + This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortsword or longsword, you are proficient with the sun blade. +You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. +The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 205 + 1d8 + + + Sunforger + Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + You gain a +2 bonus to attack and damage rolls made with this magic weapon. +As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can't cause it to explode again until you finish a short or long rest. +If you don't call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 181 + 6d6 + + + Sunsword + Melee Weapon + M + 3 + F,V + 1d8 + 1d10 + R + The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel. +Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed. +The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade. +Sentience: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it. +Personality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction. +Sun blade. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortsword or longsword, you are proficient with the sun blade. +You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. +The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. +Source: Curse of Strahd p. 223 + 1d8 + + + Survival Mantle + Medium Armor + MA + 40 + + 15 + 1 + This carapace-like augmentation encases portions of the wearer's shoulders, neck, and chest. A survival mantle is equivalent to a suit of nonmagical half plate armor and takes just as long to don or doff. It can't be worn with other kinds of armor. +A creature wearing a survival mantle can breathe normally in any environment (including a vacuum) and has advantage on saving throws against harmful gases (such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and the breath weapons of some dragons). +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Volo's Guide to Monsters p. 81 + + + Sword of Answering (Answerer) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Answerer, the Chaotic Good sword, has an emerald set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Back Talker) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Back Talker, the Chaotic Evil sword, has jet set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Concluder) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Concluder, the Lawful Neutral sword, has an amethyst set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Last Quip) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Rebutter) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Rebutter, the Neutral Good sword, has a topaz set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Replier) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Replier, the Neutral sword, has a peridot set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Retorter) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Retorter, the Lawful Good sword, has an aquamarine set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Scather) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Scather, the Lawful Evil sword, has a garnet set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Squelcher) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Squelcher, the Neutral Evil sword, has a spinel set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. +Source: Dungeon Master's Guide p. 206 + + + Sword of Kas + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it. +For a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby. +The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead. +If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met. +Random Properties: The Sword of Kas has the following random properties: +• 1 minor beneficial property +• 1 major beneficial property +• 1 minor detrimental property +• 1 major detrimental property +Spirit of Kas: While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn. +Spells: While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn. +Sentience: The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Common +Personality: The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich works, and foiling his machinations all help to fulfill this goal. +The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword's obsession with those artifacts eventually becomes a fixation for its wielder. +Destroying the Sword: A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed. +Source: Dungeon Master's Guide p. 226 + 2d10 + 3d6 + + + Sword of the Paruns + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you're holding the sword: +• Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack. +• Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed. +• Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action. +Source: Guildmasters' Guide to Ravnica p. 181 + + + Sword of Zariel + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who embodies bravery and heroism. +Attunement: The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits: +• Angelic Language: You can speak, read, and write Celestial. +• Celestial Resistance: You have resistance to necrotic and radiant damage. +• Divine Presence: Your Charisma score becomes 20, unless it is already 20 or higher. +• Feathered Wings: You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off. +• Truesight: Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet. +You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. +You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. +You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. +You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. +You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. +Holy Light: The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light. +As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity. +Random Properties: The sword has 2 minor beneficial properties. +Searing Radiance: The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. +Sentience: The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet. +The sword communicates by transmitting emotion to the creature carrying or wielding it. +Truth Seer: While holding the sword, you gain advantage on all Wisdom (Insight) checks. +Destroying the Sword: Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see "Shattering the Companion"), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level. +If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword. +Source: Baldur's Gate: Descent Into Avernus p. 226 + 2d8 + 3d10 + + + Talisman of Pure Good + Wondrous item, major + W + 1 + 1 + + This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. +If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. +The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 207 + 6d6 + 8d6 + + + Talisman of the Sphere + Wondrous item, major + W + 1 + 1 + + When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 207 + + + Talisman of Ultimate Evil + Wondrous item, major + W + 1 + 1 + + This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. +If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. +The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 207 + 6d6 + 8d6 + + + Talking Doll + Wondrous item, minor + W + 1 + + + While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends. +Source: Xanathar's Guide to Everything p. 139 + + + Tangler Grenade + Other + G + + + A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them. +Source: Waterdeep: Dungeon of the Mad Mage p. 244 + + + Tankard + Adventuring Gear + G + 1 + 0.02 + + A tankard holds 1 pint of liquid. +Source: Player's Handbook p. 153 + + + Tankard of Plenty + Other + G + + + This golden stein is decorated with dancing dwarves and grain patterns. Speaking the command word ("Illefarn") while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be used up to three times per day. +Source: Hoard of the Dragon Queen p. 74 + + + Tankard of Sobriety + Wondrous item, minor + W + 1 + + + This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. +Source: Xanathar's Guide to Everything p. 139 + + + Tantan + Instrument + G + + + A tambourine, a popular instrument with halflings and humans south of the Dalelands. +Source: Sword Coast Adventurer's Guide p. 124 + + + Taol + + $ + + 2.0 + + Brass coin, about two inches square with a hold large enough for a nib to fit in (1 taol = 200 nib) +Source: Waterdeep: Dragon Heist p. 169 + + + Tearulai + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword's magical properties are suppressed until it is removed from Valdemar's skull. +Evil creatures can't attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon's emerald blade can't be damaged or dulled, and the sword can't be teleported anywhere without its wielder while the two are attuned to one another. +Spells: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges). +Sentience: The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it. +Personality: Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created. If its wielder's goals run counter to its own, Tearulai attempts to take control of its wielder and escape Undermountain, whereupon it can use its transport via plants spell to return whence it came. +When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. +When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. +Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144). +In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. +Source: Waterdeep: Dungeon of the Mad Mage p. 70 + 1d4+2 + 4d6 + + + Tej + + FD + 5 + + Tej is an amber-colored, fermented drink made from honey. It's more common and popular in Chult than beer or ale. A mug of tej costs 4 cp in Port Nyanzaru or 6 cp in Fort Beluarian. A 1-gallon cask costs 2 sp in the city or 3 sp at the fort. +Source: Tomb of Annihilation p. 32 + + + Teleporter Ring + + RG + + + As an action, a creature wearing a teleporter ring can activate the teleportation circle either in area K22 or area E1, teleporting itself and up to six other willing creatures from one circle to the other. +Source: Waterdeep: Dragon Heist p. 157 + + + Tentacle Rod + major + RD + 2 + + Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 208 + 1d6 + + + The Bloody End + martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel. +Sentience: The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. +Personality: A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf. +Dormant: The morningstar grants the following benefits in its dormant state: +• You can speak, read, and write Infernal. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. +• While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person, dominate person, or fear. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn. +• While holding the morningstar, you have advantage on Charisma (Intimidation) checks. +Awakened: When the morningstar reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2. +• The saving throw DC for spells cast from the morningstar increases to 15. +• When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn. +• When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker. +Exalted: When the morningstar reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• Add dominate monster to the list of spells that can be cast from the morningstar. +• The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17. +• When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 278 + 1d6 + 2d6 + + + The Codicil of White + Wondrous item + W + 1 + + + The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable. +A creature with the codicil in its possession has resistance to cold damage. +The codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn (frost fingers, and a poem called "Rime of the Frostmaiden" (see appendix E)). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion +Source: Icewind Dale: Rime of the Frostmaiden p. 317 + + + The Incantations of Iriolarthas + Adventuring Gear + G + 3 + + The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich. +The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells: +• 1st level: alarm, detect magic, identify, magic missile, shield, Tasha's hideous laughter, thunderwave +• 2nd level: arcane lock, continual flame, invisibility, knock, levitate, Melf's acid arrow, mirror image +• 3rd level: animate dead, bestow curse, clairvoyance, counterspell, dispel magic, fireball, glyph of warding +• 4th level: arcane eye, banishment, blight, dimension door, Evard's black tentacles, phantasmal killer +• 5th level: Bigby's hand, cloudkill, dominate person, planar binding, scrying, telekinesis +• 6th level: create undead, disintegrate, globe of invulnerability, move earth, Otto's irresistible dance +• 7th level: create magen, finger of death, prismatic spray, teleport +• 8th level: demiplane, dominate monster, mind blank, power word stun +• 9th level: blade of disaster, power word kill +Source: Icewind Dale: Rime of the Frostmaiden p. 317 + + + The Infernal Machine of Lum the Mad + Wondrous item + W + 1 + + + This strange device was once thought to have been built by gods long forgotten and to have survived the eons since their passing, for it is incredibly ancient and crafted by means unlike anything known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft's central command console. +Explorers who discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron Lum. By experimenting with its many controls, he was able to achieve astounding and destructive magical effects in the building of his empire, and so the artifact came to be known as the Infernal Machine of Lum the Mad. Yet with Lum's eventual defeat, his great machine was destroyed. +The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can be operated using a control panel containing sixty levers, forty dials, twenty switches, and a number of jeweled components. These controls generate all kinds of powers and effects, as noted below. +Silver Wire: The Infernal Machine's great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire, a supply of which can always be produced from the machine's inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the body of the user and trailing behind them. When so attached, the wire becomes invisible, astral, and extends to virtually infinite length. +As long as the wire remains intact, the attuned user can make full use of the Infernal Machine's powers, with their effects centered around the user. If the wire is cut—something that can happen only when an effect specifically states that it can cut an astral projection's silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly. +Any effect of the Infernal Machine that requires concentration can be concentrated on by a remote user. The Infernal Machine's effects have a spell save DC of 14 or the attuned user's spell save DC, whichever is higher. +Summon Monster: When first used by Baron Lum, the Infernal Machine was known for its ability to unleash terrible monsters within the world. Specific combinations of its controls can still recreate the effects of various spells of the conjuration school, as follows: +• 1/day: conjure animals, summon lesser demons +• 1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon +• 1/month: conjure elemental, conjure fey +Wish: The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to the complex nature of its programming, this feature can be used only once per month. Each time this effect is used, there is a cumulative 10 percent chance of the Infernal Machine malfunctioning, necessitating seven days' worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of malfunction returns to 10 percent. +Random Properties: There are far more possible combinations for the Infernal Machine's controls than can ever be known or matrixed—especially as the controls shift position and reset themselves over time. At the end of each long rest of the user attuned to it, the Infernal Machine generates 1d4 + 1 random beneficial properties and 1d4 + 1 detrimental properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only during the course of play. +Once set, these properties last until the end of the attuned user's next long rest. +(Our thanks to the D&D community for their suggestions for the properties of the Infernal Machine of Lum the Mad!) +Destroying the Machine: The Infernal Machine of Lum the Mad is self-repairing of anything short of catastrophic damage, and how it was disabled in Lum's time remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space and time, rendering it inoperable until those components are found again. +Infernal Machine Properties +d100 | Beneficial Property | Detrimental Property +01 | You have a flying speed of 150 feet but lose all other movement. | You are blinded. +02 | You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice. | All animals despise you. You have disadvantage on Wisdom (Animal Handling) checks. +03 | One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it. | Your armor and clothing feels unnaturally tight. Unless you go naked, roll a d4 each time you are attacked and subtract the number rolled from your AC. +04 | You can cast the legend lore spell three times. | Whenever you make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM's devising. +05 | You emanate a weak magnetic aura. The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll. | Metal rusts in response to your touch—including metal armor you wear and metal weapons you hold—reproducing the effect of the rust monster's Rust Metal trait. +06 | Your fingers sprout tiny clockwork picks, granting you advantage on ability checks made using thieves' tools or tinker's tools. | Any metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere. +07 | You can cast the speak with animals spell at will, but can use it to communicate only with insects. | Disturbing whispers on the edge of hearing haunt all creatures within 30 feet of you, causing those creatures to recall their saddest memories. +08 | You have a +1 bonus to Wisdom (Insight checks) involving creatures you can see. | Your body is ghostly and translucent except for your bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight. +09 | You summon a unicorn that obeys your commands. If you give a command that violates the unicorn's allignment, the unicorn immediately vanishes. | You grow a unicorn horn. +10 | A specialized clockwork compass floats in front of you. You can name one character, place, or object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target. | A specialized clockwork compass floats in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during an encounter, it has advantage on the attack roll. +11 | Your clothes are wrapped in illusion that makes them appear to be the very latest style, drawing praise and attention. You have a +1 bonus to Charisma checks. | Any food and drink you eat spoils as you swallow it. Each time you eat or drink, you are poisoned for 1 hour. +12 | You have a +1 bonus to attack rolls with weapons or spells (your choice). | The cure wounds spell restores no hit points for you. +13 | You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost. | Whenever you move, a magical voice calls out your direction and how far you've gone. The voice cannot be silenced or stopped. +14 | You constantly see afterimages of all events that occurred within 30 feet of you over the previous hour. | You are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of exhaustion. +15 | You understand all languages, as if under the effect of a comprehend languages spell. | Whenever you speak, you speak in a random language (possibly including languages you don't normally know). +16 | You have +1 bonus to initiative rolls. | You are unable to hear any speech louder than a whisper. +17 | An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate functions as a familiar and has the statistics of a cat. | An exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you, and you are its familiar. If destroyed, it reappears in 1d4 hours. +18 | While you are afflicted by a disease or suffering the poisoned or frightened condition, whenever you hit a humanoid with a melee attack, the target must succeed on a DC 15 Constitution saving throw. On a failed save, you transfer the disease or the condition to the target, and the disease or condition ends for you. | Water becomes intensely acidic to you. If you are submerged in water, you take 1d6 acid damage at the start of each of your turns, and drinking pure water causes you to be poisoned for 1 hour. +19 | A random Huge beast appears next to you (chosen by the DM) as if with the conjure animals spell. You have a telepathic link to this beast, such that you can give it commands even if it can't hear you. | A random Huge beast appears next to you (chosen by the DM) and attacks at once. +20 | You have 1 luck point, which you can use as if you had taken the Lucky feat. If you have taken that feat, you have 1 extra luck point. | Those around you perceive you as dishonest, even when you are completely truthful. You automatically fail Charisma checks. +21 | If you drop to 0 hit points, a phantom guardian appears next to you, functioning as if you had cast the Mordenkainen's faithful hound spell. The guardian disappears if you die, regain hit points, or regain consciousness. | No one takes you seriously, imposing disadvantage on Charisma (Deception and Persuasion) checks, and causing you to automatically fail Charisma (Intimidation) checks. +22 | You can cast the gaseous form spell on yourself three times. When you do, instead of appearing as mist, you appear as a swirling puff of feathers. | Your body is covered in feathers. +23 | You have advantage on death saving throws. | You have disadvantage on all saving throws except death saving throws. +24 | You can cast speak with animals at will, but can use it to communicate only with dogs. | All cats are automatically hostile toward you. +25 | You can cast the raise dead spell once, requiring no material components. | If you drop to 0 hit points, you automatically suffer 1 failed death saving throw. +26 | Each time you finish a short rest, up to 100 silver pieces already in your possession become gold pieces, and up to 100 copper pieces become silver pieces. | All coins you touch become worthless tin. +27 | Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you. | A dozen small frogs constantly follow you around, chirping loudly. +28 | You gain the benefit of a nondetection spell. | Your appearance changes randomly as determined by the DM, as if you were under the effect of a disguise self spell. +29 | You can cast the mage hand cantrip at will. | A disembodied spirit follows you around, stealing and scattering coins from you, crumbling your food, and playing with your weapons and gear. +30 | You are able to decipher any text. | You lose the ability to speak any language. This has no effect on casting spells with verbal components. +31 | You can cast the speak with plants spell three times. | Your skin turns green, and you must drink a half gallon of fresh water every 4 hours or take 1d4 necrotic damage. +32 | You know whether creatures within 15 feet of you are lying, as if you were the center of a zone of truth spell. | Whenever you would speak falsely, you cannot speak at all. +33 | You gain a sense of destiny that directs you toward an important goal, as determined by the DM. | Your head is filled with an unpleasant buzzing that imposes disadvantage on Intelligence checks and saving throws. +34 | All creatures you speak with automatically believe your words, as if you have succeeded on a Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success. | Your personal tastes reverse, such that your favorite foods, hobbies, music, and so forth become unbearable to you. +35 | Your shadow becomes an undead shadow that shares your alignment and is under your control. | Your shadow behaves disapprovingly whenever you're not looking—stealing things, mocking you behind your back, taunting opponents or friends, and so on. +36 | Your skin is covered by slime. You automatically succeed on ability checks and saving throws made to escape a grapple. | Your skin is covered by slime. You must succeed on a DC 10 Dexterity saving throw to sit down, open doors, and perform other mundane tasks of the DM's determination. +37 | Flowers turn to face you as you pass them. | Mundane animals can't look at you. +38 | Each time you finish a short rest, you suddenly sprout a covering of fragrant leaves. The leaves fall off after 1d10 minutes, revealing 1d6 magic fruits that can be plucked from your head. Each fruit functions as a berry created with the goodberry spell. | Whenever you stop moving for 10 minutes or more, you discover that your boots or shoes have set down roots that must be pulled free with a successful DC 20 Strength check. +39 | Choose a creature you can see. That creature must succeed on a DC 15 Dexterity saving throw or drop one item they are holding (DM's choice). You can use this property three times. | Each time you roll a 1 on a Dexterity check, you drop one object you are holding (DM's choice). +40 | A group of small forest animals appears and follows you everywhere, singing and dancing. These magical creatures can perform any task you desire that could be performed by a prestidigitation spell. | You break out into song whenever you roll a 1 on any die. +41 | Your possessions change their state or appearance at the DM's determination, giving you hints of potential future events. For example, your sword might become suddenly bloodstained to warn of an upcoming combat encounter, your clothes might become damp to warn of a water-filled pit trap ahead, and so on. | You take a −5 penalty to initiative rolls. +42 | Whenever you roll a 1 on a d20, you have advantage on your next d20 roll. | Whenever you roll a 1 on a d20, you have disadvantage on your next d20 roll. +43 | Grass, moss, and flowers instantly grow in your footsteps. You are also unaffected by difficult terrain created by plants. | Any harm that befalls a plant you can see (a woodcutter sawing down a tree, a gardener pulling weeds, and so forth) fills you with a sadness that imposes disadvantage on ability checks for 1 minute. +44 | You automatically know the direction to the greatest danger within 500 feet of you. | You leave a trail of black footprints that allow anyone to automatically follow you. +45 | You can cast the detect thoughts spell three times. | All creatures within 30 feet of you automatically know your surface thoughts, as if having cast detect thoughts against you. +46 | You can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of shadow. | While in direct sunlight, you have disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight. +47 | Creatures cannot gain advantage on attacks made against you as a result of another creature using the Help action. | You have disadvantage on Dexterity (Acrobatics) checks. +48 | You have increased lung capacity, increasing your walking speed by 10 feet and letting you hold your breath for twice as long as normal. | Whenever you exert yourself by fighting, running, and so forth, you breathe out intermittent gouts of flame that deal 1d4 fire damage to you. +49 | You can cast the daylight spell three times. | An evil undead creature that comes within 30 feet of you for the first time is charmed by you until the end of your next turn. +50 | When you touch a copper piece, it transmutes to become two copper pieces. You can duplicate a maximum of 1,000 coins this way. | Food doesn't satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry. +51 | You shed light like a torch, as if you were the target of a light cantrip. | No one else can take a short rest within 40 feet of you, as everything you say or do seems distracting to them. +52 | You can cast the divination spell once. | Whenever you make an Intelligence check or saving throw, you receive a grim vision of the DM's determination, imposing disadvantage on your next attack roll, ability check, or saving throw. +53 | As an action, you can become incorporeal for 10 minutes, allowing you to move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can use this property once. | Your senses diminish as if the world were faded around you, imposing disadvantage on Wisdom (Perception) checks. +54 | While you take a short rest, the area within 50 feet of you takes on the illusory appearance of a beautiful forest glade. | The first time an ally you can see takes damage as a result of failing a saving throw, you take the damage instead of them. +55 | As a bonus action, you can choose one creature within 10 feet of you and know one secret about it, as determined by the DM. | The remove curse, lesser restoration, and greater restoration spells have no effect on you. +56 | You can predict the weather conditions for the next 24 hours with perfect accuracy. | A rain cloud follows you around, drizzling on you constantly even while indoors. +57 | You have telepathy out to a range of 120 feet. | You hear the voices of creatures you can see in your head from time to time (as detailed by the DM), but you have no idea whether what you're hearing is the truth or not. +58 | You can cast speak with animals at will, but you can use it to communicate only with goats. Any goat you speak with becomes charmed by you for 1 hour. | You become distraught unless your clothing is all the same color, imposing disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. +59 | You have resistance to fire damage. | You gain no benefit from any potion. +60 | You have immunity to the charmed and frightened conditions. | You can speak only in a monotone voice, imposing disadvantage on Charisma checks. +61 | You and each creature within 10 feet of you have resistance to necrotic damage. | Any Wisdom (Medicine) check you make or that is made to help you is made with disadvantage. +62 | The first creature you hit with a weapon attack on each of your turns takes 1d4 fire damage at the start of its next turn. | You are blinded while in bright light, and your shadow takes on a monstrous appearance. +63 | No creature can learn your alignment by magical means, and you have advantage on Charisma checks involving creatures that also share your alignment. | You have disadvantage on Charisma checks involving creatures that do not share your alignment. +64 | As a bonus action, you cause yourself and a willing ally you can see to swap positions by teleportation. | Whenever you roll a 1 on a d20 roll, you and an ally you can see swap positions by teleportation. +65 | As an action, you cause difficult terrain within 50 feet of you to become normal terrain. You can use this property three times. | Each time you move through difficult terrain, your speed is reduced by 10 feet until the end of your next turn. +66 | You increase one ability score of your choice by 2. You can increase an ability score above 20 using this property, but the increase is lost when this property ends. | Whenever you roll a 1 on an attack roll, ability check, or saving throw using your highest ability score, you take 1d4 psychic damage. +67 | As an action, you learn the direction and distance to the nearest magic item not in the possession of you or any of your allies. | Each creature within 30 feet of you automatically knows which magic items you carry. +68 | As an action while you are in dim light or darkness, you can become invisible, as if targeted by the invisibility spell. In addition to becoming visible if you attack or cast a spell, you become visible if you move into bright light. You can use this property three times. | While in bright light, you have disadvantage on initiative rolls. +69 | You can read and understand all the languages commonly spoken within 1 mile of you, as determined by the DM. | While speaking, you occasionally use nonsense words, imposing disadvantage on Charisma checks. +70 | You know one cantrip of the DM's choice, and can cast one 1st-level spell of the DM's choice at will. | Whenever you cast a spell or use a magic item property that requires an action or a bonus action to activate, roll on the Wild Magic Surge table (see the sorcerer section in chapter 3 of the Player's Handbook) to see what happens. +71 | Whenever you roll a 20 on a d20, you can immediately end one effect on you. | Whenever you roll a 1 on a d20, you are blinded until the end of your next turn. +72 | Any clothing you wear is covered with a magical map image that shows all the local area you are aware of. This map doesn't reveal anything you don't know, but grants advantage on ability checks to find secret doors and to navigate back to where you've been. | Any rope you touch transforms into a poisonous snake that attacks you. +73 | You summon a slithering tracker that obeys your commands. | You take on the appearance of having translucent skin, with your bones and organs slightly visible within. +74 | You have a fresh-scrubbed appearance, and a sweet perfume surrounds you. You have advantage on Charisma (Persuasion) checks. | Whenever you fail a Charisma (Persuasion) check, the subject of the check becomes irrationally resentful of you, seeking to undermine you in ways determined by the DM. +75 | You can cast the control weather spell. | Each time you deal or take cold damage or fire damage, you must succeed on a DC 10 Charisma saving throw or accidentally summon a hostile air elemental or fire elemental (depending on the damage dealt). +76 | A tiny construct resembling a gynosphinx follows you around. It can truthfully answer up to ten yes-or-no questions regarding the campaign, at the DM's discretion. | A tiny construct resembling a gynosphinx follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly. +77 | A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). The creature serves you as if created by a conjure animals spell. The DM determines the creature's statistics. | A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). Unless you succeed on a DC 12 Wisdom (Animal Handling) check, the creature attacks you before wandering off. The DM determines the creature's statistics. +78 | You can cast the teleport spell, always arriving on target when you do. You can use this property once. | Each time you walk through a doorway or similar portal, you must succeed on a DC 10 Intelligence check or step into a skewed timeline. On a failure, you and all allies within 10 feet of you skip ahead 1d4 minutes. To other creatures, it appears that you and other affected creatures disappear for that length of time, then appear again in the doorway. +79 | You can cast the haste spell on yourself. You can use this property three times. | Each time you are reduced to 0 hit points then stabilized, you suffer the effect of a slow spell. +80 | You do not need to breathe and cease to do so, making you immune to inhaled poisons and suffocation. | Whenever you speak (including casting a spell with a verbal component), you must first use a bonus action to breathe. +81 | Your blood is venomous, granting you immunity to poison and to the poisoned condition. You can cast the speak with animals spell at will, but you can use it to communicate only with snakes. | Your tongue is long and forked, causing you to speak in a hiss. You have disadvantage on Charisma checks involving speech, and you must succeed on a DC 15 Constitution check to cast a spell with a verbal component. +82 | You grow gills and have the ability to breathe air and water. You also sprout a pair of tentacles from your shoulders that have a reach of 10 feet and can be used to perform any action you could perform with your hands. The tentacles cannot attack or grapple. | You are constantly followed by 1d4 octopus that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you must succeed on a DC 13 Wisdom (Animal Handling) check or have the octopuses panic and attack you. +83 | You can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of fire. Any fire damage you take during the same turn in which you use misty step is restored automatically at the end of your turn. | Whenever you start your turn within 30 feet of an ongoing fire effect, you must succeed on a DC 13 Wisdom saving throw or move toward the fire and into it if possible. +84 | When you look at the sky, you see it overlaid with navigational symbols. You have advantage on ability checks made to avoid becoming lost while outdoors. | You have disadvantage on Wisdom (Perception) checks while indoors. +85 | You can cast the healing word spell three times. | Undead are drawn to you, making it impossible for you to hide from them. Each undead creature you face in combat has advantage on its first attack roll against you. +86 | Any food you touch is transformed into a culinary delight. You have advantage on Charisma checks while interacting with any creatures that have eaten of this food. | You constantly hear distracting music that throws off your timing, imposing disadvantage on initiative rolls and Dexterity checks. +87 | Your mind is filled with lost facts and lore, granting advantage on Intelligence checks. | You forget your name, and must be constantly reminded of it by your allies. +88 | Your touch can change small nonmagical objects into chocolate. | Anything you eat or drink makes you feel overly sated and full, imposing disadvantage on Strength checks for 1 hour. +89 | Each time you finish a short rest, you regain 1d8 hit points. Each creature that took a short rest with you and remained within 30 feet of you for the duration also gains this benefit. | Each time you finish a short rest, you take 3d8 psychic damage. At your determination, you can transfer some or all of this damage to any creatures that took a short rest with you and remained within 30 feet of you for the duration. +90 | Each time you finish a short rest, you find 1d10 small gems worth 10 gp each in your possession. | Whenever you spend coins or gems, any character you give them to becomes convinced that the wealth was stolen from them. +91 | When you hit a creature for the first time during an encounter, its Armor Class is reduced by 1. | Whenever you roll a 1 on a weapon attack roll, the weapon shatters like glass. The weapon magically reforms in 1d4 rounds. +92 | Each time you enter a settlement, you are treated as though you are known there and a friend, even if you are neither. | Each time you roll a 1 on an attack roll, ability check, or saving throw, you grow one inch taller. Your clothing and armor does not grow with you. +93 | While standing in a doorway, you can cast the teleport spell. Your destination must be another doorway you know. You can use this property once. | Each time you finish a short rest, you forget one of your allies (of the DM's choice) and no longer trust that character. You lose this distrust at the end of your next short rest. +94 | As an action, you cause a swirling storm of rocks and dust to surround you in a 10-foot radius for 1 minute. Each creature hostile to you that enters the area must succeed on a DC 12 Constitution saving throw or take 1d6 bludgeoning damage and be blinded for 1 round. You can use this property three times. | fire elemental, water elemental, and other creatures of fire and water (as determined by the DM) regard you as their enemy, and focus their attacks against you to the exclusion of all else. +95 | As an action, you learn the names of every humanoid creature within 30 feet of you. | Whenever you roll a 1 on a Strength or Dexterity check that incorporates touching an object, you stick to that object for 1 minute. It takes a successful DC 20 Strength check to free yourself. +96 | You can cast the modify memory spell once. | Whenever you make an Intelligence check or saving throw, you must succeed on a DC 13 Charisma saving throw or lose all your memories of the past hour. +97 | You can ignore the verbal component of any spell you cast. | You must shout the verbal component of any spell you cast. +98 | As an action, you conjure a mindless, shapeless force that is your exact duplicate. You control this force as if it were the product of an unseen servant spell, except that it is visible. | Each time you see your own reflection, you must succeed on a DC 12 Charisma saving throw. On a failure, you treat your allies as enemies and vice versa for 1 minute, attacking the wrong targets, betraying your companions in social situations, and so forth. You can repeat the saving throw at the end of each of your turns, ending the effect on a success. +99 | As an action, you can replace one of your hands with any nonmagical weapon, tool, or piece of adventuring equipment of reasonable size (as determined by the DM). | Your hands feel unnaturally large, imposing disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks using thieves' tools or artisan's tools. The first weapon attack roll you make in any encounter is made with disadvantage. +00 | All creatures of a particular type other than humanoid (as chosen by the DM) are incapable of acting hostile toward you as long as you do not attack, threaten, or provoke them. | Whenever you meet a creature of a particular type other than humanoid (as chosen by the DM), there is a 1 percent cumulative chance that the tarrasque is magically summoned within 1 mile of you. The tarrasque has no knowledge of your existence. It runs amok for 1d6 x 10 minutes, then magically returns to its previous location. +Source: Infernal Machine Rebuild p. 96 + 1d4+1 + 1d4+1 + 1d4 + 1d6 + 1d10 + 1d8 + 3d8 + + + Theki Root + + P + + 3.0 + + This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours. +Source: Explorer's Guide to Wildemount p. 70 + + + Thelarr + Instrument + G + + + Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children—to the parents' delight or regret. +Source: Sword Coast Adventurer's Guide p. 124 + + + Thermal Cube + Wondrous item + W + 1 + + + This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius). +Source: Icewind Dale: Rime of the Frostmaiden p. 316 + + + Thessaltoxin + Poison + G + + + This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the polymorph spell. The creature's new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target's next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form. +Source: Infernal Machine Rebuild p. 93 + + + Thessaltoxin Antidote + + P + + + This potion appears to change color and texture each time you look at it. When you drink the potion, it ends the polymorph effect imposed by thessaltoxin. +Source: Infernal Machine Rebuild p. 95 + + + Thieves' Tools + Tools + G + 1 + 25.0 + + This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. +Source: Player's Handbook p. 154 + + + Three-Dragon Ante Set + Gaming Set + G + + 1.0 + + Source: Player's Handbook p. 154 + + + Tiger Eye + + $ + + 10.0 + + A translucent brown with golden center gemstone. +Source: Dungeon Master's Guide p. 134 + + + Timepiece of Travel + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will. +Turn-by-Turn Directions: You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like. +The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn. +Get Away From It All: As an action, you can cast the teleport spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 221 + + + Tinderbox + Adventuring Gear + G + 1 + 0.5 + + This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute. +Source: Player's Handbook p. 153 + + + Tinderstrike + Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire. +You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage. +Fire Mastery: You gain the following benefits while you hold Tinderstrike: +• You can speak Ignan fluently. +• You have resistance to fire damage. +• You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn. +Dance of the All-Consuming Fire: While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire. Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn. +Flaw: Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: "I act without thinking and take risks without weighing the consequences." +Source: Princes of the Apocalypse p. 224 + 1d4 + 2d6 + + + Tinker's Tools + Artisan Tools + G + 10 + 50.0 + + Source: Player's Handbook p. 154 + + + Tiny jade figurine (River Heralds) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Tocken + Instrument + G + + + A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry. +Source: Sword Coast Adventurer's Guide p. 124 + + + Tome of Clear Thought + Wondrous item, major + W + 1 + 5 + + This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 208 + + + Tome of Leadership and Influence + Wondrous item, major + W + 1 + 5 + + This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 208 + + + Tome of Strahd + Adventuring Gear + G + 5 + + The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact. +Source: Curse of Strahd p. 221 + + + Tome of the Stilled Tongue + Wondrous item, major + W + 1 + 5 + + This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. +If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component. Once used, this property of the tome can't be used again until the next dawn. +While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. +Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 208 + + + Tome of Understanding + Wondrous item, major + W + 1 + 5 + + This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 209 + + + Topaz + + $ + + 500.0 + + A transparent golden yellow gemstone. +Source: Dungeon Master's Guide p. 134 + + + Torch + Adventuring Gear + G + 1 + 0.01 + + A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. +Source: Player's Handbook p. 153 + + + Torpor + Adventuring Gear, Poison + G + + 600.0 + + A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. +Source: Dungeon Master's Guide p. 258 + 4d6 + + + Totem + Spellcasting Focus + G + + 1.0 + + A druid can use this object as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Tourmaline + + $ + + 100.0 + + A transparent pale green, blue, brown, or red gemstone. +Source: Dungeon Master's Guide p. 134 + + + Travel Alchemical Kit + Wondrous item + W + 1 + + + Also at rank 3, Head Office provides you with a travel alchemical kit—an uncommon magic item containing miniaturized versions of both alchemist's supplies and a poisoner's kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a poisoner's kit as part of this upgrade. +You can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check. +Source: Acquisitions Incorporated p. 30 + + + Traveler's Clothes + Adventuring Gear + G + 4 + 2.0 + + Source: Player's Handbook p. 150 + + + Treasure chest crafted of exotic wood with gold fittings and opals (Brazen Coalition) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Treebane + Melee Weapon + M + 2 + V + 1d8 + 1d10 + S + The axe's handle is carved with leaves and vines, and it weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra 1d8 slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical. +Source: Curse of Strahd p. 198 + 1d8 + + + Trident of Fish Command + major, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 209 + 1d3 + + + Trinket (Acquisitions Incorporated) + Adventuring Gear + G + + + Worried that you're going to pull out your dead sprite inside a clear glass bottle at a company function only to discover that three other people in the franchise have one as well? Then consider rolling on the Acquisitions Incorporated Trinkets table instead of the Trinket, to gain a unique trinket at character creation with a bit of Acq Inc flair. +Acquisitions Incorporated Trinkets +d100 | Trinket +1 | A perfect skipping stone +2 | Three weighted dice that always roll low +3 | A locket with a picture of Jim Darkmagic +4 | A tiny anvil and smith's hammer +5 | A nonfunctional immovable rod +6 | A DIY acupuncture kit +7 | A stuffed owlbear toy +8 | A diagram for a new war lute +9 | A declaration of war against a nation no one has ever heard of +10 | A pipe that emits green smoke +11 | A glass eye +12 | The centerpiece of a priceless chandelier +13 | A fine cane with a secret compartment +14 | A letter written by Rosie Beestinger +15 | A coin that always lands on its edge +16 | The deed and title to an abandoned windmill and three acres of tillable land that you've never been able to find +17 | A menu from Big Daddy Donaar's Yum Yum Hut +18 | A small purse that screams loudly when opened +19 | A deep-crow-feather quill +20 | A pair of breeches that always smells faintly of honey +21 | A one-armed Viari doll (Apocalypse Dagger accessory missing) +22 | A leather pouch filled with various finger bones of unknown provenance +23 | The collar of your childhood pet, Nutmeg +24 | A seashell that, when pressed to the ear, speaks in flowing rhymes +25 | A recipe book for cooking with mushrooms +26 | One expired coupon for "A Free Cornerstone" +27 | A portable beehive +28 | Goggles that literally tint everything rose colored +29 | A wand of wonder that allows you to cast only mending +30 | A bracelet woven from mistletoe +31 | A curved claw from an unknown beast that small children are always frightened of +32 | A longsword that can be folded down in 1 minute and hidden in your pocket +33 | A living graft of what you believe to be the World Tree +34 | A tattered scarf with the Acquisitions Incorporated logo +35 | A box containing a torn-up letter +36 | An old contract marked "Void" +37 | A small pigeon in a cage +38 | An Acquisitions Incorporated "Green Flame" foam finger +39 | A "C" Team lunchbox +40 | A potted plant that grows different fruit on every branch +41 | A book of adventures for children +42 | An Omin action figure with detachable maul and holy symbol +43 | A pint glass engraved with a picture of a keg robot +44 | A giant hockey puck +45 | A miniature cannon that actually fires +46 | A very fancy red scarf and matching handkerchief +47 | An arrow once shot by Môrgæn +48 | A purple worm toy +49 | A burned doll whose eyes follow you around the room +50 | An infinite inkwell +51 | A band embroidered with the symbol of the Six +52 | A squishy cactus +53 | A velvet blindfold +54 | A dirty figurine of a triceratops that can't be cleaned +55 | A used (and thus nonmagical) noble knife from the Noble Knife +56 | A quill that rotates through all the colors of the rainbow +57 | A twenty-sided die that only rolls the number 4 +58 | A pointed hat that glows in the dark +59 | A cup that hums when filled with water +60 | A mug fashioned from the skull of someone else's enemy +61 | A small glass jar containing an immortal firefly +62 | A fake mustache made from gnome facial hair +63 | A petrified troll finger +64 | Half of a map +65 | The other half of a map +66 | An unreasonable amount of pocket lint +67 | A dozen flyers for a local gnome food place +68 | Omin Dran's business card +69 | A lock of hair from a changeling +70 | A marble that rolls uphill +71 | A piece of parchment listing a command word for a powerful magic item +72 | A book titled Conversational Giant +73 | A user's manual for an apparatus of Kwalish +74 | A signed headshot of famous bard Spice Caraway +75 | The eye of a basilisk in a crystal box +76 | A postcard from Ravnica +77 | A stamp collection +78 | A small piece of solidified smoke +79 | A six-sided die that sometimes rolls a seven +80 | A left-hand gauntlet +81 | A music box that plays nursery rhymes +82 | A locket that's bigger on the outside than the inside +83 | A potted plant that grows hair instead of leaves +84 | A collection of teeth +85 | A coin whose minting date always shows three years in the future +86 | A green drinking horn taken from a very large bull +87 | A small book containing pressed and dried botanical samples +88 | A hatched chimera egg +89 | A slightly used red bandit mask +90 | A tiny stirge encased in amber +91 | A large bottle of Red Larch Ale that can't be opened +92 | A cane topped with a stylized golden bulldog +93 | A note in your own hand that you don't remember writing +94 | A sprig of herbs from your family's garden +95 | A tankard stolen from the Dran & Courtier +96 | A small, severed tentacle preserved in alcohol +97 | A walnut with a face drawn on it +98 | A small flask of liquid from the Lake of Radiant Mists +99 | An ice cube that never melts +00 | An expertly carved sword hilt with the blade snapped cleanly off +Source: Acquisitions Incorporated p. 222 + + + Trinket (Gothic) + Adventuring Gear + G + + + When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets. +Curse of Strahd. Character Options, Gothic Trinket Table +d100 | Trinket +01-02 | A picture you drew as a child of your imaginary friend +03-04 | A lock that opens when blood is dripped in its keyhole +05-06 | Clothes stolen from a scarecrow +07-08 | A spinning top carved with four faces: happy, sad, wrathful, and dead +09-10 | The necklace of a sibling who died on the day you were born +11-12 | A wig from someone executed by beheading +13-14 | The unopened letter to you from your dying father +15-16 | A pocket watch that runs backward for an hour every midnight +17-18 | A winter coat stolen from a dying soldier +19-20 | A bottle of invisible ink that can only be read at sunset +21-22 | A wineskin that refills when interred with a dead person for a night +23-24 | A set of silverware used by a king for his last meal +25-26 | A spyglass that always shows the world suffering a terrible storm +27-28 | A cameo with the profile's face scratched away +29-30 | A lantern with a black candle that never runs out and that burns with green flame +31-32 | A teacup from a child's tea set, stained with blood +33-34 | A little black book that records your dreams, and yours alone, when you sleep +35-36 | A necklace formed of the interlinked holy symbols of a dozen deities +37-38 | A hangman's noose that feels heavier than it should +39-40 | A birdcage into which small birds fly but once inside never eat or leave +41-42 | A lepidopterist's box filled dead moths with skulllike patterns on their wings +43-44 | A jar of pickled ghouls' tongues +45-46 | The wooden hand of a notorious pirate +47-48 | An urn with the ashes of a dead relative +49-50 | A hand mirror backed with a bronze depiction of a medusa +51-52 | Pallid leather gloves crafted with ivory fingernails +53-54 | Dice made from the knuckles of a notorious charlatan +55-56 | A ring of keys for forgotten locks +57-58 | Nails from the coffin of a murderer +59-60 | A key to the family crypt +61-62 | A bouquet of funerary flowers that always looks and smells fresh +63-64 | A switch used to discipline you as a child +65-66 | A music box that plays by itself whenever someone holding it dances +67-68 | A walking cane with an iron ferrule that strikes sparks on stone +69-70 | A flag from a ship lost at sea +71-72 | Porcelain doll's head that always seems to be looking at you +73-74 | A wolf's head wrought in silver that is also a whistle +75-76 | A small mirror that shows a much older version of the viewer +77-78 | Small, worn book of children's nursery rhymes +79-80 | A mummified raven claw +81-82 | A broken pendent of a silver dragon that's always cold to the touch +83-84 | A small locked box that quietly hums a lovely melody at night but you always forget it in the morning +85-86 | An inkwell that makes one a little nauseous when staring at it +87-88 | An old little doll made from a dark, dense wood and missing a hand and a foot +89-90 | A black executioner's hood +91-92 | A pouch made of flesh, with a sinew drawstring +93-94 | A tiny spool of black thread that never runs out +95-96 | A tiny clockwork figurine of a dancer that's missing a gear and doesn't work +97-98 | A black wooden pipe that creates puffs of smoke that look like skulls +99-00 | A vial of perfume, the scent of which only certain creatures can detect +Source: Curse of Strahd p. 2 + + + Trinket (Elemental Evil) + Adventuring Gear + G + + + When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets. +Elemental Evil Trinket Table +d100 | Trinket +01 | A compass that always points to Mulmaster +02 | A paper fan that won't produce a breeze no matter how hard it's waved +03 | A petrified potato that resembles someone important to you +04 | A glass cup that can only be filled half way no matter how much liquid is poured into it +05 | A mirror that only shows the back of your head +06 | A small glass bird that when set down near water dips its head in as if to get a drink +07 | A lady's coin purse containing two sharp fangs +08 | A small sea conch with the words "From the beginning" painted on the lip +09 | A frost-covered silver locket that's frozen shut +10 | A seal which imprints a mysterious, unknown coat of arms into hard rock +11 | A small wooden doll that when held brings back fond memories +12 | A small handmirror which only reflects inanimate objects +13 | A glass eyeball that looks about of its own accordance, and can roll around +14 | A glass orb that replicates yesterday's weather inside itself +15 | A drinking cup, that randomly fills with fresh or salt water. Refilling once emptied +16 | A deep blue piece of flint, that when struck with steel produces not a spark but a drop of water +17 | A conch shell which is always damp and constantly drips saltwater +18 | A charred, half-melted pewter clasp that glows as if smoldering but releases no heat +19 | A clockwork finch that flaps its wings in the presence of a breeze +20 | An unbreakable sealed jar of glowing water that hums when shaken +21 | A small, finely polished geode whose crystals slowly fade between every color of the spectrum +22 | A rough stone eye pulled from a petrified creature +23 | A stone smoking pipe that never needs lighting +24 | A small whistle, that when blown, whispers a name of a person or place unknown to you, instead of the whistle sound +25 | A fist sized rock that "beats" like a heart +26 | A pair of bronze scissors in the shape of a pair of leaping dolphins +27 | A bronze oil lamp which is rumored to have once held a genie +28 | A single gauntlet inscribed with a fire motif and an unfamiliar name in Primordial +29 | A one-eyed little fish inside a spherical vial, much bigger than the vial's neck, He has a cunning look +30 | The tiny skull of a rabbit that whispers scathing insults when nobody is looking +31 | A rag doll in the likeness of an owlbear +32 | The desiccated body of a small eight-legged black lizard +33 | A small toy boat made with a walnut shell, toothpick, and piece of cloth +34 | A small pocket mirror that slowly fogs over while held +35 | Wind chimes that glow when the wind blows +36 | A small, clay square with an unknown rune etched into one side +37 | A tea kettle that heats itself when filled with water +38 | An old scratched monocle which shows an underwater landscape whenever someone looks through it +39 | A rose carved from coral +40 | A set of dice with elemental symbols and primordial runes instead of pips or numbers +41 | An amulet filled with liquid that churns, freezes, or boils to match it's wearer's mood +42 | A small silver bell that makes a sound like quiet, distant thunder when it's struck +43 | A small vial of black sand that glows slightly in the moonlight +44 | A small whale tooth with etched with an image of waves crashing upon a beach +45 | An hourglass in which the sands pour upward instead of downward +46 | A glass pendant with a hole in the center that a mild breeze always blows out of +47 | A soft feather that falls like a stone when dropped +48 | A large transparent gem that, when gripped tightly, whispers in Terran +49 | A small crystal snowglobe that, when shaken, seems to form silhouettes of dancing forms +50 | Half of a palm-sized geode that pulses dimly with purple light +51 | A book filled with writing that only appears when the book is held underwater +52 | A sealed envelope made of red leather that you haven't been able to open. It smells of campfire +53 | A locket of hair that is rumored to have come from a famed fire genasi +54 | Flint and steel that, when used to start a fire, creates a random colored flame +55 | A blank piece of wet parchment that never seems to dry +56 | A small puzzle box made of brass, that is slightly warm to the touch +57 | A cloudy chunk of glass that is said to hold a spark of breath from a blue dragon +58 | A crude chalice made of coal +59 | A miniature brass horn, silent when played, but fills the air with the scent of warm and exotic spices +60 | An eye-sized blue pearl that floats in salt water +61 | A tuning fork made from a dark metal which glows with a pale, white light during thunderstorms +62 | A small vial that is always filled with the smell of autumn wind +63 | A clear marble that slowly rolls toward the nearest source of running water +64 | A small collapsible silver cup that perspires constantly when opened +65 | An hourglass that tells time with falling mist instead of sand +66 | An ornate razor, which only cuts in freezing cold temperature +67 | A shark tooth covered in tiny etched words from a lost language +68 | A large brass coin with no markings or images on it +69 | A small wooden box filled with a strange red clay +70 | A necklace with a small, rusted iron anchor +71 | A small brass flute adorned with silver wire that is always faintly sounding +72 | A red and black Aarakocra feather +73 | A palm-sized stone with a hole in it, through which can be heard a constantly whispering wind +74 | A small conch shell covered in black crystal +75 | A small music box made of brass. It features a pair of tiny automatons that resemble Azer working at a forge +76 | A glass jar containing the preserved corpse of an unfamiliar aquatic creature +77 | A piece of petrified wood carved into the shape of a seashell +78 | A wooden puzzle cube covered in elemental symbols +79 | A small stone cube that acts as a magnet when placed against another stone +80 | A ring made of a white metal. On the inside is a name etched in Auran +81 | A bracelet made of silvered fish hooks +82 | A journal filled with poetry hand-written in Primordial +83 | A yellow gemstone that glows dimly when a storm is nearby +84 | A charred chisel with an unfamiliar symbol stamped into its base +85 | A canteen filled with a foul smelling orange mud +86 | A faceless doll made of driftwood +87 | A heavy iron key bearing the name of a ship long lost to the sea +88 | A small jewelry box made from the shell of a turtle +89 | A chess piece fashioned to look like fire myrmidon +90 | A spinning top with an image of one of the four elements on each side +91 | A single hoop earring made of a porous red stone +92 | An arrowhead carved from seasalt +93 | A small comb made of blue coral +94 | Seven small beads of sandstone on a string, all different colors +95 | A romance chapbook written in Undercommon titled "Just one Layer of Grey" +96 | A tiny, broken clockwork Harpy +97 | An ivory whale statuette +98 | A fist-sized cog, covered in barnacles +99 | An eyepatch made of obsidian and a black leather cord +100 | A glass bottle with a tiny ship of unfamiliar design inside +Source: Elemental Evil: Trinkets p. 1 + + + Trinket + Adventuring Gear + G + + + When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets. +Player's Handbook Trinket Table +d100 | Trinket +01 | A mummified goblin hand +02 | A piece of crystal that faintly glows in the moonlight +03 | A gold coin minted in an unknown land +04 | A diary written in a language you don't know +05 | A brass ring that never tarnishes +06 | An old chess piece made from glass +07 | A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips +08 | A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it +09 | A rope necklace from which dangles four mummified elf fingers +10 | The deed for a parcel of land in a realm unknown to you +11 | A 1-ounce block made from an unknown material +12 | A small cloth doll skewered with needles +13 | A tooth from an unknown beast +14 | An enormous scale, perhaps from a dragon +15 | A bright green feather +16 | An old divination card bearing your likeness +17 | A glass orb filled with moving smoke +18 | A 1-pound egg with a bright red shell +19 | A pipe that blows bubbles +20 | A glass jar containing a weird bit of flesh floating in pickling fluid +21 | A tiny gnome-crafted music box that plays a song you dimly remember from your childhood +22 | A small wooden statuette of a smug halfling +23 | A brass orb etched with strange runes +24 | A multicolored stone disk +25 | A tiny silver icon of a raven +26 | A bag containing forty-seven humanoid teeth, one of which is rotten +27 | A shard of obsidian that always feels warm to the touch +28 | A dragon's bony talon hanging from a plain leather necklace +29 | A pair of old socks +30 | A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking +31 | A silver badge in the shape of a five-pointed star +32 | A knife that belonged to a relative +33 | A glass vial filled with nail clippings +34 | A rectangular metal device with two tiny metal cups on one end that throws sparks when wet +35 | A white, sequined glove sized for a human +36 | A vest with one hundred tiny pockets +37 | A small, weightless stone block +38 | A tiny sketch portrait of a goblin +39 | An empty glass vial that smells of perfume when opened +40 | A gemstone that looks like a lump of coal when examined by anyone but you +41 | A scrap of cloth from an old banner +42 | A rank insignia from a lost legionnaire +43 | A tiny silver bell without a clapper +44 | A mechanical canary inside a gnomish lamp +45 | A tiny chest carved to look like it has numerous feet on the bottom +46 | A dead sprite inside a clear glass bottle +47 | A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) +48 | A glass orb filled with water, in which swims a clockwork goldfish +49 | A silver spoon with an 'M' engraved on the handle +50 | A whistle made from gold-colored wood +51 | A dead scarab beetle the size of your hand +52 | Two toy soldiers, one with a missing head +53 | A small box filled with different-sized buttons +54 | A candle that can't be lit +55 | A tiny cage with no door +56 | An old key +57 | An indecipherable treasure map +58 | A hilt from a broken sword +59 | A rabbit's foot +60 | A glass eye +61 | A cameo carved in the likeness of a hideous person +62 | A silver skull the size of a coin +63 | An alabaster mask +64 | A pyramid of sticky black incense that smells very bad +65 | A nightcap that, when worn, gives you pleasant dreams +66 | A single caltrop made from bone +67 | A gold monocle frame without the lens +68 | A 1-inch cube, each side painted a different color +69 | A crystal knob from a door +70 | A small packet filled with pink dust +71 | A fragment of a beautiful song, written as musical notes on two pieces of parchment +72 | A silver teardrop earring made from a real teardrop +73 | The shell of an egg painted with scenes of human misery in disturbing detail +74 | A fan that, when unfolded, shows a sleeping cat +75 | A set of bone pipes +76 | A four-leaf clover pressed inside a book discussing manners and etiquette +77 | A sheet of parchment upon which is drawn a complex mechanical contraption +78 | An ornate scabbard that fits no blade you have found so far +79 | An invitation to a party where a murder happened +80 | A bronze pentacle with an etching of a rat's head in its center +81 | A purple handkerchief embroidered with the name of a powerful archmage +82 | Half of a floorplan for a temple, castle, or some other structure +83 | A bit of folded cloth that, when unfolded, turns into a stylish cap +84 | A receipt of deposit at a bank in a far-flung city +85 | A diary with seven missing pages +86 | An empty silver snuffbox bearing an inscription on the surface that says "dreams" +87 | An iron holy symbol devoted to an unknown god +88 | A book that tells the story of a legendary hero's rise and fall, with the last chapter missing +89 | A vial of dragon blood +90 | An ancient arrow of elven design +91 | A needle that never bends +92 | An ornate brooch of dwarven design +93 | An empty wine bottle bearing a pretty label that says, "The Wizard of Wines Winery, Red Dragon Crush, 331422-W" +94 | A mosaic tile with a multicolored, glazed surface +95 | A petrified mouse +96 | A black pirate flag adorned with a dragon's skull and crossbones +97 | A tiny mechanical crab or spider that moves about when it's not being observed +98 | A glass jar containing lard with a label that reads, "Griffon Grease" +99 | A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body +100 | A metal urn containing the ashes of a hero +Source: Player's Handbook p. 159 + + + Truth Serum + Adventuring Gear, Poison + G + + 150.0 + + A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell. +Source: Dungeon Master's Guide p. 258 + + + Turquoise + + $ + + 10.0 + + An opaque light blue-green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Two-Birds Sling + simple Weapon, Ranged Weapon + R + + 0.1 + A + 1d4 + B + 30/120 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target. +Source: Mythic Odysseys of Theros p. 198 + + + Two-Person Tent + Adventuring Gear + G + 20 + 2.0 + + A simple and portable canvas shelter, a tent sleeps two. +Source: Player's Handbook p. 153 + + + Unbreakable Arrow + minor, Ammunition + A + + + This arrow can't be broken, except when it is within an antimagic field. +Source: Xanathar's Guide to Everything p. 139 + + + Uncommon Glamerweave + Wondrous item + W + 1 + + + Glamerweave is clothing imbued with harmless illusory magic. While wearing these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. Alternatively, you can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it. +When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn. +Source: Eberron: Rising from the Last War p. 277 + + + Universal Solvent + Wondrous item, minor + W + 1 + + + This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue. +Found On: Magic Item Table E +Source: Dungeon Master's Guide p. 209 + + + Vanrak's Mithral Shirt + Medium Armor + MA + 20 + + 13 + None + Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +While you wear this armor, you gain darkvision out to a range of 60 feet. +Source: Waterdeep: Dungeon of the Mad Mage p. 237 + + + Velvet doublet with gold buttons (Legion of Dusk) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Ventilating Lungs + Wondrous item + W + 1 + + + These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can't be suppressed by magic. +Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons. +As an action, you can use these lungs to exhale a gust of wind, as if you had cast the gust of wind spell (spell save DC 15) with no components. This property of the lungs can't be used again until the next dawn. +If your attunement to the lungs ends, your original lungs reappear. +Source: Eberron: Rising from the Last War p. 279 + + + Verminshroud + Wondrous item + W + 1 + + + This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. +Dormant: While wearing the Verminshroud in its dormant state, you gain the following benefits: +• You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. +• As an action, you can use the Verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn. +Awakened: While wearing the Verminshroud in its awakened state, you gain the following benefits: +• You have resistance to poison damage. +• You can use an action to cast the insect plague spell (save DC 15) from the Verminshroud, requiring no material components. This property can't be used again until the next dawn. +• When you cast the polymorph spell using the Verminshroud, you can transform into a giant wasp. +Exalted: While wearing the Verminshroud in its exalted state, you gain the following benefits: +• You gain a climbing speed equal to your walking speed. +• Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. +• When you cast the polymorph spell using the Verminshroud, you can transform into a giant scorpion. +Source: Explorer's Guide to Wildemount p. 273 + 1d6 + + + Veteran's Cane + Wondrous item, minor + W + 1 + + + When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical. +Source: Xanathar's Guide to Everything p. 139 + + + Vial + Adventuring Gear + G + + 1.0 + + A vial can hold up to 4 ounces of liquid. +Source: Player's Handbook p. 153 + + + Vial of Stardust + Other + G + + + Any creature that sprinkles the contents of a Vial of Stardust over itself gains the ability to cast the dream spell once as an action (spell save DC 15), requiring no components. +Source: Waterdeep: Dungeon of the Mad Mage p. 251 + + + Viol + Instrument + G + 1 + 30.0 + + Source: Player's Handbook p. 154 + + + Voting Kit + Wondrous item + W + 1 + + + At rank 4, your voting kit becomes a common magic item that conceals an extradimensional space. As a bonus action, you can place one tool kit that you are proficient with into the voting kit, or can remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check. +Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can't be used again until the next dawn. +Source: Acquisitions Incorporated p. 22 + + + Vox Seeker + Wondrous item + W + 1 + + + This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying Vox Seeker stat block. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed. +Source: Explorer's Guide to Wildemount p. 270 + + + Voyager Staff + Staff + ST + 4 + V + 1d6 + 1d8 + B + You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls. +This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges). +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever. +Source: Guildmasters' Guide to Ravnica p. 181 + 1d6+4 + + + Wagon + Vehicle (land) + G + 400 + 35.0 + + Source: Player's Handbook p. 157 + + + Wand of Binding + major + WD + 1 + + This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Spells: While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). +Assisted Escape: While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 1d6+1 + + + Wand of Conducting + minor + WD + 1 + + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. +The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. +Source: Xanathar's Guide to Everything p. 140 + + + Wand of Enemy Detection + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 210 + 1d6+1 + + + Wand of Entangle + + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Source: Tales from the Yawning Portal p. 229 + 1d6+1 + + + Wand of Fear + major + WD + 1 + + This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). +Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 210 + 1d6+1 + + + Wand of Fireballs + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 210 + 1d6+1 + + + Wand of Lightning Bolts + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 211 + 1d6+1 + + + Wand of Magic Detection + minor + WD + 1 + + This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 211 + 1d3 + + + Wand of Magic Missiles + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 211 + 1d6+1 + + + Wand of Orcus + + WD + 4 + + The ghastly Wand of Orcus rarely leaves Orcus side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal. +Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence. +Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. +In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit. +Random Properties: The Wand of Orcus has the following random properties: +• 2 minor beneficial properties +• 1 major beneficial property +• 2 minor detrimental properties +• 1 major detrimental property +The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself. +Protection: You gain a +3 bonus to Armor Class while holding the wand. +Spells: The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn. +While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0). +Call Undead: While you are holding the wand, you can use an action to conjure skeleton and zombie, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn. +While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until Orcus dismisses them. +Sentience: The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. +The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. +Personality: The wand's purpose is to help satisfy Orcus desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus. +Destroying the Wand: Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded. +Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus layer of the Abyss. +Source: Dungeon Master's Guide p. 227 + 10d6 + 2d12 + 1d4+3 + + + Wand of Paralysis + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 211 + 1d6+1 + + + Wand of Polymorph + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 211 + 1d6+1 + + + Wand of Pyrotechnics + minor + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. +Source: Xanathar's Guide to Everything p. 140 + 1d6+1 + + + Wand of Scowls + minor + WD + 1 + + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. +The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of smiles. +Source: Xanathar's Guide to Everything p. 140 + + + Wand of Secrets + minor + WD + 1 + + The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 211 + 1d3 + + + Wand of Smiles + minor + WD + 1 + + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. +The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls. +Source: Xanathar's Guide to Everything p. 140 + + + Wand of Viscid Globs + + WD + 1 + + Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away. +Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own. +The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wands last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. +A wand of viscous globs is destroyed if exposed to sunlight for 1 hour without interruption. +Source: Out of the Abyss p. 223 + 1d6+1 + + + Wand of Web + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 212 + 1d6+1 + + + Wand of Winter + + WD + 1 + + This wand looks and feels like an icicle. You must be attuned to the wand to use it. +The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed. +Source: Hoard of the Dragon Queen p. 94 + 1d6+1 + + + Wand of Wonder + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. +If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. +If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. +d100 | Effect +01-05 | You cast slow. +06-10 | You cast faerie fire. +11-15 | You are stunned until the start of your next turn, believing something awesome just happened. +16-20 | You cast gust of wind. +21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. +26-30 | You cast stinking cloud. +31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. +34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. +37-46 | You cast lightning bolt. +47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. +50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. +54-58 | You cast darkness. +59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. +63-65 | An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. +66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. +70-79 | You cast fireball. +80-84 | You cast invisibility on yourself. +85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. +88-90 | A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. +91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. +98-00 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 212 + 1d6+1 + 1d6 + 1d4 + 1d10 + + + Wand Sheath + Wondrous item + W + 1 + + + A wand sheath clamps onto your arm and imparts the following benefits: +• The wand sheath can't be removed from you while you're attuned to it. +• You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time. +• You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free. +If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends. +Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115 + + + Wargong + Instrument + G + + + A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark. +Source: Sword Coast Adventurer's Guide p. 124 + + + Warhorse + Mount + G + + 400.0 + + Source: Player's Handbook p. 157 + + + Warship + Vehicle (water) + G + + 25000.0 + + Source: Dungeon Master's Guide p. 119 + + + Waterskin + Adventuring Gear + G + 5 + 0.2 + + A waterskin can hold up to 4 pints of liquid. +Source: Player's Handbook p. 153 + + + Wave + Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. +You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. +The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. +Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. +Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. +Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god. +Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. +Source: Dungeon Master's Guide p. 218 + + + Waythe + Melee Weapon + M + 6 + H,2H + 2d6 + S + Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. +The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. +Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. +The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. +Personality: This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. +Source: Tales from the Yawning Portal p. 229 + 2d6 + + + Weaver's Tools + Artisan Tools + G + 5 + 1.0 + + Source: Player's Handbook p. 154 + + + Weird Tank + Wondrous item + W + 1 + + + A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank. +You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead. +If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it. +The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it. +Source: Princes of the Apocalypse p. 223 + + + Well of Many Worlds + Wondrous item, major + W + 1 + + + This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. +You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 213 + 1d8 + + + Wheat + Trade Good + G + 1 + 0.01 + + Source: Player's Handbook p. 157 + + + Wheel of Stars + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips. +Portent of the Stars: As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a d10 and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn. +Alter Gravity: As an action, you can cast fly on yourself or you can cast levitate (save DC 15). Once you use this feature of the wheel of stars, it cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 222 + + + Wheel of Wind and Water + Wondrous item + W + 1 + + + When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel. +If a wheel of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour. +Source: Eberron: Rising from the Last War p. 280, Wayfinder's Guide to Eberron p. 115 + + + Whelm + Melee Weapon + M + 2 + T,V + 1d8 + 1d10 + B + 20/60 + Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. +You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. +Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. +Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. +Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. +Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. +Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. +Source: Dungeon Master's Guide p. 218 + 1d8 + 2d8 + + + Whetstone + Adventuring Gear + G + 1 + 0.01 + + Source: Player's Handbook p. 150 + + + Whisper Jar + Wondrous item + W + 1 + + + Also at rank 1, you are the beneficiary of a whisper jar—a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others' stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the playback of a particular recording is an action. +Things Recorded in Your Whisper Jar +d8 | Recording +1 | A live recording of the only performance of the mostly forgotten stage play Tabaxi on a Hot Tin Roof +2 | The life's work of the loremonger who owned the jar before you +3 | Every courageous thought you've ever had, to cover for how scared you are most of the time +4 | Everything, because everyone else around you will eat their words one day! +5 | The top seven places to eat fried rat skewers in every settlement you've ever visited +6 | The entire family tree of every royal line, extant or lost, in Faerûn +7 | A moment-by-moment review of your favorite Jim Darkmagic stage performance +8 | The sound of raucous applause, which you play back liberally +Whispered Encyclopedia: At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15 Intelligence (History) check. On a success, the jar plays back a recording on that subject, made somewhere, sometime by another Acq Inc loremonger. This property of the whisper jar can't be used again until the next dawn. +Whispered Warnings: Also at rank 3, your whisper jar gains additional power and becomes a rare magic item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the whisper jar can't be used again until the next dawn. +Whispered Arcana: Also at rank 4, your whisper jar gains access to even more magic. By whispering the name of one of the following spells into the jar as an action, you can cast that spell from the jar: detect evil and good, detect magic, detect poison and disease, find traps, identify, or locate animals or plants. This property of the whisper jar can't be used again until the next dawn. +Source: Acquisitions Incorporated p. 27 + + + White Dragon Cape + Other + G + + + You have resistance to cold damage while wearing this cape. +Source: Tales from the Yawning Portal p. 193 + + + White Dragon Mask + Wondrous item + W + 1 + + + This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. +Damage Absorption: You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. +Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. +Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. +Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. +Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against White Dragons. +Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. +Winter's Fury: While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks. +Source: The Rise of Tiamat Online Supplement p. 4 + 1d8 + + + White Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Wildroot + Adventuring Gear + G + + 25.0 + + Introducing the juice of a wildroot into a poisoned creature's bloodstream (for example, by rubbing it on an open wound) rids the creature of the poisoned condition. Once used in this way, a wildroot loses this property. +Source: Tomb of Annihilation p. 205 + + + Will of the Talon + martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat. +Sentience: Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal. +Personality: A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return. +Dormant: The war pick grants the following benefits in its dormant state: +• You can speak, read, and write Draconic and Infernal. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. +• As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can't be used again until the next dawn. +• While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. +When you use the war pick to unleash a breath weapon of a specific damage type, you can't choose that same damage type again until the next dawn. +Will of the Talon Breath Weapons +Damage Type | Area | Saving Throw +Acid | 5 ft. wide, 30 ft. long line | Dexterity +Cold | 15 ft. cone | Constitution +Fire | 15 ft. cone | Dexterity +Lightning | 5 ft. wide, 30 ft. long line | Dexterity +Poison | 15 ft. cone | Constitution +Awakened: When the war pick reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2. +• The saving throw DC for the war pick's Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one. +• The saving throw DC for the war pick's Frightful Presence property increases to 15. +• While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage. +Exalted: When the war pick reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• The saving throw DC for the war pick's Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much damage on a successful one. +• The saving throw DC for the war pick's Frightful Presence property increases to 17. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 279 + 3d6 + 4d6 + 5d6 + + + Willowshade Oil + + P + + 30.0 + + A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature's next turn. +Source: Explorer's Guide to Wildemount p. 70 + + + Wind Fan + Wondrous item, major + W + 1 + + + While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 chance of not working and tearing into useless, nonmagical tatters. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Windvane + Melee Weapon + M + 3 + T,V,F + 1d6 + 1d8 + P + 20/60 + A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air. +You have a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage. +Air Mastery: You gain the following benefits while you hold Windvane: +• You can speak Auran fluently. +• You have resistance to lightning damage. +• You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn. +Song of the Four Winds: While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air. Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn. +Flaw: Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: "I break my vows and plans. Duty and honor mean nothing to me." +Source: Princes of the Apocalypse p. 224 + 1d6 + + + Winged Boots + Wondrous item, major + W + 1 + + + While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. +The boots regain 2 hours of flying capability for every 12 hours they aren't in use. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 214 + + + Wings of Flying + Wondrous item, major + W + 1 + + + While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 214 + 1d12 + + + Wingwear + Wondrous item + W + 1 + + + This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. +The suit regains all of its expended charges after spending at least 1 hour in an elemental air node. +Source: Princes of the Apocalypse p. 223 + + + Winter's Dark Bite + Melee Weapon + M + 6 + H,2H + 2d6 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. +This greatsword is made of an unknown black metal. In most cases, it works as a +1 greatsword. But when used against a thessalhydra, it works as a +3 greatsword. While in the Upside Down, it works as a +4 greatsword. +Source: Hunt for the Thessalhydra p. 4 + + + Woodcarver's Tools + Artisan Tools + G + 5 + 1.0 + + Source: Player's Handbook p. 154 + + + Wooden Staff + Spellcasting Focus + G + 4 + 5.0 + V + 1d6 + 1d8 + B + A druid can use this object as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Wreath of the Prism + Wondrous item + W + 1 + + + This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. +Dormant: While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. +When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target's neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. +Awakened: Once the Wreath of the Prism reaches an awakened state, it gains the following benefits: +• You can affect creatures of challenge rating 10 or lower with the wreath. +• The save DC of the wreath's spell increases to 15. +Exalted: Once the Wreath of the Prism reaches an exalted state, it gains the following benefits: +• You can affect creatures of challenge rating 15 or lower with the wreath. +• The save DC of the wreath's spell increases to 17. +Source: Explorer's Guide to Wildemount p. 274 + + + Wukka Nut + Adventuring Gear + G + + 1.0 + + These fist-sized nuts grow on wukka trees, which are popular haunts for jaculi, su-monster, and zorbo. A wukka nut rattles when shaken, causing its shell to shed bright light in a 10-foot radius and dim light for an additional 10 feet. This magical light fades after 1 minute, but shaking the nut again causes the light to reappear. If the shell of the nut is cracked open, it loses its magic. +Source: Tomb of Annihilation p. 205 + + + Wyllow's Staff of Flowers + minor, Staff + ST + 4 + V + 1d6 + 1d8 + B + This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. +Wyllow's staff is peculiar in that it can't create roses, which the archdruid dislikes. If a rose is chosen, a daisy grows instead. +Source: Waterdeep: Dungeon of the Mad Mage p. 75 + 1d6+4 + + + Wyrmskull Throne + Wondrous item + W + 1 + + + Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire. The Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet—the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian winking to life with blue energy when the throne's powers are activated. +After the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the storm giant Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne, which has become the centerpiece of King Hekaton's throne room in the undersea citadel of Maelstrom. Fear of the throne's power has helped prevent evil giants from challenging or threatening Hekaton's leadership. +Any creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the creature can't be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne. +Any creature seated on the throne can hear faint Whispers in Draconic—the whisperings of four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the decisions of the throne's master +Properties of the Throne: The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Sceptor in its possession can harness the throne's properties, which are as follows: +The throne gains a flying speed of 30 feet and can hover and flies where the creature wills. This property doesn't expend any charges. +Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn't expend any charges. +As an action, the creature can expend 1 charge to cast lightning bolt (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 (14d6) lightning damage. The bolt discharges from the mouth of one of the throne's blue dragon skulls. +As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from the throne. The globe encloses both the creature and the throne. +As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature's turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature's choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon bite and claw attacks. +Destroying the Throne: The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one. +Source: Storm King's Thunder p. 237 + 14d6 + 20d6 + + + Wyvern Poison + Adventuring Gear, Poison + G + + 1200.0 + + This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. +Source: Dungeon Master's Guide p. 258 + 7d6 + + + Yahcha + Adventuring Gear + G + + 1.0 + + A yahcha (pronounced YAH-chah) is a harmless, meaty beetle about the size of a human hand, which feeds on worms and maggots. It moves slowly (walking speed 10 feet) and is easy to catch. A creature with mad monkey fever that eats a raw or cooked yahcha can immediately make a saving throw with advantage against that disease (see "Diseases," page 40), +Source: Tomb of Annihilation p. 205 + + + Yarting + Instrument + G + + + A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. +Source: Sword Coast Adventurer's Guide p. 124 + + + Yellow Sapphire + + $ + + 1000.0 + + A transparent fiery yellow or yellow-green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Yew Wand + Spellcasting Focus + G + 1 + 10.0 + + A druid can use this object as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Ythryn Mythallar + Wondrous item + W + 1 + + + A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the Weave that can be harnessed for various purposes. For example, Netherese mages used mythallars to keep their cities aloft and empower their magic items. The bigger the mythallar, the more magic it can hold. The largest mythallars are 150 feet in diameter. +The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master's Guide. If a ninth creature tries to attune to the mythallar, nothing happens. +All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device can use any of its properties, but only if all other creatures attuned to the device agree to allow it. The Ythryn mythallar's properties are as follows: +• While you're on the same plane of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn mythallar and all structures held aloft by it hover in place when not in motion. +• As an action, you can cause one magic item you are holding within 30 feet of the Ythryn mythallar to immediately regain all its expended charges or uses. A magic item recharged in this manner can't be recharged by the Ythryn mythallar again until after the item regains expended charges or uses on its own. +• You can use the Ythryn mythallar to cast the control weather spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the duration of the spell's casting time, you must be within 30 feet of the Ythryn mythallar or the spell fails. +Touching the Mythallar: Any creature that touches the globe of the mythallar must make a DC 22 Constitution saving throw, taking 180 (20d10 + 70) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw. Any object that touches the globe, other than an artifact or the mythallar's cradle, is disintegrated instantly (no save). +Source: Icewind Dale: Rime of the Frostmaiden p. 316 + 20d10+70 + + + Zabou + Adventuring Gear + G + + 10.0 + + Zabou mushrooms feed on offal and the rotting wood of dead trees. If handled carefully, a zabou can be picked or uprooted without causing it to release its spores. If crushed or struck, a zabou releases its spores in a 10-foot-radius sphere. A zabou can also be hurled up to 30 feet away or dropped like a grenade, releasing its cloud of spores on impact. Any creature in that area must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. The poisoned creature's skin itches for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Source: Tomb of Annihilation p. 205 + + + Zircon + + $ + + 50.0 + + A transparent pale blue-green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Zulkoon + Instrument + G + + + A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound. +Source: Sword Coast Adventurer's Guide p. 124 + + + Arcane Focus + Spellcasting Focus + G + + + An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +Crystal +Orb +Rod +Staff +Wand +Source: Player's Handbook p. 151 + + + Armor of Resistance + Generic Variant, major + G + + + Armor of Acid Resistance +Armor of Cold Resistance +Armor of Fire Resistance +Armor of Force Resistance +Armor of Lightning Resistance +Armor of Necrotic Resistance +Armor of Poison Resistance +Armor of Psychic Resistance +Armor of Radiant Resistance +Armor of Thunder Resistance +Source: Dungeon Master's Guide p. 162 + + + Armor of Vulnerability + major, Cursed item, Heavy Armor + HA + 65 + + 18 + 1 + 15 + The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Armor of Vulnerability (Bludgeoning) +Armor of Vulnerability (Piercing) +Armor of Vulnerability (Slashing) +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Artisan's Tools + Artisan Tools + G + + + Alchemist's Supplies +Brewer's Supplies +Calligrapher's Supplies +Carpenter's Tools +Cartographer's Tools +Cobbler's Tools +Cook's Utensils +Glassblower's Tools +Jeweler's Tools +Leatherworker's Tools +Mason's Tools +Painter's Supplies +Potter's Tools +Smith's Tools +Tinker's Tools +Weaver's Tools +Woodcarver's Tools +Source: Player's Handbook p. 154 + + + Bag of Tricks + Wondrous item, major + W + 1 + 0.5 + + Bag of Tricks, Gray +Bag of Tricks, Rust +Bag of Tricks, Tan +Source: Dungeon Master's Guide p. 154 + + + Barrier Tattoo + Wondrous item + W + 1 + + + Barrier Tattoo (Uncommon) +Barrier Tattoo (Rare) +Barrier Tattoo (Very Rare) +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + + + Belt of Giant Strength + Wondrous item + W + 1 + + + Belt of Cloud Giant Strength +Belt of Fire Giant Strength +Belt of Frost Giant Strength +Belt of Hill Giant Strength +Belt of Stone Giant Strength +Belt of Storm Giant Strength +Source: Dungeon Master's Guide p. 155 + + + Carpet of Flying + Wondrous item, major + W + 1 + + + Carpet of Flying, 3 ft. x 5 ft. +Carpet of Flying, 4 ft. x 6 ft. +Carpet of Flying, 5 ft. x 7 ft. +Carpet of Flying, 6 ft. x 9 ft. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 157 + + + Crystal Ball (Legendary Version) + Wondrous item, major + W + 1 + 3 + + Crystal Ball of Mind Reading +Crystal Ball of Telepathy +Crystal Ball of True Seeing +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 159 + + + Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + The wearer has disadvantage on Stealth (Dexterity) checks. +Black Dragon Scale Mail +Blue Dragon Scale Mail +Brass Dragon Scale Mail +Bronze Dragon Scale Mail +Copper Dragon Scale Mail +Gold Dragon Scale Mail +Green Dragon Scale Mail +Red Dragon Scale Mail +Silver Dragon Scale Mail +White Dragon Scale Mail +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 165 + + + Druidic Focus + Spellcasting Focus + G + + + A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. +Sprig of mistletoe +Totem +Wooden staff +Yew wand +Source: Player's Handbook p. 151 + + + Elemental Gem + Wondrous item, minor + W + 1 + + + Elemental Gem, Blue Sapphire +Elemental Gem, Emerald +Elemental Gem, Red Corundum +Elemental Gem, Yellow Diamond +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 167 + + + Figurine of Wondrous Power + Wondrous item + W + 1 + + + Figurine of Wondrous Power, Bronze Griffon +Figurine of Wondrous Power, Ebony Fly +Figurine of Wondrous Power, Golden Lions +Figurine of Wondrous Power, Ivory Goats +Figurine of Wondrous Power, Marble Elephant +Figurine of Wondrous Power, Obsidian Steed +Figurine of Wondrous Power, Onyx Dog +Figurine of Wondrous Power, Serpentine Owl +Figurine of Wondrous Power, Silver Raven +Source: Dungeon Master's Guide p. 169 + + + Flensing Claws + Other + G + + + S + mind flayer don't always provide their thralls with normal weapons, such as swords and axes. Sometimes they improve the natural capabilities of thralls by giving them new anatomy. Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation. +Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The claws deal slashing damage based on the creature's size. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. Tiny and Gargantuan creatures can't be fitted with flensing claws. +Flensing Claws (Small) +Flensing Claws (Medium) +Flensing Claws (Large) +Flensing Claws (Huge) +Source: Volo's Guide to Monsters p. 81 + + + Gaming Set + Gaming Set + G + + + Dice Set +Dragonchess Set +Playing Card Set +Three-Dragon Ante Set +Source: Player's Handbook p. 154 + + + Glamerweave + Wondrous item + W + 1 + + + Common Glamerweave +Uncommon Glamerweave +Source: Eberron: Rising from the Last War p. 277 + + + Guild Keyrune + Wondrous item + W + 1 + + + Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer access to privileged places in its guild's headquarters and outposts. At the DM's discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild. +Azorius Keyrune +Boros Keyrune +Dimir Keyrune +Golgari Keyrune +Gruul Keyrune +Izzet Keyrune +Orzhov Keyrune +Rakdos Keyrune +Selesnya Keyrune +Simic Keyrune +Source: Guildmasters' Guide to Ravnica p. 177 + + + Guild Signet + + RG + + + A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild's recognition and favor. +Azorius Guild Signet +Boros Guild Signet +Dimir Guild Signet +Golgari Guild Signet +Gruul Guild Signet +Izzet Guild Signet +Orzhov Guild Signet +Rakdos Guild Signet +Selesnya Guild Signet +Simic Guild Signet +Source: Guildmasters' Guide to Ravnica p. 178 + + + Holy Symbol + Spellcasting Focus + G + + + A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. +Amulet +Emblem +Reliquary +Source: Player's Handbook p. 151 + + + Horn of Valhalla + Wondrous item + W + 1 + + + Horn of Valhalla, Brass +Horn of Valhalla, Bronze +Horn of Valhalla, Iron +Horn of Valhalla, Silver +Source: Dungeon Master's Guide p. 175 + + + Imbued Wood Focus + Wondrous item, Spellcasting Focus + G + 1 + + + An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +Imbued Wood (Fernian Ash) +Imbued Wood (Irian Rosewood) +Imbued Wood (Kythrian Manchineel) +Imbued Wood (Lamannian Oak) +Imbued Wood (Mabaran Ebony) +Imbued Wood (Risian Pine) +Imbued Wood (Shavarran Birch) +Imbued Wood (Xorian Wenge) +Source: Eberron: Rising from the Last War p. 277 + + + Instrument of the Bards + Wondrous item, Instrument + G + 1 + + + Instrument of the Bards, Anstruth Harp +Instrument of the Bards, Canaith Mandolin +Instrument of the Bards, Cli Lyre +Instrument of the Bards, Doss Lute +Instrument of the Bards, Fochlucan Bandore +Instrument of the Bards, Mac-Fuirmidh Cittern +Instrument of the Bards, Ollamh Harp +Source: Dungeon Master's Guide p. 176 + + + Ioun Stone + Wondrous item + W + 1 + + + Ioun Stone, Absorption +Ioun Stone, Agility +Ioun Stone, Awareness +Ioun Stone, Fortitude +Ioun Stone, Greater Absorption +Ioun Stone, Insight +Ioun Stone, Intellect +Ioun Stone, Leadership +Ioun Stone, Mastery +Ioun Stone, Protection +Ioun Stone, Regeneration +Ioun Stone, Reserve +Ioun Stone, Strength +Ioun Stone, Sustenance +Source: Dungeon Master's Guide p. 176 + + + Ioun Stone + Wondrous item + W + 1 + + + Ioun Stone, Supreme Intellect +Ioun Stone, Historical Knowledge +Ioun Stone, Natural Knowledge +Ioun Stone, Religious Knowledge +Ioun Stone, Language Knowledge +Ioun Stone, Self-Preservation +Source: Lost Laboratory of Kwalish p. 55 + + + Manual of Golems + Wondrous item, major + W + 1 + 5 + + Manual of Clay Golems +Manual of Flesh Golems +Manual of Iron Golems +Manual of Stone Golems +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 180 + + + Molten Bronze Skin + Generic Variant + G + + + Molten Bronze Skin (Breastplate) +Molten Bronze Skin (Half Plate) +Molten Bronze Skin (Plate) +Source: Mythic Odysseys of Theros p. 197 + + + Musical Instrument + Instrument + G + + + Bagpipes +Drum +Dulcimer +Flute +Horn +Lute +Lyre +Pan Flute +Shawm +Viol +Source: Player's Handbook p. 154 + + + Orb of Shielding + Wondrous item, Spellcasting Focus + G + 1 + 3 + + An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +Orb of Shielding (Fernian Basalt) +Orb of Shielding (Irian Quartz) +Orb of Shielding (Kythrian Skarn) +Orb of Shielding (Lamannian Flint) +Orb of Shielding (Mabaran Obsidian) +Orb of Shielding (Risian Shale) +Orb of Shielding (Shavarran Chert) +Orb of Shielding (Xorian Marble) +Source: Eberron: Rising from the Last War p. 278 + + + Potion of Giant Strength + + P + + + Potion of Cloud Giant Strength +Potion of Fire Giant Strength +Potion of Frost Giant Strength +Potion of Hill Giant Strength +Potion of Stone Giant Strength +Potion of Storm Giant Strength +Source: Dungeon Master's Guide p. 187 + + + Potion of Healing (*) + + P + + + * This item group has the same name and source as the item potion of healing. +Potion of Healing +Potion of Greater Healing +Potion of Superior Healing +Potion of Supreme Healing +Source: Dungeon Master's Guide p. 187 + + + Potion of Mind Control + + P + + + Potion of Mind Control (beast) +Potion of Mind Control (humanoid) +Potion of Mind Control (monster) +Source: Tales from the Yawning Portal p. 229 + + + Potion of Resistance + minor + P + + + Potion of Acid Resistance +Potion of Cold Resistance +Potion of Fire Resistance +Potion of Force Resistance +Potion of Lightning Resistance +Potion of Necrotic Resistance +Potion of Poison Resistance +Potion of Psychic Resistance +Potion of Radiant Resistance +Potion of Thunder Resistance +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token + Wondrous item + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly. +d100 | Feather Token +01-20 | Quaal's Feather Token, Anchor +21-35 | Quaal's Feather Token, Bird +36-50 | Quaal's Feather Token, Fan +51-65 | Quaal's Feather Token, Swan Boat +66-90 | Quaal's Feather Token, Tree +91-100 | Quaal's Feather Token, Whip +Quaal's Feather Token, Anchor +Quaal's Feather Token, Bird +Quaal's Feather Token, Fan +Quaal's Feather Token, Swan Boat +Quaal's Feather Token, Tree +Quaal's Feather Token, Whip +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 188 + + + Ring of Elemental Command + major + RG + + + Ring of Air Elemental Command +Ring of Earth Elemental Command +Ring of Fire Elemental Command +Ring of Water Elemental Command +Source: Dungeon Master's Guide p. 190 + + + Ring of Resistance + major + RG + + + Ring of Acid Resistance +Ring of Cold Resistance +Ring of Fire Resistance +Ring of Force Resistance +Ring of Lightning Resistance +Ring of Necrotic Resistance +Ring of Poison Resistance +Ring of Psychic Resistance +Ring of Radiant Resistance +Ring of Thunder Resistance +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 192 + + + Scroll of Protection + minor + SC + + + Scroll of Protection from Aberrations +Scroll of Protection from Beasts +Scroll of Protection from Celestials +Scroll of Protection from Elementals +Scroll of Protection from Fey +Scroll of Protection from Fiends +Scroll of Protection from Plants +Scroll of Protection from Undead +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 199 + + + Spell Gem + Wondrous item + W + 1 + + + Spell Gem (Amber) +Spell Gem (Bloodstone) +Spell Gem (Diamond) +Spell Gem (Jade) +Spell Gem (Lapis lazuli) +Spell Gem (Obsidian) +Spell Gem (Quartz) +Spell Gem (Ruby) +Spell Gem (Star ruby) +Spell Gem (Topaz) +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Scroll + + SC + + + Spell Scroll (Cantrip) +Spell Scroll (1st Level) +Spell Scroll (2nd Level) +Spell Scroll (3rd Level) +Spell Scroll (4th Level) +Spell Scroll (5th Level) +Spell Scroll (6th Level) +Spell Scroll (7th Level) +Spell Scroll (8th Level) +Spell Scroll (9th Level) +Source: Dungeon Master's Guide p. 200 + + + Spellwrought Tattoo + Wondrous item + W + 1 + + + Spellwrought Tattoo (Cantrip) +Spellwrought Tattoo (1st Level) +Spellwrought Tattoo (2nd Level) +Spellwrought Tattoo (3rd Level) +Spellwrought Tattoo (4th Level) +Spellwrought Tattoo (5th Level) +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Sword of Answering + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + Sword of Answering (Answerer) +Sword of Answering (Back Talker) +Sword of Answering (Concluder) +Sword of Answering (Last Quip) +Sword of Answering (Rebutter) +Sword of Answering (Replier) +Sword of Answering (Retorter) +Sword of Answering (Scather) +Sword of Answering (Squelcher) +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 206 + + + Arrow + Ammunition + A + 0.05 + 0.05 + + Source: Player's Handbook p. 150 + + + Arrows (20) + Ammunition + A + 1 + 1.0 + + Source: Player's Handbook p. 150 + + + Battleaxe + martial Weapon, Melee Weapon + M + 4 + 10.0 + V + 1d8 + 1d10 + S + Source: Player's Handbook p. 149 + + + Blowgun + martial Weapon, Ranged Weapon + R + 1 + 10.0 + A,LD + 1 + P + 25/100 + Source: Player's Handbook p. 149 + + + Blowgun Needle + Ammunition + A + 0.02 + 0.02 + + Source: Player's Handbook p. 150 + + + Blowgun Needles (50) + Ammunition + A + 1 + 1.0 + + Source: Player's Handbook p. 150 + + + Breastplate + Medium Armor + MA + 20 + 400.0 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +Source: Player's Handbook p. 145 + + + Chain Mail + Heavy Armor + HA + 55 + 75.0 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Player's Handbook p. 145 + + + Chain Shirt + Medium Armor + MA + 20 + 50.0 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +Source: Player's Handbook p. 144 + + + Club + simple Weapon, Melee Weapon + M + 2 + 0.1 + L + 1d4 + B + Source: Player's Handbook p. 149 + + + Crossbow Bolt + Ammunition + A + 0.075 + 0.05 + + Source: Player's Handbook p. 150 + + + Crossbow Bolts (20) + Ammunition + A + 1.5 + 1.0 + + Source: Player's Handbook p. 150 + + + Crystal + Spellcasting Focus + G + 1 + 10.0 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Dagger + simple Weapon, Melee Weapon + M + 1 + 2.0 + F,L,T + 1d4 + P + 20/60 + Source: Player's Handbook p. 149 + + + Dart + simple Weapon, Ranged Weapon + R + 0.25 + 0.05 + F,T + 1d4 + P + 20/60 + Source: Player's Handbook p. 149 + + + Double-Bladed Scimitar + martial Weapon, Melee Weapon + M + 6 + 100.0 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +Source: Eberron: Rising from the Last War p. 21, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Flail + martial Weapon, Melee Weapon + M + 2 + 10.0 + + 1d8 + B + Source: Player's Handbook p. 149 + + + Glaive + martial Weapon, Melee Weapon + M + 6 + 20.0 + H,R,2H + 1d10 + S + Source: Player's Handbook p. 149 + + + Greataxe + martial Weapon, Melee Weapon + M + 7 + 30.0 + H,2H + 1d12 + S + Source: Player's Handbook p. 149 + + + Greatclub + simple Weapon, Melee Weapon + M + 10 + 0.2 + 2H + 1d8 + B + Source: Player's Handbook p. 149 + + + Greatsword + martial Weapon, Melee Weapon + M + 6 + 50.0 + H,2H + 2d6 + S + Source: Player's Handbook p. 149 + + + Halberd + martial Weapon, Melee Weapon + M + 6 + 20.0 + H,R,2H + 1d10 + S + Source: Player's Handbook p. 149 + + + Half Plate Armor + Medium Armor + MA + 40 + 750.0 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 145 + + + Hand Crossbow + martial Weapon, Ranged Weapon + R + 3 + 75.0 + A,L,LD + 1d6 + P + 30/120 + Source: Player's Handbook p. 149 + + + Handaxe + simple Weapon, Melee Weapon + M + 2 + 5.0 + L,T + 1d6 + S + 20/60 + Source: Player's Handbook p. 149 + + + Heavy Crossbow + martial Weapon, Ranged Weapon + R + 18 + 50.0 + A,H,LD,2H + 1d10 + P + 100/400 + Source: Player's Handbook p. 149 + + + Hide Armor + Medium Armor + MA + 12 + 10.0 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +Source: Player's Handbook p. 144 + + + Hooked Shortspear + martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +Source: Out of the Abyss p. 224 + + + Javelin + simple Weapon, Melee Weapon + M + 2 + 0.5 + T + 1d6 + P + 30/120 + Source: Player's Handbook p. 149 + + + Lance + martial Weapon, Melee Weapon + M + 6 + 10.0 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +Source: Player's Handbook p. 149 + + + Leather Armor + Light Armor + LA + 10 + 10.0 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +Source: Player's Handbook p. 144 + + + Light Crossbow + simple Weapon, Ranged Weapon + R + 5 + 25.0 + A,LD,2H + 1d8 + P + 80/320 + Source: Player's Handbook p. 149 + + + Light Hammer + simple Weapon, Melee Weapon + M + 2 + 2.0 + L,T + 1d4 + B + 20/60 + Source: Player's Handbook p. 149 + + + Light Repeating Crossbow + simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +Source: Out of the Abyss p. 224 + + + Longbow + martial Weapon, Ranged Weapon + R + 2 + 50.0 + A,H,2H + 1d8 + P + 150/600 + Source: Player's Handbook p. 149 + + + Longsword + martial Weapon, Melee Weapon + M + 3 + 15.0 + V + 1d8 + 1d10 + S + Source: Player's Handbook p. 149 + + + Mace + simple Weapon, Melee Weapon + M + 4 + 5.0 + + 1d6 + B + Source: Player's Handbook p. 149 + + + Maul + martial Weapon, Melee Weapon + M + 10 + 10.0 + H,2H + 2d6 + B + Source: Player's Handbook p. 149 + + + Morningstar + martial Weapon, Melee Weapon + M + 4 + 15.0 + + 1d8 + P + Source: Player's Handbook p. 149 + + + Net + martial Weapon, Ranged Weapon + R + 3 + 1.0 + S,T + 5/15 + Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. +Source: Player's Handbook p. 149 + + + Orb + Spellcasting Focus + G + 3 + 20.0 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Padded Armor + Light Armor + LA + 8 + 5.0 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 144 + + + Pike + martial Weapon, Melee Weapon + M + 18 + 5.0 + H,R,2H + 1d10 + P + Source: Player's Handbook p. 149 + + + Plate Armor + Heavy Armor + HA + 65 + 1500.0 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Player's Handbook p. 145 + + + Quarterstaff + simple Weapon, Melee Weapon + M + 4 + 0.2 + V + 1d6 + 1d8 + B + Source: Player's Handbook p. 149 + + + Rapier + martial Weapon, Melee Weapon + M + 2 + 25.0 + F + 1d8 + P + Source: Player's Handbook p. 149 + + + Ring Mail + Heavy Armor + HA + 40 + 30.0 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 145 + + + Rod + Spellcasting Focus + G + 2 + 10.0 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Scale Mail + Medium Armor + MA + 45 + 50.0 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 144 + + + Scimitar + martial Weapon, Melee Weapon + M + 3 + 25.0 + F,L + 1d6 + S + Source: Player's Handbook p. 149 + + + Shield + Shield + S + 6 + 10.0 + + 2 + A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. +Source: Player's Handbook p. 144 + + + Shortbow + simple Weapon, Ranged Weapon + R + 2 + 25.0 + A,2H + 1d6 + P + 80/320 + Source: Player's Handbook p. 149 + + + Shortsword + martial Weapon, Melee Weapon + M + 2 + 10.0 + F,L + 1d6 + P + Source: Player's Handbook p. 149 + + + Sickle + simple Weapon, Melee Weapon + M + 2 + 1.0 + L + 1d4 + S + Source: Player's Handbook p. 149 + + + Sling + simple Weapon, Ranged Weapon + R + + 0.1 + A + 1d4 + B + 30/120 + Source: Player's Handbook p. 149 + + + Sling Bullet + Ammunition + A + 0.075 + 0.002 + + Source: Player's Handbook p. 150 + + + Sling Bullets (20) + Ammunition + A + 1.5 + 0.04 + + Source: Player's Handbook p. 150 + + + Spear + simple Weapon, Melee Weapon + M + 3 + 1.0 + T,V + 1d6 + 1d8 + P + 20/60 + Source: Player's Handbook p. 149 + + + Spiked Armor + Medium Armor + MA + 45 + 75.0 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Sword Coast Adventurer's Guide p. 121 + + + Splint Armor + Heavy Armor + HA + 60 + 200.0 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Player's Handbook p. 145 + + + Staff + Staff, Spellcasting Focus + ST + 4 + 5.0 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Studded Leather Armor + Light Armor + LA + 13 + 45.0 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +Source: Player's Handbook p. 144 + + + Trident + martial Weapon, Melee Weapon + M + 4 + 5.0 + T,V + 1d6 + 1d8 + P + 20/60 + Source: Player's Handbook p. 149 + + + Wand + Spellcasting Focus + G + 1 + 10.0 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +Source: Player's Handbook p. 151 + + + War Pick + martial Weapon, Melee Weapon + M + 2 + 5.0 + + 1d8 + P + Source: Player's Handbook p. 149 + + + Warhammer + martial Weapon, Melee Weapon + M + 2 + 15.0 + V + 1d8 + 1d10 + B + Source: Player's Handbook p. 149 + + + Whip + martial Weapon, Melee Weapon + M + 3 + 2.0 + F,R + 1d4 + S + Source: Player's Handbook p. 149 + + + Yklwa + simple Weapon, Melee Weapon + M + 3 + 1.0 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +Source: Tomb of Annihilation p. 32 + + + +1 Arrow + minor, Ammunition + A + 0.05 + + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 150 + + + +1 Arrows (20) + minor, Ammunition + A + 1 + + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 150 + + + +1 Blowgun Needle + minor, Ammunition + A + 0.02 + + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 150 + + + +1 Blowgun Needles (50) + minor, Ammunition + A + 1 + + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 150 + + + +1 Crossbow Bolt + minor, Ammunition + A + 0.075 + + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 150 + + + +1 Crossbow Bolts (20) + minor, Ammunition + A + 1.5 + + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 150 + + + +1 Sling Bullet + minor, Ammunition + A + 0.075 + + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 150 + + + +1 Sling Bullets (20) + minor, Ammunition + A + 1.5 + + You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 150 + + + +1 Breastplate + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have a +1 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +1 Chain Mail + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have a +1 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + +1 Chain Shirt + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have a +1 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +1 Half Plate Armor + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have a +1 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +1 Hide Armor + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have a +1 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +1 Leather Armor + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have a +1 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +1 Padded Armor + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have a +1 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +1 Plate Armor + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have a +1 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + +1 Ring Mail + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have a +1 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +1 Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have a +1 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +1 Spiked Armor + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have a +1 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +1 Splint Armor + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have a +1 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + +1 Studded Leather Armor + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have a +1 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +1 Shield + major, Shield + S + 6 + + 2 + A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. +While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. +Source: Dungeon Master's Guide p. 200 + + + +1 Battleaxe + major, martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Blowgun + major, martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Club + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Dagger + major, simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Dart + major, simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + +1 Flail + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Glaive + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Greataxe + major, martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Greatclub + major, simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Halberd + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Hand Crossbow + major, martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Handaxe + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Heavy Crossbow + major, martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Hooked Shortspear + major, martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Javelin + major, simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Lance + major, martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Light Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Light Hammer + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Light Repeating Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Longbow + major, martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Mace + major, simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Maul + major, martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Morningstar + major, martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Pike + major, martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Quarterstaff + major, simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Shortbow + major, simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Sickle + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Sling + major, simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Spear + major, simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Trident + major, martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 War Pick + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Warhammer + major, martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Whip + major, martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Yklwa + major, simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +You have a +1 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + +1 Net + major, martial Weapon, Ranged Weapon + R + 3 + S,T + 5/15 + Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. +You have a +1 bonus to attack rolls made with this weapon. +Source: Dungeon Master's Guide p. 213 + + + +2 Arrow + minor, Ammunition + A + 0.05 + + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 150 + + + +2 Arrows (20) + minor, Ammunition + A + 1 + + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 150 + + + +2 Blowgun Needle + minor, Ammunition + A + 0.02 + + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 150 + + + +2 Blowgun Needles (50) + minor, Ammunition + A + 1 + + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 150 + + + +2 Crossbow Bolt + minor, Ammunition + A + 0.075 + + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 150 + + + +2 Crossbow Bolts (20) + minor, Ammunition + A + 1.5 + + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 150 + + + +2 Sling Bullet + minor, Ammunition + A + 0.075 + + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 150 + + + +2 Sling Bullets (20) + minor, Ammunition + A + 1.5 + + You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 150 + + + +2 Breastplate + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have a +2 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +2 Chain Mail + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have a +2 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + +2 Chain Shirt + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have a +2 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +2 Half Plate Armor + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have a +2 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +2 Hide Armor + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have a +2 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +2 Leather Armor + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have a +2 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +2 Padded Armor + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have a +2 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +2 Plate Armor + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have a +2 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + +2 Ring Mail + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have a +2 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +2 Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have a +2 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +2 Spiked Armor + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have a +2 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +2 Splint Armor + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have a +2 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + +2 Studded Leather Armor + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have a +2 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +2 Shield + major, Shield + S + 6 + + 2 + A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. +While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. +Source: Dungeon Master's Guide p. 200 + + + +2 Battleaxe + major, martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Blowgun + major, martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Club + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Dagger + major, simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Dart + major, simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + +2 Flail + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Glaive + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Greataxe + major, martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Greatclub + major, simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Halberd + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Hand Crossbow + major, martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Handaxe + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Heavy Crossbow + major, martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Hooked Shortspear + major, martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Javelin + major, simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Lance + major, martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Light Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Light Hammer + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Light Repeating Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Longbow + major, martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Mace + major, simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Maul + major, martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Morningstar + major, martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Pike + major, martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Quarterstaff + major, simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Shortbow + major, simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Sickle + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Sling + major, simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Spear + major, simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Trident + major, martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 War Pick + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Warhammer + major, martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Whip + major, martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Yklwa + major, simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +You have a +2 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 213 + + + +2 Net + major, martial Weapon, Ranged Weapon + R + 3 + S,T + 5/15 + Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. +You have a +2 bonus to attack rolls made with this weapon. +Source: Dungeon Master's Guide p. 213 + + + +3 Arrow + minor, Ammunition + A + 0.05 + + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 150 + + + +3 Arrows (20) + minor, Ammunition + A + 1 + + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 150 + + + +3 Blowgun Needle + minor, Ammunition + A + 0.02 + + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 150 + + + +3 Blowgun Needles (50) + minor, Ammunition + A + 1 + + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 150 + + + +3 Crossbow Bolt + minor, Ammunition + A + 0.075 + + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 150 + + + +3 Crossbow Bolts (20) + minor, Ammunition + A + 1.5 + + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 150 + + + +3 Sling Bullet + minor, Ammunition + A + 0.075 + + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 150 + + + +3 Sling Bullets (20) + minor, Ammunition + A + 1.5 + + You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 150 + + + +3 Breastplate + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have a +3 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +3 Chain Mail + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have a +3 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + +3 Chain Shirt + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have a +3 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +3 Half Plate Armor + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have a +3 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +3 Hide Armor + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have a +3 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +3 Leather Armor + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have a +3 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +3 Padded Armor + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have a +3 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +3 Plate Armor + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have a +3 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + +3 Ring Mail + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have a +3 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +3 Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have a +3 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +3 Spiked Armor + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have a +3 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + +3 Splint Armor + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have a +3 bonus to AC while wearing this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + +3 Studded Leather Armor + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have a +3 bonus to AC while wearing this armor. +Source: Dungeon Master's Guide p. 152 + + + +3 Shield + major, Shield + S + 6 + + 2 + A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. +While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. +Source: Dungeon Master's Guide p. 200 + + + +3 Battleaxe + major, martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Blowgun + major, martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Club + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Dagger + major, simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Dart + major, simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + +3 Flail + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Glaive + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Greataxe + major, martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Greatclub + major, simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Halberd + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Hand Crossbow + major, martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Handaxe + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Heavy Crossbow + major, martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Hooked Shortspear + major, martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Javelin + major, simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Lance + major, martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Light Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Light Hammer + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Light Repeating Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Longbow + major, martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Mace + major, simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Maul + major, martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Morningstar + major, martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Pike + major, martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Quarterstaff + major, simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Shortbow + major, simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Sickle + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Sling + major, simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Spear + major, simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Trident + major, martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 War Pick + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Warhammer + major, martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Whip + major, martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Yklwa + major, simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +You have a +3 bonus to attack and damage rolls made with this magic weapon. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 213 + + + +3 Net + major, martial Weapon, Ranged Weapon + R + 3 + S,T + 5/15 + Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. +You have a +3 bonus to attack rolls made with this weapon. +Source: Dungeon Master's Guide p. 213 + + + Acheron Blade Double-Bladed Scimitar + martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. +Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. +Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. +Source: Explorer's Guide to Wildemount p. 265, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 1d4+4 + + + Acheron Blade Greatsword + martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. +Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. +Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. +Source: Explorer's Guide to Wildemount p. 265 + 1d4+4 + + + Acheron Blade Longsword + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. +Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. +Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. +Source: Explorer's Guide to Wildemount p. 265 + 1d4+4 + + + Acheron Blade Rapier + martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. +Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. +Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. +Source: Explorer's Guide to Wildemount p. 265 + 1d4+4 + + + Acheron Blade Scimitar + martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. +Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. +Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. +Source: Explorer's Guide to Wildemount p. 265 + 1d4+4 + + + Acheron Blade Shortsword + martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. +Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. +Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. +Source: Explorer's Guide to Wildemount p. 265 + 1d4+4 + + + Adamantine Arrow + minor, Ammunition + A + 0.05 + + Whenever you hit an object using this ammunition, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Arrows (20) + minor, Ammunition + A + 1 + + Whenever you hit an object using this ammunition, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Blowgun Needle + minor, Ammunition + A + 0.02 + + Whenever you hit an object using this ammunition, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Blowgun Needles (50) + minor, Ammunition + A + 1 + + Whenever you hit an object using this ammunition, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Crossbow Bolt + minor, Ammunition + A + 0.075 + + Whenever you hit an object using this ammunition, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Crossbow Bolts (20) + minor, Ammunition + A + 1.5 + + Whenever you hit an object using this ammunition, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Sling Bullet + minor, Ammunition + A + 0.075 + + Whenever you hit an object using this ammunition, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Sling Bullets (20) + minor, Ammunition + A + 1.5 + + Whenever you hit an object using this ammunition, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Chain Mail + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 150 + + + Adamantine Plate Armor + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 150 + + + Adamantine Ring Mail + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 150 + + + Adamantine Splint Armor + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 150 + + + Adamantine Breastplate + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 150 + + + Adamantine Chain Shirt + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 150 + + + Adamantine Half Plate Armor + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 150 + + + Adamantine Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 150 + + + Adamantine Spiked Armor + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 150 + + + Adamantine Battleaxe + major, martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Blowgun + major, martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Club + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Dagger + major, simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Dart + major, simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Adamantine Flail + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Glaive + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Greataxe + major, martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Greatclub + major, simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Halberd + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Hand Crossbow + major, martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Handaxe + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Heavy Crossbow + major, martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Hooked Shortspear + major, martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Javelin + major, simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Lance + major, martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Light Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Light Hammer + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Light Repeating Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Longbow + major, martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Mace + major, simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Maul + major, martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Morningstar + major, martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Pike + major, martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Quarterstaff + major, simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Shortbow + major, simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Sickle + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Sling + major, simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Spear + major, simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Trident + major, martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine War Pick + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Warhammer + major, martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Whip + major, martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Adamantine Yklwa + major, simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +Whenever you hit an object with this weapon, the hit is a critical hit. +Source: Xanathar's Guide to Everything p. 78 + + + Battleaxe Armblade + martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Club Armblade + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Dagger Armblade + simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Flail Armblade + martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Handaxe Armblade + simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Hooked Shortspear Armblade + martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Javelin Armblade + simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Lance Armblade + martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Light Hammer Armblade + simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Longsword Armblade + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Mace Armblade + simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Morningstar Armblade + martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Quarterstaff Armblade + simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Rapier Armblade + martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Scimitar Armblade + martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Shortsword Armblade + martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Sickle Armblade + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Spear Armblade + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Trident Armblade + martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + War Pick Armblade + martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Warhammer Armblade + martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Whip Armblade + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Yklwa Armblade + simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. +As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + + + Breastplate of Acid Resistance + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have resistance to acid damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Chain Mail of Acid Resistance + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have resistance to acid damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Chain Shirt of Acid Resistance + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have resistance to acid damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Half Plate Armor of Acid Resistance + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have resistance to acid damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Hide Armor of Acid Resistance + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have resistance to acid damage while you wear this armor. +Source: Dungeon Master's Guide p. 152 + + + Leather Armor of Acid Resistance + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have resistance to acid damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Padded Armor of Acid Resistance + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have resistance to acid damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Plate Armor of Acid Resistance + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have resistance to acid damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Ring Mail of Acid Resistance + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have resistance to acid damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Scale Mail of Acid Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have resistance to acid damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Spiked Armor of Acid Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have resistance to acid damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Splint Armor of Acid Resistance + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have resistance to acid damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Studded Leather Armor of Acid Resistance + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have resistance to acid damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Breastplate of Cold Resistance + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have resistance to cold damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Chain Mail of Cold Resistance + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have resistance to cold damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Chain Shirt of Cold Resistance + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have resistance to cold damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Half Plate Armor of Cold Resistance + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have resistance to cold damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Hide Armor of Cold Resistance + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have resistance to cold damage while you wear this armor. +Source: Dungeon Master's Guide p. 152 + + + Leather Armor of Cold Resistance + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have resistance to cold damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Padded Armor of Cold Resistance + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have resistance to cold damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Plate Armor of Cold Resistance + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have resistance to cold damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Ring Mail of Cold Resistance + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have resistance to cold damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Scale Mail of Cold Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have resistance to cold damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Spiked Armor of Cold Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have resistance to cold damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Splint Armor of Cold Resistance + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have resistance to cold damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Studded Leather Armor of Cold Resistance + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have resistance to cold damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Breastplate of Fire Resistance + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have resistance to fire damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Chain Mail of Fire Resistance + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have resistance to fire damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Chain Shirt of Fire Resistance + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have resistance to fire damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Half Plate Armor of Fire Resistance + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have resistance to fire damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Hide Armor of Fire Resistance + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have resistance to fire damage while you wear this armor. +Source: Dungeon Master's Guide p. 152 + + + Leather Armor of Fire Resistance + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have resistance to fire damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Padded Armor of Fire Resistance + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have resistance to fire damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Plate Armor of Fire Resistance + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have resistance to fire damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Ring Mail of Fire Resistance + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have resistance to fire damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Scale Mail of Fire Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have resistance to fire damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Spiked Armor of Fire Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have resistance to fire damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Splint Armor of Fire Resistance + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have resistance to fire damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Studded Leather Armor of Fire Resistance + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have resistance to fire damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Breastplate of Force Resistance + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have resistance to force damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Chain Mail of Force Resistance + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have resistance to force damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Chain Shirt of Force Resistance + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have resistance to force damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Half Plate Armor of Force Resistance + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have resistance to force damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Hide Armor of Force Resistance + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have resistance to force damage while you wear this armor. +Source: Dungeon Master's Guide p. 152 + + + Leather Armor of Force Resistance + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have resistance to force damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Padded Armor of Force Resistance + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have resistance to force damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Plate Armor of Force Resistance + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have resistance to force damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Ring Mail of Force Resistance + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have resistance to force damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Scale Mail of Force Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have resistance to force damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Spiked Armor of Force Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have resistance to force damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Splint Armor of Force Resistance + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have resistance to force damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Studded Leather Armor of Force Resistance + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have resistance to force damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Breastplate of Gleaming + minor, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +This armor never gets dirty. +Source: Xanathar's Guide to Everything p. 136 + + + Chain Mail of Gleaming + minor, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +This armor never gets dirty. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Xanathar's Guide to Everything p. 136 + + + Chain Shirt of Gleaming + minor, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +This armor never gets dirty. +Source: Xanathar's Guide to Everything p. 136 + + + Half Plate Armor of Gleaming + minor, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +This armor never gets dirty. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 136 + + + Hide Armor of Gleaming + minor, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +This armor never gets dirty. +Source: Xanathar's Guide to Everything p. 136 + + + Leather Armor of Gleaming + minor, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +This armor never gets dirty. +Source: Xanathar's Guide to Everything p. 136 + + + Padded Armor of Gleaming + minor, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +This armor never gets dirty. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 136 + + + Plate Armor of Gleaming + minor, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +This armor never gets dirty. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Xanathar's Guide to Everything p. 136 + + + Ring Mail of Gleaming + minor, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +This armor never gets dirty. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 136 + + + Scale Mail of Gleaming + minor, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +This armor never gets dirty. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 136 + + + Spiked Armor of Gleaming + minor, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +This armor never gets dirty. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 136 + + + Splint Armor of Gleaming + minor, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +This armor never gets dirty. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Xanathar's Guide to Everything p. 136 + + + Studded Leather Armor of Gleaming + minor, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +This armor never gets dirty. +Source: Xanathar's Guide to Everything p. 136 + + + Breastplate of Lightning Resistance + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have resistance to lightning damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Chain Mail of Lightning Resistance + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have resistance to lightning damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Chain Shirt of Lightning Resistance + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have resistance to lightning damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Half Plate Armor of Lightning Resistance + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have resistance to lightning damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Hide Armor of Lightning Resistance + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have resistance to lightning damage while you wear this armor. +Source: Dungeon Master's Guide p. 152 + + + Leather Armor of Lightning Resistance + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have resistance to lightning damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Padded Armor of Lightning Resistance + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have resistance to lightning damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Plate Armor of Lightning Resistance + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have resistance to lightning damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Ring Mail of Lightning Resistance + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have resistance to lightning damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Scale Mail of Lightning Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have resistance to lightning damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Spiked Armor of Lightning Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have resistance to lightning damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Splint Armor of Lightning Resistance + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have resistance to lightning damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Studded Leather Armor of Lightning Resistance + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have resistance to lightning damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Breastplate of Necrotic Resistance + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have resistance to necrotic damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Chain Mail of Necrotic Resistance + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have resistance to necrotic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Chain Shirt of Necrotic Resistance + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have resistance to necrotic damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Half Plate Armor of Necrotic Resistance + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have resistance to necrotic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Hide Armor of Necrotic Resistance + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have resistance to necrotic damage while you wear this armor. +Source: Dungeon Master's Guide p. 152 + + + Leather Armor of Necrotic Resistance + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have resistance to necrotic damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Padded Armor of Necrotic Resistance + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have resistance to necrotic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Plate Armor of Necrotic Resistance + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have resistance to necrotic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Ring Mail of Necrotic Resistance + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have resistance to necrotic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Scale Mail of Necrotic Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have resistance to necrotic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Spiked Armor of Necrotic Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have resistance to necrotic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Splint Armor of Necrotic Resistance + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have resistance to necrotic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Studded Leather Armor of Necrotic Resistance + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have resistance to necrotic damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Breastplate of Poison Resistance + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have resistance to poison damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Chain Mail of Poison Resistance + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have resistance to poison damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Chain Shirt of Poison Resistance + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have resistance to poison damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Half Plate Armor of Poison Resistance + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have resistance to poison damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Hide Armor of Poison Resistance + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have resistance to poison damage while you wear this armor. +Source: Dungeon Master's Guide p. 152 + + + Leather Armor of Poison Resistance + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have resistance to poison damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Padded Armor of Poison Resistance + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have resistance to poison damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Plate Armor of Poison Resistance + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have resistance to poison damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Ring Mail of Poison Resistance + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have resistance to poison damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Scale Mail of Poison Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have resistance to poison damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Spiked Armor of Poison Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have resistance to poison damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Splint Armor of Poison Resistance + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have resistance to poison damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Studded Leather Armor of Poison Resistance + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have resistance to poison damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Breastplate of Psychic Resistance + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have resistance to psychic damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Chain Mail of Psychic Resistance + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have resistance to psychic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Chain Shirt of Psychic Resistance + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have resistance to psychic damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Half Plate Armor of Psychic Resistance + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have resistance to psychic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Hide Armor of Psychic Resistance + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have resistance to psychic damage while you wear this armor. +Source: Dungeon Master's Guide p. 152 + + + Leather Armor of Psychic Resistance + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have resistance to psychic damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Padded Armor of Psychic Resistance + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have resistance to psychic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Plate Armor of Psychic Resistance + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have resistance to psychic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Ring Mail of Psychic Resistance + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have resistance to psychic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Scale Mail of Psychic Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have resistance to psychic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Spiked Armor of Psychic Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have resistance to psychic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Splint Armor of Psychic Resistance + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have resistance to psychic damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Studded Leather Armor of Psychic Resistance + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have resistance to psychic damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Breastplate of Radiant Resistance + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have resistance to radiant damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Chain Mail of Radiant Resistance + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have resistance to radiant damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Chain Shirt of Radiant Resistance + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have resistance to radiant damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Half Plate Armor of Radiant Resistance + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have resistance to radiant damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Hide Armor of Radiant Resistance + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have resistance to radiant damage while you wear this armor. +Source: Dungeon Master's Guide p. 152 + + + Leather Armor of Radiant Resistance + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have resistance to radiant damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Padded Armor of Radiant Resistance + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have resistance to radiant damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Plate Armor of Radiant Resistance + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have resistance to radiant damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Ring Mail of Radiant Resistance + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have resistance to radiant damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Scale Mail of Radiant Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have resistance to radiant damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Spiked Armor of Radiant Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have resistance to radiant damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Splint Armor of Radiant Resistance + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have resistance to radiant damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Studded Leather Armor of Radiant Resistance + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have resistance to radiant damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Breastplate of Thunder Resistance + major, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have resistance to thunder damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Chain Mail of Thunder Resistance + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have resistance to thunder damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Chain Shirt of Thunder Resistance + major, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have resistance to thunder damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Half Plate Armor of Thunder Resistance + major, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have resistance to thunder damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Hide Armor of Thunder Resistance + major, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have resistance to thunder damage while you wear this armor. +Source: Dungeon Master's Guide p. 152 + + + Leather Armor of Thunder Resistance + major, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have resistance to thunder damage while you wear this armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Padded Armor of Thunder Resistance + major, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have resistance to thunder damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Plate Armor of Thunder Resistance + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have resistance to thunder damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Ring Mail of Thunder Resistance + major, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have resistance to thunder damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Scale Mail of Thunder Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have resistance to thunder damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Spiked Armor of Thunder Resistance + major, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have resistance to thunder damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 152 + + + Splint Armor of Thunder Resistance + major, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have resistance to thunder damage while you wear this armor. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Studded Leather Armor of Thunder Resistance + major, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have resistance to thunder damage while you wear this armor. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 152 + + + Arrow of Slaying + minor, Ammunition + A + 0.05 + + An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. +Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. +Found On: Magic Item Table E +Source: Dungeon Master's Guide p. 152 + 6d10 + + + Arrows (20) of Slaying + minor, Ammunition + A + 1 + + An arrows (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows (20)s of dragon slaying and arrows (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrows (20) of slaying takes damage from the arrows (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. +Once an arrows (20) of slaying deals its extra damage to a creature, it becomes a nonmagical arrows (20). +Source: Dungeon Master's Guide p. 152 + 6d10 + + + Blowgun Needle of Slaying + minor, Ammunition + A + 0.02 + + A blowgun needle of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both blowgun needles of dragon slaying and blowgun needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a blowgun needle of slaying takes damage from the blowgun needle, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. +Once a blowgun needle of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needle. +Source: Dungeon Master's Guide p. 152 + 6d10 + + + Blowgun Needles (50) of Slaying + minor, Ammunition + A + 1 + + A blowgun needles (50) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both blowgun needles (50)s of dragon slaying and blowgun needles (50)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a blowgun needles (50) of slaying takes damage from the blowgun needles (50), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. +Once a blowgun needles (50) of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needles (50). +Source: Dungeon Master's Guide p. 152 + 6d10 + + + Crossbow Bolt of Slaying + minor, Ammunition + A + 0.075 + + A crossbow bolt of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both crossbow bolts of dragon slaying and crossbow bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a crossbow bolt of slaying takes damage from the crossbow bolt, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. +Once a crossbow bolt of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolt. +Source: Dungeon Master's Guide p. 152 + 6d10 + + + Crossbow Bolts (20) of Slaying + minor, Ammunition + A + 1.5 + + A crossbow bolts (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both crossbow bolts (20)s of dragon slaying and crossbow bolts (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a crossbow bolts (20) of slaying takes damage from the crossbow bolts (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. +Once a crossbow bolts (20) of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolts (20). +Source: Dungeon Master's Guide p. 152 + 6d10 + + + Sling Bullet of Slaying + minor, Ammunition + A + 0.075 + + A sling bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both sling bullets of dragon slaying and sling bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a sling bullet of slaying takes damage from the sling bullet, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. +Once a sling bullet of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullet. +Source: Dungeon Master's Guide p. 152 + 6d10 + + + Sling Bullets (20) of Slaying + minor, Ammunition + A + 1.5 + + A sling bullets (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both sling bullets (20)s of dragon slaying and sling bullets (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a sling bullets (20) of slaying takes damage from the sling bullets (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. +Once a sling bullets (20) of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullets (20). +Source: Dungeon Master's Guide p. 152 + 6d10 + + + Breastplate Barding + Tack and Harness + G + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +Source: Player's Handbook p. 157 + + + Chain Mail Barding + Tack and Harness + G + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 157 + + + Chain Shirt Barding + Tack and Harness + G + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +Source: Player's Handbook p. 157 + + + Half Plate Armor Barding + Tack and Harness + G + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 157 + + + Hide Armor Barding + Tack and Harness + G + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +Source: Player's Handbook p. 157 + + + Leather Armor Barding + Tack and Harness + G + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +Source: Player's Handbook p. 157 + + + Padded Armor Barding + Tack and Harness + G + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 157 + + + Plate Armor Barding + Tack and Harness + G + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 157 + + + Ring Mail Barding + Tack and Harness + G + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 157 + + + Scale Mail Barding + Tack and Harness + G + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 157 + + + Spiked Armor Barding + Tack and Harness + G + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 157 + + + Splint Armor Barding + Tack and Harness + G + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Player's Handbook p. 157 + + + Studded Leather Armor Barding + Tack and Harness + G + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. +Source: Player's Handbook p. 157 + + + Berserker Battleaxe + major, Cursed item, martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. +Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. +Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 155 + + + Berserker Greataxe + major, Cursed item, martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. +Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. +Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 155 + + + Berserker Handaxe + major, Cursed item, simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. +Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. +Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 155 + + + Double-Bladed Scimitar of the Medusa + Cursed item, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. +A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. +Source: Lost Laboratory of Kwalish p. 53, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Greatsword of the Medusa + Cursed item, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. +A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. +Source: Lost Laboratory of Kwalish p. 53 + + + Longsword of the Medusa + Cursed item, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. +A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. +Source: Lost Laboratory of Kwalish p. 53 + + + Rapier of the Medusa + Cursed item, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. +A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. +Source: Lost Laboratory of Kwalish p. 53 + + + Scimitar of the Medusa + Cursed item, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. +A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. +Source: Lost Laboratory of Kwalish p. 53 + + + Shortsword of the Medusa + Cursed item, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. +A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. +Source: Lost Laboratory of Kwalish p. 53 + + + Cast-Off Breastplate + minor, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You can doff this armor as an action. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Chain Mail + minor, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You can doff this armor as an action. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Chain Shirt + minor, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You can doff this armor as an action. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Half Plate Armor + minor, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You can doff this armor as an action. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Hide Armor + minor, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You can doff this armor as an action. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Leather Armor + minor, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You can doff this armor as an action. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Padded Armor + minor, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You can doff this armor as an action. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Plate Armor + minor, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You can doff this armor as an action. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Ring Mail + minor, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You can doff this armor as an action. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Scale Mail + minor, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You can doff this armor as an action. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Spiked Armor + minor, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You can doff this armor as an action. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Splint Armor + minor, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You can doff this armor as an action. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Xanathar's Guide to Everything p. 136 + + + Cast-Off Studded Leather Armor + minor, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You can doff this armor as an action. +Source: Xanathar's Guide to Everything p. 136 + + + Corpse Slayer Battleaxe + martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Blowgun + martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Club + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Dagger + simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Dart + simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Double-Bladed Scimitar + martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 1d8 + + + Corpse Slayer Flail + martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Glaive + martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Greataxe + martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Greatclub + simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Greatsword + martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Halberd + martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Hand Crossbow + martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Handaxe + simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Heavy Crossbow + martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Hooked Shortspear + martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Javelin + simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Lance + martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Light Crossbow + simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Light Hammer + simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Light Repeating Crossbow + simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Longbow + martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Longsword + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Mace + simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Maul + martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Morningstar + martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Net + martial Weapon, Ranged Weapon + R + 3 + S,T + 5/15 + Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Pike + martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Quarterstaff + simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Rapier + martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Scimitar + martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Shortbow + simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Shortsword + martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Sickle + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Sling + simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Spear + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Trident + martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer War Pick + martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Warhammer + martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Whip + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Yklwa + simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Dancing Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. +While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. +After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 161, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Dancing Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. +While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. +After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 161 + + + Dancing Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. +While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. +After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 161 + + + Dancing Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. +While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. +After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 161 + + + Dancing Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. +While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. +After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 161 + + + Dancing Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. +While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. +After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 161 + + + Defender Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You gain a +3 bonus to attack and damage rolls made with this magic weapon. +The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 164, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Defender Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You gain a +3 bonus to attack and damage rolls made with this magic weapon. +The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 164 + + + Defender Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +3 bonus to attack and damage rolls made with this magic weapon. +The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 164 + + + Defender Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You gain a +3 bonus to attack and damage rolls made with this magic weapon. +The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 164 + + + Defender Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You gain a +3 bonus to attack and damage rolls made with this magic weapon. +The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 164 + + + Defender Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You gain a +3 bonus to attack and damage rolls made with this magic weapon. +The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 164 + + + Dragon Slayer Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 166, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 3d6 + + + Dragon Slayer Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 166 + 3d6 + + + Dragon Slayer Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 166 + 3d6 + + + Dragon Slayer Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 166 + 3d6 + + + Dragon Slayer Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 166 + 3d6 + + + Dragon Slayer Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 166 + 3d6 + + + Drow +1 Breastplate + Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Chain Mail + Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Monster Manual p. 126 + + + Drow +1 Chain Shirt + Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Half Plate Armor + Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Monster Manual p. 126 + + + Drow +1 Hide Armor + Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Leather Armor + Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Padded Armor + Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Monster Manual p. 126 + + + Drow +1 Plate Armor + Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Monster Manual p. 126 + + + Drow +1 Ring Mail + Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Monster Manual p. 126 + + + Drow +1 Scale Mail + Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Monster Manual p. 126 + + + Drow +1 Spiked Armor + Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Monster Manual p. 126 + + + Drow +1 Splint Armor + Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Monster Manual p. 126 + + + Drow +1 Studded Leather Armor + Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Battleaxe + martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Blowgun + martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Club + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Dagger + simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Dart + simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Double-Bladed Scimitar + martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Drow +1 Flail + martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Glaive + martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Greataxe + martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Greatclub + simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Greatsword + martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Halberd + martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Hand Crossbow + martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Handaxe + simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Heavy Crossbow + martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Hooked Shortspear + martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Javelin + simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Lance + martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Light Crossbow + simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Light Hammer + simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Light Repeating Crossbow + simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Longbow + martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Longsword + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Mace + simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Maul + martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Morningstar + martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Pike + martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Quarterstaff + simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Rapier + martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Scimitar + martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Shortbow + simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Shortsword + martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Sickle + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Sling + simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Spear + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Trident + martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 War Pick + martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Warhammer + martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Whip + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Drow +1 Yklwa + simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. +Source: Monster Manual p. 126 + + + Flame Tongue Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 2d6 + + + Flame Tongue Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170 + 2d6 + + + Flame Tongue Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170 + 2d6 + + + Flame Tongue Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170 + 2d6 + + + Flame Tongue Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170 + 2d6 + + + Flame Tongue Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170 + 2d6 + + + Frost Brand Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. +In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. +When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 171, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 1d6 + + + Frost Brand Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. +In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. +When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 171 + 1d6 + + + Frost Brand Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. +In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. +When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 171 + 1d6 + + + Frost Brand Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. +In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. +When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 171 + 1d6 + + + Frost Brand Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. +In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. +When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 171 + 1d6 + + + Frost Brand Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. +In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. +When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 171 + 1d6 + + + Gambler's Blade Double-Bladed Scimitar + Cursed item, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. +Source: Lost Laboratory of Kwalish p. 55, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Gambler's Blade Greatsword + Cursed item, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. +Source: Lost Laboratory of Kwalish p. 55 + + + Gambler's Blade Longsword + Cursed item, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. +Source: Lost Laboratory of Kwalish p. 55 + + + Gambler's Blade Rapier + Cursed item, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. +Source: Lost Laboratory of Kwalish p. 55 + + + Gambler's Blade Scimitar + Cursed item, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. +Source: Lost Laboratory of Kwalish p. 55 + + + Gambler's Blade Shortsword + Cursed item, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. +Source: Lost Laboratory of Kwalish p. 55 + + + Giant Slayer Battleaxe + major, martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + 2d6 + + + Giant Slayer Greataxe + major, martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + 2d6 + + + Giant Slayer Handaxe + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + 2d6 + + + Giant Slayer Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 2d6 + + + Giant Slayer Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + 2d6 + + + Giant Slayer Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + 2d6 + + + Giant Slayer Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + 2d6 + + + Giant Slayer Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + 2d6 + + + Giant Slayer Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + 2d6 + + + Hellfire Battleaxe + martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Blowgun + martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Club + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Dagger + simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Dart + simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Double-Bladed Scimitar + martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Hellfire Flail + martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Glaive + martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Greataxe + martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Greatclub + simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Greatsword + martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Halberd + martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Hand Crossbow + martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Handaxe + simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Heavy Crossbow + martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Hooked Shortspear + martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Javelin + simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Lance + martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Light Crossbow + simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Light Hammer + simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Light Repeating Crossbow + simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Longbow + martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Longsword + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Mace + simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Maul + martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Morningstar + martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Net + martial Weapon, Ranged Weapon + R + 3 + S,T + 5/15 + Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. +This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Pike + martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Quarterstaff + simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Rapier + martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Scimitar + martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Shortbow + simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Shortsword + martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Sickle + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Sling + simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Spear + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Trident + martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire War Pick + martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Warhammer + martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Whip + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Hellfire Yklwa + simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. +Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Holy Avenger Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. +While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 174, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 2d10 + + + Holy Avenger Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. +While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 174 + 2d10 + + + Holy Avenger Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. +While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 174 + 2d10 + + + Holy Avenger Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. +While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 174 + 2d10 + + + Holy Avenger Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. +While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 174 + 2d10 + + + Holy Avenger Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. +While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 174 + 2d10 + + + Fernian Ash Rod + Wondrous item, Spellcasting Focus + G + 1 + 2 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Fernian Ash Staff + Wondrous item, Staff, Spellcasting Focus + ST + 1 + 4 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Fernian Ash Wand + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Irian Rosewood Rod + Wondrous item, Spellcasting Focus + G + 1 + 2 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Irian Rosewood Staff + Wondrous item, Staff, Spellcasting Focus + ST + 1 + 4 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Irian Rosewood Wand + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Kythrian Manchineel Rod + Wondrous item, Spellcasting Focus + G + 1 + 2 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Kythrian Manchineel Staff + Wondrous item, Staff, Spellcasting Focus + ST + 1 + 4 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Kythrian Manchineel Wand + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Lamannian Oak Rod + Wondrous item, Spellcasting Focus + G + 1 + 2 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Lamannian Oak Staff + Wondrous item, Staff, Spellcasting Focus + ST + 1 + 4 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Lamannian Oak Wand + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Mabaran Ebony Rod + Wondrous item, Spellcasting Focus + G + 1 + 2 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Mabaran Ebony Staff + Wondrous item, Staff, Spellcasting Focus + ST + 1 + 4 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Mabaran Ebony Wand + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Risian Pine Rod + Wondrous item, Spellcasting Focus + G + 1 + 2 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Risian Pine Staff + Wondrous item, Staff, Spellcasting Focus + ST + 1 + 4 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Risian Pine Wand + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Shavarran Birch Rod + Wondrous item, Spellcasting Focus + G + 1 + 2 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Shavarran Birch Staff + Wondrous item, Staff, Spellcasting Focus + ST + 1 + 4 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Shavarran Birch Wand + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Xorian Wenge Rod + Wondrous item, Spellcasting Focus + G + 1 + 2 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Xorian Wenge Staff + Wondrous item, Staff, Spellcasting Focus + ST + 1 + 4 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Xorian Wenge Wand + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus. +When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114 + + + Last Stand Armor Breastplate + Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Chain Mail + Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Chain Shirt + Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Half Plate Armor + Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Hide Armor + Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Leather Armor + Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Padded Armor + Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Plate Armor + Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Ring Mail + Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Scale Mail + Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Spiked Armor + Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Splint Armor + Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Studded Leather Armor + Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +You have a +1 bonus to AC while wearing this armor, which shimmers softly. +If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. +Source: Explorer's Guide to Wildemount p. 267 + + + Living Breastplate + Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +Source: Eberron: Rising from the Last War p. 278 + + + Living Chain Mail + Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Eberron: Rising from the Last War p. 278 + + + Living Chain Shirt + Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +Source: Eberron: Rising from the Last War p. 278 + + + Living Half Plate Armor + Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Eberron: Rising from the Last War p. 278 + + + Living Hide Armor + Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +Source: Eberron: Rising from the Last War p. 278 + + + Living Leather Armor + Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +Source: Eberron: Rising from the Last War p. 278 + + + Living Padded Armor + Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Eberron: Rising from the Last War p. 278 + + + Living Plate Armor + Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Eberron: Rising from the Last War p. 278 + + + Living Ring Mail + Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Eberron: Rising from the Last War p. 278 + + + Living Scale Mail + Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Eberron: Rising from the Last War p. 278 + + + Living Spiked Armor + Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Eberron: Rising from the Last War p. 278 + + + Living Splint Armor + Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Eberron: Rising from the Last War p. 278 + + + Living Studded Leather Armor + Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you. +While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. +Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you. +The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. +Source: Eberron: Rising from the Last War p. 278 + + + Luck Blade Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. +Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. +Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 179, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 1d4-1 + + + Luck Blade Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. +Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. +Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 179 + 1d4-1 + + + Luck Blade Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. +Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. +Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 179 + 1d4-1 + + + Luck Blade Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. +Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. +Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 179 + 1d4-1 + + + Luck Blade Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. +Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. +Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 179 + 1d4-1 + + + Luck Blade Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. +Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. +Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 179 + 1d4-1 + + + Mariner's Breastplate + minor, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Chain Mail + minor, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Chain Shirt + minor, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Half Plate Armor + minor, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Hide Armor + minor, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Leather Armor + minor, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Padded Armor + minor, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Plate Armor + minor, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Ring Mail + minor, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Scale Mail + minor, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Spiked Armor + minor, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +The wearer has disadvantage on Stealth (Dexterity) checks. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Splint Armor + minor, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mariner's Studded Leather Armor + minor, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 181 + + + Mind Blade Double-Bladed Scimitar + martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. +Source: Volo's Guide to Monsters p. 81, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 2d6 + + + Mind Blade Greatsword + martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. +Source: Volo's Guide to Monsters p. 81 + 2d6 + + + Mind Blade Longsword + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. +Source: Volo's Guide to Monsters p. 81 + 2d6 + + + Mind Blade Rapier + martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. +Source: Volo's Guide to Monsters p. 81 + 2d6 + + + Mind Blade Scimitar + martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. +Source: Volo's Guide to Monsters p. 81 + 2d6 + + + Mind Blade Shortsword + martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. +Source: Volo's Guide to Monsters p. 81 + 2d6 + + + Mind Carapace Chain Mail + Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Volo's Guide to Monsters p. 81 + + + Mind Carapace Plate Armor + Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Volo's Guide to Monsters p. 81 + + + Mind Carapace Ring Mail + Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Volo's Guide to Monsters p. 81 + + + Mind Carapace Splint Armor + Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Volo's Guide to Monsters p. 81 + + + Mithral +1 Chain Mail + Heavy Armor + HA + 55 + + 16 + None + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +You have a +1 bonus to AC while wearing this armor. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. +Source: Acquisitions Incorporated p. 156 + + + Mithral +1 Plate Armor + Heavy Armor + HA + 65 + + 18 + None + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +You have a +1 bonus to AC while wearing this armor. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. +Source: Acquisitions Incorporated p. 156 + + + Mithral +1 Ring Mail + Heavy Armor + HA + 40 + + 14 + None + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +You have a +1 bonus to AC while wearing this armor. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. +Source: Acquisitions Incorporated p. 156 + + + Mithral +1 Splint Armor + Heavy Armor + HA + 60 + + 17 + None + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +You have a +1 bonus to AC while wearing this armor. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. +Source: Acquisitions Incorporated p. 156 + + + Mithral +1 Breastplate + Medium Armor + MA + 20 + + 14 + None + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +You have a +1 bonus to AC while wearing this armor. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +Source: Acquisitions Incorporated p. 156 + + + Mithral +1 Chain Shirt + Medium Armor + MA + 20 + + 13 + None + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +You have a +1 bonus to AC while wearing this armor. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +Source: Acquisitions Incorporated p. 156 + + + Mithral +1 Half Plate Armor + Medium Armor + MA + 40 + + 15 + None + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +You have a +1 bonus to AC while wearing this armor. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +Source: Acquisitions Incorporated p. 156 + + + Mithral +1 Scale Mail + Medium Armor + MA + 45 + + 14 + None + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +You have a +1 bonus to AC while wearing this armor. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +Source: Acquisitions Incorporated p. 156 + + + Mithral +1 Spiked Armor + Medium Armor + MA + 45 + + 14 + None + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +You have a +1 bonus to AC while wearing this armor. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +Source: Acquisitions Incorporated p. 156 + + + Mithral Chain Mail + minor, Heavy Armor + HA + 55 + + 16 + None + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 182 + + + Mithral Plate Armor + minor, Heavy Armor + HA + 65 + + 18 + None + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 182 + + + Mithral Ring Mail + minor, Heavy Armor + HA + 40 + + 14 + None + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 182 + + + Mithral Splint Armor + minor, Heavy Armor + HA + 60 + + 17 + None + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +If the wearer has a Strength score lower than None, their speed is reduced by 10 feet. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 182 + + + Mithral Breastplate + minor, Medium Armor + MA + 20 + + 14 + None + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 182 + + + Mithral Chain Shirt + minor, Medium Armor + MA + 20 + + 13 + None + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 182 + + + Mithral Half Plate Armor + minor, Medium Armor + MA + 40 + + 15 + None + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 182 + + + Mithral Scale Mail + minor, Medium Armor + MA + 45 + + 14 + None + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 182 + + + Mithral Spiked Armor + minor, Medium Armor + MA + 45 + + 14 + None + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 182 + + + Mizzium Chain Mail + Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Guildmasters' Guide to Ravnica p. 179 + + + Mizzium Plate Armor + Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Guildmasters' Guide to Ravnica p. 179 + + + Mizzium Ring Mail + Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Guildmasters' Guide to Ravnica p. 179 + + + Mizzium Splint Armor + Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Guildmasters' Guide to Ravnica p. 179 + + + Mizzium Breastplate + Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. +Source: Guildmasters' Guide to Ravnica p. 179 + + + Mizzium Chain Shirt + Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. +Source: Guildmasters' Guide to Ravnica p. 179 + + + Mizzium Half Plate Armor + Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Guildmasters' Guide to Ravnica p. 179 + + + Mizzium Scale Mail + Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Guildmasters' Guide to Ravnica p. 179 + + + Mizzium Spiked Armor + Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Guildmasters' Guide to Ravnica p. 179 + + + Moon-Touched Double-Bladed Scimitar + minor, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. +Source: Xanathar's Guide to Everything p. 138, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Moon-Touched Greatsword + minor, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. +Source: Xanathar's Guide to Everything p. 138 + + + Moon-Touched Longsword + minor, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. +Source: Xanathar's Guide to Everything p. 138 + + + Moon-Touched Rapier + minor, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. +Source: Xanathar's Guide to Everything p. 138 + + + Moon-Touched Scimitar + minor, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. +Source: Xanathar's Guide to Everything p. 138 + + + Moon-Touched Shortsword + minor, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. +Source: Xanathar's Guide to Everything p. 138 + + + Nine Lives Stealer Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You gain a +2 bonus to attack and damage rolls made with this magic weapon. +The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 183, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 1d8+1 + + + Nine Lives Stealer Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You gain a +2 bonus to attack and damage rolls made with this magic weapon. +The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 183 + 1d8+1 + + + Nine Lives Stealer Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +2 bonus to attack and damage rolls made with this magic weapon. +The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 183 + 1d8+1 + + + Nine Lives Stealer Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You gain a +2 bonus to attack and damage rolls made with this magic weapon. +The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 183 + 1d8+1 + + + Nine Lives Stealer Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You gain a +2 bonus to attack and damage rolls made with this magic weapon. +The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 183 + 1d8+1 + + + Nine Lives Stealer Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You gain a +2 bonus to attack and damage rolls made with this magic weapon. +The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 183 + 1d8+1 + + + Fernian Basalt Crystal + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take fire damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Fernian Basalt Orb + Wondrous item, Spellcasting Focus + G + 1 + 3 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take fire damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Irian Quartz Crystal + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take radiant damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Irian Quartz Orb + Wondrous item, Spellcasting Focus + G + 1 + 3 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take radiant damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Kythrian Skarn Crystal + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take acid or poison damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Kythrian Skarn Orb + Wondrous item, Spellcasting Focus + G + 1 + 3 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take acid or poison damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Lamannian Flint Crystal + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Lamannian Flint Orb + Wondrous item, Spellcasting Focus + G + 1 + 3 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Mabaran Obsidian Crystal + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take necrotic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Mabaran Obsidian Orb + Wondrous item, Spellcasting Focus + G + 1 + 3 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take necrotic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Risian Shale Crystal + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take cold damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Risian Shale Orb + Wondrous item, Spellcasting Focus + G + 1 + 3 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take cold damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Shavarran Chert Crystal + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take force damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Shavarran Chert Orb + Wondrous item, Spellcasting Focus + G + 1 + 3 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take force damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Xorian Marble Crystal + Wondrous item, Spellcasting Focus + G + 1 + 1 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take psychic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Xorian Marble Orb + Wondrous item, Spellcasting Focus + G + 1 + 3 + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus. +If you're holding the orb when you take psychic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114 + 1d4 + + + Polymorph Blade Double-Bladed Scimitar + Cursed item, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. + +d20 | New Form +1 | Tyrannosaurus Rex +2 | Giant Ape +3 | Elephant +4 | Giant scorpion +5 | Rhinoceros +6 | Polar bear +7 | Giant toad +8 | Giant eagle +9 | Black bear +10 | Crocodile +11 | Wolf +12 | Riding Horse +13 | Ox +14 | Giant frog +15 | Poisonous snake +16 | Hawk +17 | Octopus +18 | Cat +19 | Rat +20 | Rabbit +A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. +Source: Lost Laboratory of Kwalish p. 56, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Polymorph Blade Greatsword + Cursed item, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. + +d20 | New Form +1 | Tyrannosaurus Rex +2 | Giant Ape +3 | Elephant +4 | Giant scorpion +5 | Rhinoceros +6 | Polar bear +7 | Giant toad +8 | Giant eagle +9 | Black bear +10 | Crocodile +11 | Wolf +12 | Riding Horse +13 | Ox +14 | Giant frog +15 | Poisonous snake +16 | Hawk +17 | Octopus +18 | Cat +19 | Rat +20 | Rabbit +A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. +Source: Lost Laboratory of Kwalish p. 56 + + + Polymorph Blade Longsword + Cursed item, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. + +d20 | New Form +1 | Tyrannosaurus Rex +2 | Giant Ape +3 | Elephant +4 | Giant scorpion +5 | Rhinoceros +6 | Polar bear +7 | Giant toad +8 | Giant eagle +9 | Black bear +10 | Crocodile +11 | Wolf +12 | Riding Horse +13 | Ox +14 | Giant frog +15 | Poisonous snake +16 | Hawk +17 | Octopus +18 | Cat +19 | Rat +20 | Rabbit +A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. +Source: Lost Laboratory of Kwalish p. 56 + + + Polymorph Blade Rapier + Cursed item, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. + +d20 | New Form +1 | Tyrannosaurus Rex +2 | Giant Ape +3 | Elephant +4 | Giant scorpion +5 | Rhinoceros +6 | Polar bear +7 | Giant toad +8 | Giant eagle +9 | Black bear +10 | Crocodile +11 | Wolf +12 | Riding Horse +13 | Ox +14 | Giant frog +15 | Poisonous snake +16 | Hawk +17 | Octopus +18 | Cat +19 | Rat +20 | Rabbit +A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. +Source: Lost Laboratory of Kwalish p. 56 + + + Polymorph Blade Scimitar + Cursed item, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. + +d20 | New Form +1 | Tyrannosaurus Rex +2 | Giant Ape +3 | Elephant +4 | Giant scorpion +5 | Rhinoceros +6 | Polar bear +7 | Giant toad +8 | Giant eagle +9 | Black bear +10 | Crocodile +11 | Wolf +12 | Riding Horse +13 | Ox +14 | Giant frog +15 | Poisonous snake +16 | Hawk +17 | Octopus +18 | Cat +19 | Rat +20 | Rabbit +A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. +Source: Lost Laboratory of Kwalish p. 56 + + + Polymorph Blade Shortsword + Cursed item, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. + +d20 | New Form +1 | Tyrannosaurus Rex +2 | Giant Ape +3 | Elephant +4 | Giant scorpion +5 | Rhinoceros +6 | Polar bear +7 | Giant toad +8 | Giant eagle +9 | Black bear +10 | Crocodile +11 | Wolf +12 | Riding Horse +13 | Ox +14 | Giant frog +15 | Poisonous snake +16 | Hawk +17 | Octopus +18 | Cat +19 | Rat +20 | Rabbit +A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. +Source: Lost Laboratory of Kwalish p. 56 + + + Silvered Arrow + minor, Ammunition + A + 0.05 + + Source: Player's Handbook p. 148 + + + Silvered Arrows (20) + minor, Ammunition + A + 1 + + Source: Player's Handbook p. 148 + + + Silvered Blowgun Needle + minor, Ammunition + A + 0.02 + + Source: Player's Handbook p. 148 + + + Silvered Blowgun Needles (50) + minor, Ammunition + A + 1 + + Source: Player's Handbook p. 148 + + + Silvered Crossbow Bolt + minor, Ammunition + A + 0.075 + + Source: Player's Handbook p. 148 + + + Silvered Crossbow Bolts (20) + minor, Ammunition + A + 1.5 + + Source: Player's Handbook p. 148 + + + Silvered Sling Bullet + minor, Ammunition + A + 0.075 + + Source: Player's Handbook p. 148 + + + Silvered Sling Bullets (20) + minor, Ammunition + A + 1.5 + + Source: Player's Handbook p. 148 + + + Silvered Battleaxe + major, martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + Source: Player's Handbook p. 148 + + + Silvered Blowgun + major, martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + Source: Player's Handbook p. 148 + + + Silvered Club + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + Source: Player's Handbook p. 148 + + + Silvered Dagger + major, simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + Source: Player's Handbook p. 148 + + + Silvered Dart + major, simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + Source: Player's Handbook p. 148 + + + Silvered Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Silvered Flail + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + Source: Player's Handbook p. 148 + + + Silvered Glaive + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + Source: Player's Handbook p. 148 + + + Silvered Greataxe + major, martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + Source: Player's Handbook p. 148 + + + Silvered Greatclub + major, simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + Source: Player's Handbook p. 148 + + + Silvered Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + Source: Player's Handbook p. 148 + + + Silvered Halberd + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + Source: Player's Handbook p. 148 + + + Silvered Hand Crossbow + major, martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + Source: Player's Handbook p. 148 + + + Silvered Handaxe + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + Source: Player's Handbook p. 148 + + + Silvered Heavy Crossbow + major, martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + Source: Player's Handbook p. 148 + + + Silvered Hooked Shortspear + major, martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +Source: Player's Handbook p. 148 + + + Silvered Javelin + major, simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + Source: Player's Handbook p. 148 + + + Silvered Lance + major, martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +Source: Player's Handbook p. 148 + + + Silvered Light Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + Source: Player's Handbook p. 148 + + + Silvered Light Hammer + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + Source: Player's Handbook p. 148 + + + Silvered Light Repeating Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +Source: Player's Handbook p. 148 + + + Silvered Longbow + major, martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + Source: Player's Handbook p. 148 + + + Silvered Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + Source: Player's Handbook p. 148 + + + Silvered Mace + major, simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + Source: Player's Handbook p. 148 + + + Silvered Maul + major, martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + Source: Player's Handbook p. 148 + + + Silvered Morningstar + major, martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + Source: Player's Handbook p. 148 + + + Silvered Pike + major, martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + Source: Player's Handbook p. 148 + + + Silvered Quarterstaff + major, simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + Source: Player's Handbook p. 148 + + + Silvered Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + Source: Player's Handbook p. 148 + + + Silvered Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + Source: Player's Handbook p. 148 + + + Silvered Shortbow + major, simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + Source: Player's Handbook p. 148 + + + Silvered Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + Source: Player's Handbook p. 148 + + + Silvered Sickle + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + Source: Player's Handbook p. 148 + + + Silvered Sling + major, simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + Source: Player's Handbook p. 148 + + + Silvered Spear + major, simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + Source: Player's Handbook p. 148 + + + Silvered Trident + major, martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + Source: Player's Handbook p. 148 + + + Silvered War Pick + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + Source: Player's Handbook p. 148 + + + Silvered Warhammer + major, martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + Source: Player's Handbook p. 148 + + + Silvered Whip + major, martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + Source: Player's Handbook p. 148 + + + Silvered Yklwa + major, simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +Source: Player's Handbook p. 148 + + + Smoldering Breastplate + minor, Medium Armor + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Chain Mail + minor, Heavy Armor + HA + 55 + + 16 + 1 + 13 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Chain Shirt + minor, Medium Armor + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Half Plate Armor + minor, Medium Armor + MA + 40 + + 15 + 1 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Hide Armor + minor, Medium Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Leather Armor + minor, Light Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Padded Armor + minor, Light Armor + LA + 8 + + 11 + 1 + Padded armor consists of quilted layers of cloth and batting. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Plate Armor + minor, Heavy Armor + HA + 65 + + 18 + 1 + 15 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Ring Mail + minor, Heavy Armor + HA + 40 + + 14 + 1 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Scale Mail + minor, Medium Armor + MA + 45 + + 14 + 1 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Spiked Armor + minor, Medium Armor + MA + 45 + + 14 + 1 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Splint Armor + minor, Heavy Armor + HA + 60 + + 17 + 1 + 15 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Xanathar's Guide to Everything p. 139 + + + Smoldering Studded Leather Armor + minor, Light Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. +Wisps of harmless, odorless smoke rise from this armor while it is worn. +Source: Xanathar's Guide to Everything p. 139 + + + Double-Bladed Scimitar of Life Stealing + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. +Note: According to the SRD, it is an extra 3d6 necrotic damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 3d6 + + + Greatsword of Life Stealing + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. +Note: According to the SRD, it is an extra 3d6 necrotic damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 206 + 3d6 + + + Longsword of Life Stealing + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. +Note: According to the SRD, it is an extra 3d6 necrotic damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 206 + 3d6 + + + Rapier of Life Stealing + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. +Note: According to the SRD, it is an extra 3d6 necrotic damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 206 + 3d6 + + + Scimitar of Life Stealing + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. +Note: According to the SRD, it is an extra 3d6 necrotic damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 206 + 3d6 + + + Shortsword of Life Stealing + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. +Note: According to the SRD, it is an extra 3d6 necrotic damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 206 + 3d6 + + + Double-Bladed Scimitar of Sharpness + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. +When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. +Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144). +In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 4d6 + + + Greatsword of Sharpness + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. +When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. +Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144). +In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 206 + 4d6 + + + Longsword of Sharpness + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. +When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. +Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144). +In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 206 + 4d6 + + + Scimitar of Sharpness + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. +When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. +Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144). +In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 206 + 4d6 + + + Double-Bladed Scimitar of Vengeance + major, Cursed item, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. +Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. +In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. +You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Greatsword of Vengeance + major, Cursed item, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. +In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. +You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 206 + + + Longsword of Vengeance + major, Cursed item, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. +In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. +You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 206 + + + Rapier of Vengeance + major, Cursed item, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. +In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. +You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 206 + + + Scimitar of Vengeance + major, Cursed item, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. +In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. +You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 206 + + + Shortsword of Vengeance + major, Cursed item, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. +In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. +You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 206 + + + Double-Bladed Scimitar of Wounding + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. +Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 207, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Greatsword of Wounding + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. +Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 207 + 1d4 + + + Longsword of Wounding + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. +Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 207 + 1d4 + + + Rapier of Wounding + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. +Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 207 + 1d4 + + + Scimitar of Wounding + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. +Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 207 + 1d4 + + + Shortsword of Wounding + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. +Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 207 + 1d4 + + + Vicious +1 Battleaxe + martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Blowgun + martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Club + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Dagger + simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Dart + simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Double-Bladed Scimitar + martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Source: Acquisitions Incorporated p. 149, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 2d6 + + + Vicious +1 Flail + martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Glaive + martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Greataxe + martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Greatclub + simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Greatsword + martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Halberd + martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Hand Crossbow + martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Handaxe + simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Heavy Crossbow + martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Hooked Shortspear + martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Javelin + simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Lance + martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Light Crossbow + simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Light Hammer + simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Light Repeating Crossbow + simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Longbow + martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Longsword + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Mace + simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Maul + martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Morningstar + martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Pike + martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Quarterstaff + simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Rapier + martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Scimitar + martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Shortbow + simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Shortsword + martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Sickle + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Sling + simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Spear + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Trident + martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 War Pick + martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Warhammer + martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Whip + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious +1 Yklwa + simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +You have a +1 bonus to attack and damage rolls made with this weapon. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Source: Acquisitions Incorporated p. 149 + 2d6 + + + Vicious Battleaxe + major, martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Blowgun + major, martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Club + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Dagger + major, simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Dart + major, simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 2d6 + + + Vicious Flail + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Glaive + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Greataxe + major, martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Greatclub + major, simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Halberd + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Hand Crossbow + major, martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Handaxe + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Heavy Crossbow + major, martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Hooked Shortspear + major, martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Javelin + major, simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Lance + major, martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Light Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Light Hammer + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Light Repeating Crossbow + major, simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Longbow + major, martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Mace + major, simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Maul + major, martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Morningstar + major, martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Pike + major, martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Quarterstaff + major, simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Rapier + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Shortbow + major, simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Shortsword + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Sickle + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Sling + major, simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Spear + major, simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Trident + major, martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious War Pick + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Warhammer + major, martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. +Note: According to the SRD, it is an extra 2d6 bludgeoning damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Whip + major, martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. +Note: According to the SRD, it is an extra 2d6 slashing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vicious Yklwa + major, simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. +Note: According to the SRD, it is an extra 2d6 piercing damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 2d6 + + + Vorpal Double-Bladed Scimitar + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. +When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 209, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 6d8 + + + Vorpal Greatsword + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. +When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 209 + 6d8 + + + Vorpal Longsword + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. +When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 209 + 6d8 + + + Vorpal Scimitar + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. +When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 209 + 6d8 + + + Walloping Arrow + minor, Ammunition + A + 0.05 + + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. +Source: Xanathar's Guide to Everything p. 139 + + + Walloping Arrows (20) + minor, Ammunition + A + 1 + + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. +Source: Xanathar's Guide to Everything p. 139 + + + Walloping Blowgun Needle + minor, Ammunition + A + 0.02 + + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. +Source: Xanathar's Guide to Everything p. 139 + + + Walloping Blowgun Needles (50) + minor, Ammunition + A + 1 + + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. +Source: Xanathar's Guide to Everything p. 139 + + + Walloping Crossbow Bolt + minor, Ammunition + A + 0.075 + + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. +Source: Xanathar's Guide to Everything p. 139 + + + Walloping Crossbow Bolts (20) + minor, Ammunition + A + 1.5 + + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. +Source: Xanathar's Guide to Everything p. 139 + + + Walloping Sling Bullet + minor, Ammunition + A + 0.075 + + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. +Source: Xanathar's Guide to Everything p. 139 + + + Walloping Sling Bullets (20) + minor, Ammunition + A + 1.5 + + This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. +Source: Xanathar's Guide to Everything p. 139 + + + Battleaxe of Certain Death + martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Blowgun of Certain Death + martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Club of Certain Death + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Dagger of Certain Death + simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Dart of Certain Death + simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Double-Bladed Scimitar of Certain Death + martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Flail of Certain Death + martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Glaive of Certain Death + martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Greataxe of Certain Death + martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Greatclub of Certain Death + simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Greatsword of Certain Death + martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Halberd of Certain Death + martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Hand Crossbow of Certain Death + martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Handaxe of Certain Death + simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Heavy Crossbow of Certain Death + martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Hooked Shortspear of Certain Death + martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Javelin of Certain Death + simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Lance of Certain Death + martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Light Crossbow of Certain Death + simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Light Hammer of Certain Death + simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Light Repeating Crossbow of Certain Death + simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Longbow of Certain Death + martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Longsword of Certain Death + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Mace of Certain Death + simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Maul of Certain Death + martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Morningstar of Certain Death + martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Pike of Certain Death + martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Quarterstaff of Certain Death + simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Rapier of Certain Death + martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Scimitar of Certain Death + martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Shortbow of Certain Death + simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Shortsword of Certain Death + martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Sickle of Certain Death + simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Sling of Certain Death + simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Spear of Certain Death + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Trident of Certain Death + martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + War Pick of Certain Death + martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Warhammer of Certain Death + martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Whip of Certain Death + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Yklwa of Certain Death + simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. +Source: Explorer's Guide to Wildemount p. 270 + + + Battleaxe of Warning + major, martial Weapon, Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Blowgun of Warning + major, martial Weapon, Ranged Weapon + R + 1 + A,LD + 1 + P + 25/100 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Club of Warning + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + B + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Dagger of Warning + major, simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Dart of Warning + major, simple Weapon, Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Double-Bladed Scimitar of Warning + major, martial Weapon, Melee Weapon + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. +This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Flail of Warning + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + B + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Glaive of Warning + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Greataxe of Warning + major, martial Weapon, Melee Weapon + M + 7 + H,2H + 1d12 + S + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Greatclub of Warning + major, simple Weapon, Melee Weapon + M + 10 + 2H + 1d8 + B + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Greatsword of Warning + major, martial Weapon, Melee Weapon + M + 6 + H,2H + 2d6 + S + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Halberd of Warning + major, martial Weapon, Melee Weapon + M + 6 + H,R,2H + 1d10 + S + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Hand Crossbow of Warning + major, martial Weapon, Ranged Weapon + R + 3 + A,L,LD + 1d6 + P + 30/120 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Handaxe of Warning + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d6 + S + 20/60 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Heavy Crossbow of Warning + major, martial Weapon, Ranged Weapon + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Hooked Shortspear of Warning + major, martial Weapon, Melee Weapon + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. +This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Javelin of Warning + major, simple Weapon, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Lance of Warning + major, martial Weapon, Melee Weapon + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. +This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Light Crossbow of Warning + major, simple Weapon, Ranged Weapon + R + 5 + A,LD,2H + 1d8 + P + 80/320 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Light Hammer of Warning + major, simple Weapon, Melee Weapon + M + 2 + L,T + 1d4 + B + 20/60 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Light Repeating Crossbow of Warning + major, simple Weapon, Ranged Weapon + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. +This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Longbow of Warning + major, martial Weapon, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Longsword of Warning + major, martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Mace of Warning + major, simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Maul of Warning + major, martial Weapon, Melee Weapon + M + 10 + H,2H + 2d6 + B + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Morningstar of Warning + major, martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Net of Warning + major, martial Weapon, Ranged Weapon + R + 3 + S,T + 5/15 + Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. +This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Pike of Warning + major, martial Weapon, Melee Weapon + M + 18 + H,R,2H + 1d10 + P + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Quarterstaff of Warning + major, simple Weapon, Melee Weapon + M + 4 + V + 1d6 + 1d8 + B + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Rapier of Warning + major, martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Scimitar of Warning + major, martial Weapon, Melee Weapon + M + 3 + F,L + 1d6 + S + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Shortbow of Warning + major, simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Shortsword of Warning + major, martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Sickle of Warning + major, simple Weapon, Melee Weapon + M + 2 + L + 1d4 + S + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Sling of Warning + major, simple Weapon, Ranged Weapon + R + + A + 1d4 + B + 30/120 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Spear of Warning + major, simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Trident of Warning + major, martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + War Pick of Warning + major, martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Warhammer of Warning + major, martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Whip of Warning + major, martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Yklwa of Warning + major, simple Weapon, Melee Weapon + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. +This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + diff --git a/FightClub5eXML/Sources/races.xml b/FightClub5eXML/Sources/races.xml new file mode 100755 index 0000000..eef2532 --- /dev/null +++ b/FightClub5eXML/Sources/races.xml @@ -0,0 +1,10639 @@ + + + + Aarakocra (DMG) + M + 20 + Dex 2, Wis 2 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Dive Attack + If you are flying and dive at least 30 ft. straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target. + + + + Talons + You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit. + + + + Language + You can speak, read, and write Auran. + + + + + Aarakocra + M + 25 + Dex 2, Wis 1 + + + + Description + Source: Elemental Evil Player's Companion p. 5, Explorer's Guide to Wildemount p. 165 + + + Age + Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years. + + + + Alignment + Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic. + + + + Size + Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium. + + + + Flight + You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor. + + + + Talons + Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Language + You can speak, read, and write Common, Aarakocra, and Auran. + + + + + Aasimar (DMG) + M + 30 + Wis 1, Cha 2 + + Charisma + + Description + Source: Dungeon Master's Guide p. 286, Explorer's Guide to Wildemount p. 166 + + + Age + Aasimar (DMG) mature at the same rate as humans but live a few years longer. + + + + Alignment + Due to their celestial heritage, Aasimar (DMG) are often good. However, some Aasimar (DMG) fall into evil, rejecting their heritage. + + + + Size + Aasimar (DMG) are built like well-proportioned humans. Your size is Medium. + + + + Darkvision + Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. + + + + Celestial Resistance + You have resistance to necrotic and radiant damage. + + + + Celestial Legacy + You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Language + You can speak, read, and write Common and Celestial. + + + + + Aasimar (Fallen) + M + 30 + Cha 2, Str 1 + + Charisma + + Description + Source: Volo's Guide to Monsters p. 105 + + + Necrotic Shroud + Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. +Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. +Once you use this trait, you can't use it again until you finish a long rest. + + + + Age + Aasimar mature at the same rate as humans, but they can live up to 160 years. + + + + Alignment + Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil. + + + + Size + Aasimar have the same range of height and weight as humans. + + + + Darkvision + Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Celestial Resistance + You have resistance to necrotic damage and radiant damage. + + + + Healing Hands + As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. + + + + Light Bearer + You know the light cantrip. Charisma is your spellcasting ability for it. + + + + Languages + You can speak, read, and write Common and Celestial. + + + + + Aasimar (Protector) + M + 30 + Cha 2, Wis 1 + + Charisma + + Description + Source: Volo's Guide to Monsters p. 105 + + + Radiant Soul + Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. +Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. +Once you use this trait, you can't use it again until you finish a long rest. + + + + Age + Aasimar mature at the same rate as humans, but they can live up to 160 years. + + + + Alignment + Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil. + + + + Size + Aasimar have the same range of height and weight as humans. + + + + Darkvision + Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Celestial Resistance + You have resistance to necrotic damage and radiant damage. + + + + Healing Hands + As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. + + + + Light Bearer + You know the light cantrip. Charisma is your spellcasting ability for it. + + + + Languages + You can speak, read, and write Common and Celestial. + + + + + Aasimar (Scourge) + M + 30 + Cha 2, Con 1 + + Charisma + + Description + Source: Volo's Guide to Monsters p. 105 + + + Radiant Consumption + Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. +Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. +Once you use this trait, you can't use it again until you finish a long rest. + + + + Age + Aasimar mature at the same rate as humans, but they can live up to 160 years. + + + + Alignment + Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil. + + + + Size + Aasimar have the same range of height and weight as humans. + + + + Darkvision + Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Celestial Resistance + You have resistance to necrotic damage and radiant damage. + + + + Healing Hands + As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. + + + + Light Bearer + You know the light cantrip. Charisma is your spellcasting ability for it. + + + + Languages + You can speak, read, and write Common and Celestial. + + + + + Aetherborn + M + 30 + Cha 2 + Intimidation + + + Description + Source: Plane Shift: Kaladesh p. 17 + + + Age + Aetherborn come into being as adults and live no more than a few years. + + + + Alignment + As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld. + + + + Size + Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium. + + + + Darkvision + Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Born of Aether + You have resistance to necrotic damage. + + + + Menacing + You have proficiency in the Intimidation skill. + + + + Languages + You can speak, read, and write Common and two other languages of your choice. + + + + Gift of the Aetherborn + An unknown aetherborn, desperately seeking a means to extend their short life, discovered a process of transformation that prolonged their existence—by giving them the ability to feed on the life essence of other beings. Since then, other aetherborn have learned and carried out this monstrous transformation, and aetherborn with this "gift" have become a small minority among an already small population. +A gifted aetherborn has the ability to drain the life essence of other beings. Similar to the way heat is transferred from a warm object to a cold one, a gifted aetherborn need only touch another living being with a clawed hand to draw life essence out, fueling their own continued existence while draining strength and vitality from their victim. +For many aetherborn, living as they do for indulgence and instant gratification, the concepts of "want" and "need" are virtually synonymous. But Aetherborn with this gift understand what it is to truly need, for they develop a hunger for life essence that far exceeds any desires they might have felt before their transformation. A gifted aetherborn who abstains from this feeding deteriorates even more rapidly than other aetherborn, while enduring unspeakable agony caused by the deprivation of life energy. +At the DM's option, an aetherborn character can research methods of achieving this dark "gift." The process is similar to inventing and manufacturing a rare magic item (see "Inventing and Manufacturing Devices" earlier in this document). But rather than aether, the process requires a variety of rare unguents and unusual ingredients that make up the cost of researching and undergoing the transformation. +An aetherborn with this gift gains the Drain Life ability: a natural attack that deals 1d6 necrotic damage and restores the same number of hit points to the aetherborn. However, if the aetherborn goes for 7 days without dealing this damage, their hit point maximum is reduced by 1d6 per week. This reduction can't be removed until the aetherborn has used their Drain Life ability and completed a long rest. + + + + + Aven (Hawk-Headed) + M + 25 + Dex 2, Wis 2 + Perception + + + Description + Source: Plane Shift: Amonkhet p. 16 + + + Hawkeyed + You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. + + + + Age + Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point. + + + + Alignment + Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral. + + + + Size + Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium. + + + + Flight + You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.) + + + + Languages + You can speak, read, and write Common and Aven. + + + + + Aven (Ibis-Headed) + M + 25 + Dex 2, Int 1 + + + + Description + Source: Plane Shift: Amonkhet p. 16 + + + Kefnet's Blessing + You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus. + + + + Age + Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point. + + + + Alignment + Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral. + + + + Size + Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium. + + + + Flight + You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.) + + + + Languages + You can speak, read, and write Common and Aven. + + + + + Aven + M + 25 + Dex 2, Wis 2 + Perception + + + Description + Source: Plane Shift: Dominaria p. 6 + + + Age + Like humans, aven reach adulthood in their late teens and can live into their 80s. + + + + Alignment + Aven are inclined toward the lawful good alignment of the Church of Serra + + + + Size + Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium. + + + + Flight + You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.) + + + + Languages + You can speak, read, and write Common and Aven. + + + + Hawkeyed + You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. + + + + + Bugbear + M + 30 + Str 2, Dex 1 + Stealth + + + Description + Source: Eberron: Rising from the Last War p. 25 + + + Age + Bugbears reach adulthood at age 16 and live up to 80 years. + + + + Alignment + Bugbears live on the fringes of society even in Darguun, where they value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders. + + + + Size + Your size is Medium. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Long-Limbed + When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Sneaky + You are proficient in the Stealth skill. + + + + Surprise Attack + If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Bugbear + M + 30 + Str 2, Dex 1 + Stealth + + + Description + Source: Volo's Guide to Monsters p. 119, Explorer's Guide to Wildemount p. 174 + + + Age + Bugbears reach adulthood at age 16 and live up to 80 years. + + + + Alignment + Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil. + + + + Size + Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Long-Limbed + When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Sneaky + You are proficient in the Stealth skill. + + + + Surprise Attack + If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Bullywug (DMG) + M + 20 + Int -2, Cha -2 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Amphibious + You can breathe air and water. + + + + Speak with Frogs and Toads + You can communicate simple concepts to frogs and toads when you speak in Bullywug (DMG). + + + + Swamp Camouflage + You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + + Standing Leap + Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start. + + + + Languages + You can speak, read, and write Bullywug (DMG). + + + + + Centaur + M + 40 + Str 2, Wis 1 + + + + Description + Source: Guildmasters' Guide to Ravnica p. 15 + + + Age + Centaurs mature and age at about the same rate as humans. + + + + Alignment + Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral. + + + + Size + Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium. + + + + Fey + Your creature type is fey, rather than humanoid. + + + + Charge + If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. + + + + Hooves + Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Equine Build + You count as one size larger when determining your carrying capacity and the weight you can push or drag. +In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. + + + + Survivor + You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. + + + + Languages + You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces. + + + + + Centaur (Theros) + M + 40 + Str 2, Wis 1 + + + + Description + Source: Mythic Odysseys of Theros p. 18 + + + Age + Centaurs mature and age at about the same rate as humans. + + + + Alignment + Centaurs are inclined toward neutrality. Lagonna centaurs tend to be more lawful, while Pheres centaurs are more often chaotic. + + + + Size + Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Pheres centaurs tend to be slightly larger than Lagonna centaurs. Your size is Medium. + + + + Fey + Your creature type is fey, rather than humanoid. + + + + Charge + If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. + + + + Hooves + Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Equine Build + You count as one size larger when determining your carrying capacity and the weight you can push or drag. +In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. + + + + Survivor + You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. + + + + Languages + You can speak, read, and write Common and Sylvan. + + + + + Centaur (UA) + M + 40 + Str 2, Wis 1 + Survival + + + Description + Source: Unearthed Arcana: Centaur (UA)s Minotaurs p. 1 + + + Age + Centaur (UA)s mature and age at about the same rate as humans. + + + + Alignment + Centaur (UA)s are inclined toward neutrality. + + + + Size + Your size is Medium, yet you tower over most other humanoids. + + + + Charge + If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon's damage dice twice and add them together. Once you use this ability, you can't use it again until you finish a short or long rest. + + + + Hooves + Your hooves are natural melee weapons, with which you're proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier. + + + + Equine Build + You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. + + + + Survivor + You have proficiency in the Survival skill. + + + + Hybrid Nature + You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. + + + + Languages + You can speak, read, and write Common and Sylvan. + + + + + Changeling + M + 30 + Cha 2 + + + + Description + Source: Eberron: Rising from the Last War p. 17, Wayfinder's Guide to Eberron p. 60 + + + Age + Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans. + + + + Alignment + Changelings tend toward pragmatic neutrality, and few changelings embrace evil. + + + + Size + Your size is Medium. + + + + Shapechanger + As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. +You stay in the new form until you use an action to revert to your true form or until you die. + + + + Changeling Instincts + You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. + + + + Languages + You can speak, read, and write Common and two other languages of your choice. + + + + + Changeling (UA) + M + 30 + Dex 1, Cha 1 + Deception + + + Description + Source: Unearthed Arcana: Eberron p. 1 + + + Size + Changeling (UA)s are built much like humans, but a little leaner. Your size is Medium + + + + Duplicity + You gain proficiency in the Deception skill. + + + + Shapechanger + As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. + + + + Languages + You can speak, read, and write Common and two other languages of your choice. + + + + + Changeling (UA Races of Eberron) + M + 30 + Cha 2 + + + + Description + Source: Unearthed Arcana: Races Of Eberron p. 1 + + + Age + Changeling (UA Races of Eberron)s mature slightly faster than humans but share a similar lifespan—typically a century or less. While a Changeling (UA Races of Eberron) can shapeshift to conceal their age, the effects of aging still catch up to them. + + + + Alignment + Changeling (UA Races of Eberron)s hate to be bound in any way, and those who follow the path of the Traveler believe that chaos and change are important aspects of life. Most tend toward pragmatic neutrality as opposed to being concerned with lofty ideals. Few Changeling (UA Races of Eberron)s embrace evil. + + + + Size + In their natural forms, Changeling (UA Races of Eberron)s average between 5 and 6 feet in height, with a slender build. Your size is Medium. + + + + Change Appearance + As an action, you can transform your appearance or revert to your natural form. You can't duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die. +You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. +Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. + + + + Changeling Instincts + You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion + + + + Unsettling Visage + When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Divergent Persona + You gain proficiency with one tool of your choice. Define a persona associated with that proficiency: establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency. + + + + Languages + You can speak, read, and write Common and two other languages of your choice. + + + + + Dragonborn + M + 30 + Str 2, Cha 1 + + + + Description + Source: Player's Handbook p. 32 + + + Age + Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. + + + + Alignment + Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains. + + + + Size + Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. + + + + Draconic Ancestry + Draconic Ancestry +You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. +Dragon | Damage Type | Breath Weapon +Black | Acid | 5 by 30 ft. line (Dex. save) +Blue | Lightning | 5 by 30 ft. line (Dex. save) +Brass | Fire | 5 by 30 ft. line (Dex. save) +Bronze | Lightning | 5 by 30 ft. line (Dex. save) +Copper | Acid | 5 by 30 ft. line (Dex. save) +Gold | Fire | 15 ft. cone (Dex. save) +Green | Poison | 15 ft. cone (Con. save) +Red | Fire | 15 ft. cone (Dex. save) +Silver | Cold | 15 ft. cone (Con. save) +White | Cold | 15 ft. cone (Con. save) + + + + + Breath Weapon + You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. +When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. +After you use your breath weapon, you can't use it again until you complete a short or long rest. + + + + Damage Resistance + You have resistance to the damage type associated with your draconic ancestry. + + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + + + + Dragonborn (Draconblood) + M + 30 + Str 2, Cha 1, Int 2, Cha 1 + + + + Description + Source: Explorer's Guide to Wildemount p. 168 + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Age + Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. + + + + Alignment + Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains. + + + + Size + Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. + + + + Draconic Ancestry + Draconic Ancestry +You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table. +Dragon | Damage Type | Breath Weapon +Black | Acid | 5 by 30 ft. line (Dex. save) +Blue | Lightning | 5 by 30 ft. line (Dex. save) +Brass | Fire | 5 by 30 ft. line (Dex. save) +Bronze | Lightning | 5 by 30 ft. line (Dex. save) +Copper | Acid | 5 by 30 ft. line (Dex. save) +Gold | Fire | 15 ft. cone (Dex. save) +Green | Poison | 15 ft. cone (Con. save) +Red | Fire | 15 ft. cone (Dex. save) +Silver | Cold | 15 ft. cone (Con. save) +White | Cold | 15 ft. cone (Con. save) + + + + + Breath Weapon + You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. +When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. +After you use your breath weapon, you can't use it again until you complete a short or long rest. + + + + Forceful Presence + You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + + + + Dragonborn (Ravenite) + M + 30 + Str 2, Cha 1, Str 2, Con 1 + + + + Description + Source: Explorer's Guide to Wildemount p. 168 + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Age + Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. + + + + Alignment + Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains. + + + + Size + Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. + + + + Draconic Ancestry + Draconic Ancestry +You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table. +Dragon | Damage Type | Breath Weapon +Black | Acid | 5 by 30 ft. line (Dex. save) +Blue | Lightning | 5 by 30 ft. line (Dex. save) +Brass | Fire | 5 by 30 ft. line (Dex. save) +Bronze | Lightning | 5 by 30 ft. line (Dex. save) +Copper | Acid | 5 by 30 ft. line (Dex. save) +Gold | Fire | 15 ft. cone (Dex. save) +Green | Poison | 15 ft. cone (Con. save) +Red | Fire | 15 ft. cone (Dex. save) +Silver | Cold | 15 ft. cone (Con. save) +White | Cold | 15 ft. cone (Con. save) + + + + + Breath Weapon + You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. +When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. +After you use your breath weapon, you can't use it again until you complete a short or long rest. + + + + Vengeful Assault + When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + + + + Dwarf (Duergar) + M + 25 + Con 2, Str 1 + + Intelligence + + Description + Source: Mordenkainen's Tome of Foes p. 81, Sword Coast Adventurer's Guide p. 104 + + + Duergar Magic + When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells. + + + + Sunlight Sensitivity + You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. + + + + Age + Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. + + + + Alignment + Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. + + + + Size + Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. + + + + Speed + Your speed is not reduced by wearing heavy armor. + + + + Superior Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Duergar Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being charmed or paralyzed. + + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. + + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + + + Languages + You can speak, read, and write Common, Dwarvish, and Undercommon. + + + + + Dwarf (Hill) + M + 25 + Con 2, Wis 1 + + + + Description + Source: Player's Handbook p. 20 + + + Dwarven Toughness + Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. + + + + Age + Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. + + + + Alignment + Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. + + + + Size + Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. + + + + Speed + Your speed is not reduced by wearing heavy armor. + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. + + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + + + + Dwarf (Mark of Warding) + M + 25 + Con 2, Int 1 + + Intelligence + + Description + Source: Eberron: Rising from the Last War p. 51, Wayfinder's Guide to Eberron p. 108 + + + Warder's Intuition + When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll a d4 and add the number rolled to the ability check. + + + + Wards and Seals + You can cast the alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait. + + + + Spells of the Mark + Mark of Warding Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | alarm, armor of Agathys +2nd | arcane lock, knock +3rd | glyph of warding, magic circle +4th | Leomund's secret chest, Mordenkainen's faithful hound +5th | antilife shell + + + + + Age + Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. + + + + Alignment + Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. + + + + Size + Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. + + + + Speed + Your speed is not reduced by wearing heavy armor. + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. + + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + + + + Dwarf (Mountain) + M + 25 + Con 2, Str 2 + + + + Description + Source: Player's Handbook p. 20 + + + Dwarven Armor Training + You have proficiency with light and medium armor. + + + + Age + Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. + + + + Alignment + Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. + + + + Size + Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. + + + + Speed + Your speed is not reduced by wearing heavy armor. + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. + + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + + + + Dwarf (Kaladesh) + M + 25 + Con 2, Wis 1 + + + + Description + Source: Plane Shift: Kaladesh p. 19 + + + Age + Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. + + + + Alignment + Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. + + + + Size + Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium. + + + + Speed + Your speed is not reduced by wearing heavy armor. + + + + Darkvision + Accustomed to life underground in your race's ancient past, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + + + Dwarven Toughness + Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. + + + + Artisan's Expertise + You gain proficiency with two kinds of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + + + + Elf (Avariel–UA) + M + 30 + Dex 2 + Perception + + + Description + Source: Unearthed Arcana: Elf Subraces p. 1 + + + Extra Language + You can speak, read, and write Auran. + + + + Flight + You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Drow) + M + 30 + Dex 2, Cha 1 + Perception + Charisma + + Description + Source: Player's Handbook p. 24 + + + Sunlight Sensitivity + You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. + + + + Drow Magic + You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. + + + + Drow Weapon Training + You have proficiency with rapier, shortsword, and hand crossbow. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Superior Darkvision + Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Eladrin–DMG) + M + 30 + Dex 2, Int 1 + Perception + + + Description + Source: Dungeon Master's Guide p. 286 + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + + + Fey Step + You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Eladrin) + M + 30 + Dex 2, Cha 1 + Perception + + + Description + Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, any eladrin can change their season. See the "Info" tab for more information. +Source: Mordenkainen's Tome of Foes p. 61 + + + Fey Step + As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. +When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier: +• Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it. +• Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. +• Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. +• Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage). + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Eladrin–UA) + M + 30 + Dex 2 + Perception + + + Description + Source: Unearthed Arcana: Eladrin And Gith p. 1 + + + Fey Step + As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. + + + + Shifting Seasons + Shifting Seasons Cantrips +At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season's magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. +Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher. +Season | Cantrip +Autumn | Friends +Winter | Chill touch +Spring | Minor illusion +Summer | Fire bolt + + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Grugach–UA) + M + 30 + Dex 2, Str 1 + Perception + Wisdom + + Description + Source: Unearthed Arcana: Elf Subraces p. 1 + + + Grugach Weapon Training + You have proficiency with the spear, shortbow, longbow, and net. + + + + Cantrip + You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Sylvan, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (High) + M + 30 + Dex 2, Int 1 + Perception + Intelligence + + Description + Source: Player's Handbook p. 23 + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + + + Cantrip + You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. + + + + Extra Language + You can speak, read, and write one extra language of your choosing. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (High; Aereni–UA) + M + 30 + Dex 2, Int 1 + Perception + Intelligence + + Description + Source: Wayfinder's Guide to Eberron p. 73 + + + Aereni Training + Choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. + + + + Cantrip + You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. + + + + Extra Language + You can speak, read, and write one extra language of your choosing. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (High; Valenar–UA) + M + 30 + Dex 2, Int 1 + Perception + Intelligence + + Description + Source: Wayfinder's Guide to Eberron p. 73 + + + Valenar Weapon Training + A Valenar elf gains proficiency with the scimitar, Double-Bladed Scimitar, longbow, and shortbow. + + + + Cantrip + You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. + + + + Extra Language + You can speak, read, and write one extra language of your choosing. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Mark of Shadow) + M + 30 + Dex 2, Cha 1 + Perception + Charisma + + Description + Source: Eberron: Rising from the Last War p. 49, Wayfinder's Guide to Eberron p. 105 + + + Cunning Intuition + When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check. + + + + Shape Shadows + You know the minor illusion cantrip. Starting at 3rd level, you can cast the invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Spells of the Mark + Mark of Shadow Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | disguise self, silent image +2nd | darkness, pass without trace +3rd | clairvoyance, major image +4th | greater invisibility, hallucinatory terrain +5th | mislead + + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Pallid) + M + 30 + Dex 2, Wis 1 + Perception + Wisdom + + Description + Source: Explorer's Guide to Wildemount p. 21 + + + Incisive Sense + You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks. + + + + Blessing of the Moon Weaver + You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Sea) + M + 30 + Dex 2, Con 1 + Perception + + + Description + Source: Mordenkainen's Tome of Foes p. 62, Explorer's Guide to Wildemount p. 163 + + + Sea Elf Training + You have proficiency with the spear, trident, light crossbow, and net. + + + + Child of the Sea + You have a swimming speed of 30 feet, and you can breathe air and water. + + + + Friend of the Sea + Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. + + + + Extra Language + You can speak, read, and write Aquan. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Sea–UA) + M + 30 + Dex 2, Con 1 + Perception + + + Description + Source: Unearthed Arcana: Elf Subraces p. 1 + + + Extra Language + You can speak, read, and write Aquan. + + + + Sea Elf Weapon Training + You have proficiency with the spear, trident, light crossbow, and net. + + + + Child of the Sea + You have a swimming speed of 30 feet, and you can breathe air and water. + + + + Friend of the Sea + Using gestures and sounds, you can communicate simple ideas with Small or smaller beasts that have an inborn swimming speed. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Shadar-kai) + M + 30 + Dex 2, Con 1 + Perception + + + Description + Source: Mordenkainen's Tome of Foes p. 62 + + + Necrotic Resistance + You have resistance to necrotic damage. + + + + Blessing of the Raven Queen + As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. +Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Shadar-kai–UA) + M + 30 + Dex 2, Cha 1 + Perception + Charisma + + Description + Source: Unearthed Arcana: Elf Subraces p. 2 + + + Cantrip + You know one of the following cantrips of your choice: chill touch, spare the dying, or thaumaturgy. Charisma is your spellcasting ability for it. + + + + Blessing of the Raven Queen + As a bonus action, you can magically teleport up to 15 feet to an unoccupied space you can see, and you gain resistance to all damage until the start of your next turn. During that time, you appear ghostly and translucent. Once you use this ability, you can't use it again until you finish a short or long rest. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Wood) + M + 35 + Dex 2, Wis 1 + Perception + + + Description + Source: Player's Handbook p. 24 + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + + + Fleet of Foot + Your base walking speed increases to 35 feet. + + + + Mask of the Wild + You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Wood; Aereni–UA) + M + 35 + Dex 2, Wis 1 + Perception + + + Description + Source: Wayfinder's Guide to Eberron p. 73 + + + Aereni Training + Choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. + + + + Fleet of Foot + Your base walking speed increases to 35 feet. + + + + Mask of the Wild + You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Wood; Valenar–UA) + M + 35 + Dex 2, Wis 1 + Perception + + + Description + Source: Wayfinder's Guide to Eberron p. 73 + + + Valenar Weapon Training + A Valenar elf gains proficiency with the scimitar, Double-Bladed Scimitar, longbow, and shortbow. + + + + Fleet of Foot + Your base walking speed increases to 35 feet. + + + + Mask of the Wild + You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Kaladesh) (Bishatar and Tirahar) + M + 35 + Dex 2, Wis 1 + Perception + + + Description + Source: Plane Shift: Kaladesh p. 21 + + + Fleet of Foot + Your ground speed increases to 35 feet. + + + + Mask of the Wild + You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Kaladesh) (Vadahar) + M + 30 + Dex 2, Wis 1 + Perception + Wisdom + + Description + Source: Plane Shift: Kaladesh p. 21 + + + Cantrip + You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. + + + + Extra Language + You can speak, read, and write one extra language of your choosing. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. +If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Zendikar) (Joraga Nation) + M + 35 + Wis 2, Dex 1 + Perception + + + Description + Source: Plane Shift: Zendikar p. 19 + + + Mask of the Wild + You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + + + Fleet of Foot + Your ground speed increases to 35 feet. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Zendikar) (Mul Daya Nation) + M + 30 + Wis 2, Str 1 + Perception + Wisdom + + Description + Source: Plane Shift: Zendikar p. 19 + + + Mul Daya Magic + You know the chill touch cantrip. When you reach 3rd level, you can cast the hex spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. + + + + Sunlight Sensitivity + You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. + + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Superior Darkvision + Your Darkvision has a radius of 120 feet. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Elf (Zendikar) (Tajuru Nation) + M + 30 + Wis 2, Cha 1 + + + + Description + Source: Plane Shift: Zendikar p. 18 + + + Skill Versatility + You have proficiency with any combination of two other skills or tools of your choice. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency in the Perception skill. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + + Firbolg + M + 30 + Wis 2, Str 1 + + + + Description + Source: Volo's Guide to Monsters p. 107, Explorer's Guide to Wildemount p. 169 + + + Age + As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years. + + + + Alignment + As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind. + + + + Size + Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium. + + + + Firbolg Magic + You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. + + + + Hidden Step + As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Speech of Beast and Leaf + You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. + + + + Languages + You can speak, read, and write Common, Elvish, and Giant. + + + + + Genasi (Air) + M + 30 + Con 2, Dex 1 + + Constitution + + Description + Source: Elemental Evil Player's Companion p. 9, Explorer's Guide to Wildemount p. 170 + + + Unending Breath + You can hold your breath indefinitely while you're not incapacitated. + + + + Mingle with the Wind + You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. + + + + Age + Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. + + + + Alignment + Independent and self-reliant, genasi tend toward a neutral alignment. + + + + Size + Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. + + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + + + + Genasi (Earth) + M + 30 + Con 2, Str 1 + + Constitution + + Description + Source: Elemental Evil Player's Companion p. 9, Explorer's Guide to Wildemount p. 170 + + + Earth Walk + You can move across difficult terrain made of earth or stone without expending extra movement. + + + + Merge with Stone + You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. + + + + Age + Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. + + + + Alignment + Independent and self-reliant, genasi tend toward a neutral alignment. + + + + Size + Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. + + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + + + + Genasi (Fire) + M + 30 + Con 2, Int 1 + + Constitution + + Description + Source: Elemental Evil Player's Companion p. 9, Explorer's Guide to Wildemount p. 170 + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red. + + + + Fire Resistance + You have resistance to fire damage. + + + + Reach to the Blaze + You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. + + + + Age + Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. + + + + Alignment + Independent and self-reliant, genasi tend toward a neutral alignment. + + + + Size + Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. + + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + + + + Genasi (Water) + M + 30 + Con 2, Wis 1 + + Constitution + + Description + Source: Elemental Evil Player's Companion p. 10, Explorer's Guide to Wildemount p. 170 + + + Acid Resistance + You have resistance to acid damage. + + + + Amphibious + You can breathe air and water. + + + + Swim + You have a swimming speed of 30 feet. + + + + Call to the Wave + You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. + + + + Age + Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. + + + + Alignment + Independent and self-reliant, genasi tend toward a neutral alignment. + + + + Size + Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. + + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + + + + Gith (Githyanki) + M + 30 + Int 1, Str 2 + + Intelligence + + Description + Source: Mordenkainen's Tome of Foes p. 96 + + + Alignment + Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos. + + + + Decadent Mastery + You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge. + + + + Martial Prodigy + You are proficient with light and medium armor and with shortswords, longswords, and greatswords. + + + + Githyanki Psionics + You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. +When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. +Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components. + + + + Age + Gith reach adulthood in their late teens and live for about a century. + + + + Size + Gith are taller and leaner than humans, with most a slender 6 feet in height. + + + + Languages + You can speak, read, and write Common and Gith. + + + + + Gith (Githzerai) + M + 30 + Int 1, Wis 2 + + Wisdom + + Description + Source: Mordenkainen's Tome of Foes p. 96 + + + Alignment + Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline. + + + + Mental Discipline + You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds. + + + + Githzerai Psionics + You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. +When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. +Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components. + + + + Age + Gith reach adulthood in their late teens and live for about a century. + + + + Size + Gith are taller and leaner than humans, with most a slender 6 feet in height. + + + + Languages + You can speak, read, and write Common and Gith. + + + + + Gith (UA) (Githyanki) + M + 30 + Int 1, Str 2 + + Intelligence + + Description + Source: Unearthed Arcana: Eladrin And Gith (UA) (Githyanki) p. 2 + + + Alignment + Gith (UA) (Githyanki)yanki tend toward lawful evil. They are self-centered, violent, and arrogant, yet they remain the faithful servants of their lich-queen, Vlaakith. Renegade Gith (UA) (Githyanki)yanki tend toward chaos as they have forsaken her will. + + + + Decadent Mastery + You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, Gith (UA) (Githyanki)yanki have bountiful time to master odd bits of knowledge. + + + + Martial Prodigy + You are proficient with light and medium armor. Your people are ever ready for war. + + + + Githyanki Psionics + You know the mage hand cantrip. When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. +Intelligence is your spellcasting ability for these spells. You can cast all of them without components. + + + + Age + Gith (UA) (Githyanki) reach adulthood in their late teens and live for about a century. + + + + Size + Gith (UA) (Githyanki) are taller and leaner than humans, with most a slender 6 feet in height. + + + + Languages + You can speak, read, and write Common and Gith (UA) (Githyanki). + + + + + Gith (UA) (Githzerai) + M + 30 + Int 1, Wis 2 + + Wisdom + + Description + Source: Unearthed Arcana: Eladrin And Gith (UA) (Githzerai) p. 3 + + + Alignment + Gith (UA) (Githzerai)zerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline. + + + + Monastic Training + You gain a +1 bonus to AC while you aren't wearing medium or heavy armor and aren't using a shield. All Gith (UA) (Githzerai)zerai receive basic training from monks, and the monks among them are unmatched in their defensive abilities. + + + + Githzerai Psionics + You know the mage hand cantrip. When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. +Wisdom is your spellcasting ability for these spells. You can cast all of them without components. + + + + Age + Gith (UA) (Githzerai) reach adulthood in their late teens and live for about a century. + + + + Size + Gith (UA) (Githzerai) are taller and leaner than humans, with most a slender 6 feet in height. + + + + Languages + You can speak, read, and write Common and Gith (UA) (Githzerai). + + + + + Gnoll (DMG) + M + 30 + Str 2, Int -2 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Bite + Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Rampage + When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack. + + + + + Gnome (Deep) + S + 25 + Int 2, Dex 1 + + + + Description + Source: Mordenkainen's Tome of Foes p. 113 + + + Stone Camouflage + You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. + + + + Age + Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time. + + + + Alignment + Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others, except those dearest to them. + + + + Size + Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Your size is Small. + + + + Superior Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + + Languages + You can speak, read, and write Common, Gnomish, and Undercommon. + + + + + Gnome (Deep/Svirfneblin) + S + 25 + Int 2, Dex 1 + + + + Description + Source: Sword Coast Adventurer's Guide p. 115, Elemental Evil Player's Companion p. 5 + + + Stone Camouflage + You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. + + + + Age + Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time. + + + + Alignment + Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others. + + + + Size + A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small. + + + + Superior Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + + Languages + You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands. + + + + + Gnome (Forest) + S + 25 + Int 2, Dex 1 + + Intelligence + + Description + Source: Player's Handbook p. 37 + + + Natural Illusionist + You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. + + + + Speak with Small Beasts + Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. + + + + Age + Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. + + + + Alignment + Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. + + + + Size + Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + + + + Gnome (Mark of Scribing) + S + 25 + Int 2, Cha 1 + + Intelligence + + Description + Source: Eberron: Rising from the Last War p. 47, Wayfinder's Guide to Eberron p. 103 + + + Gifted Scribe + When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check. + + + + Scribe's Insight + You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells. + + + + Spells of the Mark + Mark of Scribing Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | comprehend languages, illusory script +2nd | animal messenger, silence +3rd | sending, tongues +4th | arcane eye, confusion +5th | dream + + + + + Age + Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. + + + + Alignment + Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. + + + + Size + Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + + + + Gnome (Rock) + S + 25 + Int 2, Con 1 + + + + Description + Source: Player's Handbook p. 37 + + + Artificer's Lore + Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. + + + + Tinker + You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. +When you create a device, choose one of the following options: + + + + Age + Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. + + + + Alignment + Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. + + + + Size + Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + + + + Gnome (Deep) (DMG) + M + 20 + Str 1, Dex 2 + + Intelligence + + Description + Source: Dungeon Master's Guide p. 282 + + + Innate Spellcasting + You have an innate ability to cast the following spells, requiring no material components: +• At will: nondetection (self only) +• 1/day each: blindness/deafness, blur, disguise self +Intelligence is your spellcasting ability for these spells. + + + + Gnome Cunning + You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic. + + + + Superior Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Gnomish, Terran, and Undercommon. + + + + + Goblin (DMG) + S + 30 + Str -2, Dex 2 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Nimble Escape + You can take the Disengage or Hide action as a bonus action on each of your turns. + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Common and Goblin (DMG). + + + + + Goblin + S + 30 + Dex 2, Con 1 + + + + Description + Source: Eberron: Rising from the Last War p. 26, Explorer's Guide to Wildemount p. 174 + + + Age + Goblins reach adulthood at age 8 and live up to 60 years. + + + + Alignment + In Eberron, goblins are usually neutral. They tend to look out for themselves, preferably without drawing unwanted attention from any larger, more powerful people. + + + + Size + Your size is Small. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fury of the Small + When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Nimble Escape + You can take the Disengage or Hide action as a bonus action on each of your turns. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Goblin + S + 30 + Dex 2, Con 1 + + + + Description + Source: Guildmasters' Guide to Ravnica p. 16, Explorer's Guide to Wildemount p. 174 + + + Age + Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years. + + + + Alignment + Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely. + + + + Size + Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fury of the Small + When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Nimble Escape + You can take the Disengage or Hide action as a bonus action on each of your turns. + + + + Languages + You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation. + + + + + Goblin + S + 30 + Dex 2, Con 1 + + + + Description + Source: Volo's Guide to Monsters p. 119, Explorer's Guide to Wildemount p. 174 + + + Age + Goblins reach adulthood at age 8 and live up to 60 years. + + + + Alignment + Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely. + + + + Size + Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fury of the Small + When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Nimble Escape + You can take the Disengage or Hide action as a bonus action on each of your turns. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Goblin (Dankwood) + S + 30 + Dex 2, Con 1 + + + + Description + Source: Adventure with Muk p. 35, Explorer's Guide to Wildemount p. 174 + + + Age + Goblins reach adulthood at age 8 and live up to 60 years. + + + + Alignment + Dankwood goblins are typically neutral or neutral good, though some mischievous dankwood goblins are chaotic neutral. + + + + Size + Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Speak with Small Beasts + Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. + + + + Nimble Escape + You can take the Disengage or Hide action as a bonus action on each of your turns. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Goblin (Ixalan) + S + 25 + Dex 2 + + + + Description + Source: Plane Shift: Ixalan p. 16 + + + Age + Goblins mature faster than humans, reaching adulthood around age 12. They age noticeably faster, and though few goblins live to old age, the most cautious rarely live longer than 50 years. + + + + Alignment + Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief. + + + + Size + Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Agile Climber + You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your climbing speed if you are encumbered.) + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Common (if it exists in your campaign) and Goblin. + + + + + Goblin (Zendikar) (Grotag Tribe) + S + 25 + Con 2 + Animal Handling + + + Description + Source: Plane Shift: Zendikar p. 17 + + + Grotag Tamer + You have proficiency in the Animal Handling skill. + + + + Age + Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years. + + + + Alignment + Most goblins are wildly chaotic, though they have no particular inclination toward good or evil. + + + + Size + Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Darkvision + Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Grit + You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Goblin (Zendikar) (Lavastep Tribe) + S + 25 + Con 2 + + + + Description + Source: Plane Shift: Zendikar p. 17 + + + Lavastep Grit + You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments. + + + + Age + Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years. + + + + Alignment + Most goblins are wildly chaotic, though they have no particular inclination toward good or evil. + + + + Size + Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Darkvision + Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Grit + You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Goblin (Zendikar) (Tuktuk Tribe) + S + 25 + Con 2 + + + + Description + Source: Plane Shift: Zendikar p. 17 + + + Tuktuk Cunning + You have proficiency with thieves' tools. + + + + Age + Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years. + + + + Alignment + Most goblins are wildly chaotic, though they have no particular inclination toward good or evil. + + + + Size + Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Darkvision + Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Grit + You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Goliath + M + 30 + Str 2, Con 1 + Athletics + + + Description + Source: Volo's Guide to Monsters p. 108, Elemental Evil Player's Companion p. 10, Explorer's Guide to Wildemount p. 175, Icewind Dale: Rime of the Frostmaiden + + + Age + Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. + + + + Alignment + Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self sufficiency and personal accountability, pushes them toward neutrality. + + + + Size + Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. + + + + Natural Athlete + You have proficiency in the Athletics skill. + + + + Stone's Endurance + You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Mountain Born + You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet. + + + + Languages + You can speak, read, and write Common and Giant. + + + + + Grimlock (DMG) + M + 30 + Str 2, Cha -2 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Blindsight + You have no eyes, and cannot be blinded. You can perceive your surroundings within 30 ft., or 10 ft. while deafened. You are considered blind beyond this radius. + + + + Keen Hearing and Smell + You have advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + + Stone Camouflage + You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + + Languages + You can speak, read, and write Undercommon. + + + + + Grung + S + 25 + Dex 2, Con 1 + Perception + + + Description + Source: One Grung Above p. 4 + + + Age + Grungs mature to adulthood in a single year, but have been known to live up to 50 years. + + + + Alignment + Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy. + + + + Size + Grungs stand between 2½ and 3½ feet tall and average about 30 pounds. Your size is Small. + + + + Arboreal Alertness + You have proficiency in the Perception skill. + + + + Amphibious + You can breathe air and water. + + + + Poison Immunity + You're immune to poison damage and the poisoned condition. + + + + Poisonous Skin + Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage. + + + + Standing Leap + Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. + + + + Water Dependency + If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour. + + + + Languages + You can speak, read, and write Grung. + + + + + Half-Elf + M + 30 + Cha 2 + + + + Description + Source: Player's Handbook p. 38 + + + Age + Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. + + + + Alignment + Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. + + + + Size + Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. + + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Skill Versatility + You gain proficiency in two skills of your choice. + + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + + + + Half-Elf (Variant) (Aquatic Elf Descent) + M + 30 + Cha 2 + + + + Description + Source: Sword Coast Adventurer's Guide p. 116 + + + Age + Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. + + + + Alignment + Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. + + + + Size + Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. + + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Variant Feature (Choose 1) + + + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + + + + Half-Elf (Variant) (Drow Descent) + M + 30 + Cha 2 + + + + Description + Source: Sword Coast Adventurer's Guide p. 116 + + + Age + Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. + + + + Alignment + Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. + + + + Size + Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. + + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Variant Feature (Choose 1) + + + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + + + + Half-Elf (Variant) (Mark of Detection) + M + 30 + Cha 2, Wis 2 + + Intelligence + + Description + Source: Eberron: Rising from the Last War p. 40, Wayfinder's Guide to Eberron p. 96 + + + Magical Detection + You can cast the detect magic and detect poison and disease spells with this trait. Starting at 3rd level, you can also cast the see invisibility spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't require material components for them. + + + + Spells of the Mark + Mark of Detection Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | detect evil and good, detect poison and disease +2nd | detect thoughts, find traps +3rd | clairvoyance, nondetection +4th | arcane eye, divination +5th | legend lore + + + + + Age + Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. + + + + Alignment + Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. + + + + Size + Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. + + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Deductive Intuition + When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check. + + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + + + + Half-Elf (Variant) (Mark of Storm) + M + 30 + Cha 2, Cha 2, Dex 1 + + Charisma + + Description + Source: Eberron: Rising from the Last War p. 50, Wayfinder's Guide to Eberron p. 106 + + + Storm's Boon + You have resistance to lightning damage. + + + + Headwinds + You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Spells of the Mark + Mark of Storm Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | feather fall, fog cloud +2nd | gust of wind, levitate +3rd | sleet storm, wind wall +4th | conjure minor elementals, control water +5th | conjure elemental + + + + + Age + Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. + + + + Alignment + Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. + + + + Size + Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. + + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Windwright's Intuition + When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check. + + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + + + + Half-Elf (Variant) (Moon Elf or Sun Elf Descent) + M + 30 + Cha 2 + + + + Description + Source: Sword Coast Adventurer's Guide p. 116 + + + Age + Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. + + + + Alignment + Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. + + + + Size + Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. + + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Variant Feature (Choose 1) + + + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + + + + Half-Elf (Variant) (Wood Elf Descent) + M + 30 + Cha 2 + + + + Description + Source: Sword Coast Adventurer's Guide p. 116 + + + Age + Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. + + + + Alignment + Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. + + + + Size + Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. + + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + + Variant Feature (Choose 1) + + + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + + + + Half-Orc + M + 30 + Str 2, Con 1 + Intimidation + + + Description + Source: Player's Handbook p. 40 + + + Age + Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. + + + + Alignment + Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. + + + + Size + Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. + + + + Darkvision + Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Menacing + You gain proficiency in the Intimidation skill. + + + + Relentless Endurance + When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. + + + + Savage Attacks + When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. + + + + Languages + You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. + + + + + Half-Orc (Mark of Finding) + M + 30 + Con 1, Wis 2 + + Wisdom + + Description + Source: Eberron: Rising from the Last War p. 41, Wayfinder's Guide to Eberron p. 98 + + + Age + Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. + + + + Alignment + Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. + + + + Size + Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hunter's Intuition + When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check. + + + + Finder's Magic + You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + Spells of the Mark + Mark of Finding Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | faerie fire, longstrider +2nd | locate animals or plants, locate object +3rd | clairvoyance, speak with plants +4th | divination, locate creature +5th | commune with nature + + + + + + Halfling (Ghostwise) + S + 25 + Dex 2, Wis 1 + + + + Description + Source: Sword Coast Adventurer's Guide p. 110 + + + Silent Speech + You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. + + + + Age + A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. + + + + Alignment + Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. + + + + Size + Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + + Brave + You have advantage on saving throws against being frightened. + + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + + + + Halfling (Lightfoot) + S + 25 + Dex 2, Cha 1 + + + + Description + Source: Player's Handbook p. 28 + + + Naturally Stealthy + You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. + + + + Age + A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. + + + + Alignment + Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. + + + + Size + Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + + Brave + You have advantage on saving throws against being frightened. + + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + + + + Halfling (Lotusden) + S + 25 + Dex 2, Wis 1 + + Wisdom + + Description + Source: Explorer's Guide to Wildemount p. 164 + + + Child of the Wood + You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells. + + + + Timberwalk + Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement. + + + + Age + A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. + + + + Alignment + Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. + + + + Size + Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + + Brave + You have advantage on saving throws against being frightened. + + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + + + + Halfling (Mark of Healing) + S + 25 + Dex 2, Wis 1 + + Wisdom + + Description + Source: Eberron: Rising from the Last War p. 43, Wayfinder's Guide to Eberron p. 99 + + + Medical Intuition + When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check. + + + + Healing Touch + You can cast the cure wounds spell with this trait. Starting at 3rd level, you can also cast lesser restoration with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. + + + + Spells of the Mark + Mark of Healing Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | cure wounds, healing word +2nd | lesser restoration, prayer of healing +3rd | aura of vitality, mass healing word +4th | aura of purity, aura of life +5th | greater restoration + + + + + Age + A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. + + + + Alignment + Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. + + + + Size + Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + + Brave + You have advantage on saving throws against being frightened. + + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + + + + Halfling (Mark of Hospitality) + S + 25 + Dex 2, Cha 1 + + Charisma + + Description + Source: Eberron: Rising from the Last War p. 44, Wayfinder's Guide to Eberron p. 100 + + + Ever Hospitable + When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check. + + + + Innkeeper's Magic + You know the prestidigitation cantrip. You can also cast the purify food and drink and unseen servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells. + + + + Spells of the Mark + Mark of Hospitality Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | goodberry, sleep +2nd | aid, calm emotions +3rd | create food and water, Leomund's tiny hut +4th | aura of purity, Mordenkainen's private sanctum +5th | hallow + + + + + Age + A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. + + + + Alignment + Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. + + + + Size + Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + + Brave + You have advantage on saving throws against being frightened. + + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + + + + Halfling (Stout) + S + 25 + Dex 2, Con 1 + + + + Description + Source: Player's Handbook p. 28 + + + Stout Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + + + Age + A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. + + + + Alignment + Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. + + + + Size + Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + + Brave + You have advantage on saving throws against being frightened. + + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + + + + Hobgoblin (DMG) + M + 30 + + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Martial Advantage + Once per turn, you can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 ft. of an ally of yours that isn't incapacitated. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Hobgoblin + M + 30 + Con 2, Int 1 + + + + Description + Source: Eberron: Rising from the Last War p. 26, Explorer's Guide to Wildemount p. 175 + + + Age + Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs. + + + + Alignment + Hobgoblin society in Eberron is shaped by the ideal of a strict code of honor and rigid martial discipline. Most hobgoblins are lawful, tending toward harsh enforcement of their laws. + + + + Size + Your size is Medium. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Martial Training + You are proficient with two martial weapons of your choice and with light armor. + + + + Saving Face + Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Hobgoblin + M + 30 + Con 2, Int 1 + + + + Description + Source: Volo's Guide to Monsters p. 119, Explorer's Guide to Wildemount p. 175 + + + Age + Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs. + + + + Alignment + Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil. + + + + Size + Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Martial Training + You are proficient with two martial weapons of your choice and with light armor. + + + + Saving Face + Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Human + M + 30 + Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1 + + + + Description + Source: Player's Handbook p. 29 + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + + Human (Keldon) + M + 30 + Str 2, Con 1 + Athletics + + + Description + Source: Plane Shift: Dominaria p. 19 + + + Natural Athlete + You have proficiency in the Athletics skill. + + + + Keldon Resilience + You have proficiency in Strength saving throws. + + + + Icehaven Born + You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. + + + + Age + Keldons reach adulthood in their late teens and live less than a century. + + + + Alignment + Keldons tend toward chaotic alignments, and many walk a fine line between good and evil. + + + + Size + Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium. + + + + Languages + You can speak, read, and write Common and Keldon. + + + + + Human (Mark of Finding) + M + 30 + Con 1, Wis 2 + + Wisdom + + Description + Source: Eberron: Rising from the Last War p. 41 + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hunter's Intuition + When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check. + + + + Finder's Magic + You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. + + + + Spells of the Mark + Mark of Finding Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | faerie fire, longstrider +2nd | locate animals or plants, locate object +3rd | clairvoyance, speak with plants +4th | divination, locate creature +5th | commune with nature + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Human (Mark of Handling) + M + 30 + Wis 2 + + Wisdom + + Description + Source: Eberron: Rising from the Last War p. 42, Wayfinder's Guide to Eberron p. 98 + + + Wild Intuition + When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check. + + + + Primal Connection + You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells. + + + + The Bigger They Are + Starting at 3rd level, you can target a beast or monstrosity when you cast animal friendship or speak with animals, provided the creature's Intelligence score is 3 or lower. + + + + Spells of the Mark + Mark of Handling Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | animal friendship, speak with animals +2nd | beast sense, calm emotions +3rd | beacon of hope, conjure animals +4th | aura of life, dominate beast +5th | awaken + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + + Human (Mark of Making) + M + 30 + Int 2 + + Intelligence + + Description + Source: Eberron: Rising from the Last War p. 45, Wayfinder's Guide to Eberron p. 101 + + + Artisan's Intuition + When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check. + + + + Maker's Gift + You gain proficiency with one type of artisan's tools of your choice. + + + + Spellsmith + You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells. + + + + Spells of the Mark + Mark of Making Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | identify, Tenser's floating disk +2nd | continual flame, magic weapon +3rd | conjure barrage, elemental weapon +4th | fabricate, stone shape +5th | creation + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + + Human (Mark of Passage) + M + 35 + Dex 2 + + Dexterity + + Description + Source: Eberron: Rising from the Last War p. 46, Wayfinder's Guide to Eberron p. 102 + + + Courier's Speed + Your base walking speed increases to 35 feet. + + + + Intuitive Motion + When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check. + + + + Magical Passage + You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell. + + + + Spells of the Mark + Mark of Passage Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | expeditious retreat, jump +2nd | misty step, pass without trace +3rd | blink, phantom steed +4th | dimension door, freedom of movement +5th | teleportation circle + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + + Human (Mark of Sentinel) + M + 30 + Con 2, Wis 1 + + Wisdom + + Description + Source: Eberron: Rising from the Last War p. 48, Wayfinder's Guide to Eberron p. 104 + + + Sentinel's Intuition + When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check. + + + + Guardian's Shield + You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell. + + + + Vigilant Guardian + When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest. + + + + Spells of the Mark + Mark of Sentinel Spells +If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class. +Spell Level | Spells +1st | compelled duel, shield of faith +2nd | warding bond, zone of truth +3rd | counterspell, protection from energy +4th | death ward, guardian of faith +5th | Bigby's hand + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + + Human (Variant) + M + 30 + + + + + Description + Source: Player's Handbook p. 31 + + + Skills + You gain proficiency in one skill of your choice. + + + + Feat + You gain one feat of your choice. + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + + Human (Amonkhet) + M + 30 + + + + + Description + Source: Plane Shift: Amonkhet p. 14 + + + Age + Humans reach adulthood in their late teens. Most human initiates have completed the trials and found a glorious or inglorious death before they turn 30. Viziers can enjoy longer service to their gods, in theory living up to a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium + + + + Ability Score Increase + Two different ability scores of your choice increase by 1. + + + + Skills + You gain proficiency in one skill of your choice. + + + + Feat + You gain one feat of your choice. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. + + + + + Human (Innistrad) (Gavony) + M + 30 + Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1 + + + + Description + Source: Plane Shift: Innistrad p. 8 + + + Ability Score Increase + Your ability scores each increase by 1. + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. + + + + + Human (Innistrad) (Kessig) + M + 40 + Dex 1, Wis 1 + Survival + + + Description + Source: Plane Shift: Innistrad p. 8 + + + Forest Folk + You have proficiency in the Survival skill. + + + + Fleet of Foot + Your base walking speed is 40 feet. + + + + Sure-footed + When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. + + + + Spring Attack + When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not. + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. + + + + + Human (Innistrad) (Nephalia) + M + 30 + Int 1, Cha 1 + + + + Description + Source: Plane Shift: Innistrad p. 8 + + + Breadth of Knowledge + You gain proficiency in any combination of four skills or with four tools of your choice. + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. + + + + + Human (Innistrad) (Stensia) + M + 30 + Str 1, Con 1 + Intimidation + + + Description + Source: Plane Shift: Innistrad p. 8 + + + Daunting + You have proficiency in the Intimidation skill. + + + + Tough + Your hit point maximum increases by 2, and it increases by 2 every time you gain a level. + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. + + + + + Human (Ixalan) + M + 30 + Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1 + + + + Description + Source: Plane Shift: Ixalan p. 11 + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Or, if your campaign uses the optional rules for languages found in the previous section, your national origin determines your native language: Itzocan for the Sun Empire, Coalition pidgin for the Brazen Coalition, or Vampire for the Legion of Dusk. You still speak one additional language of your choice, and Common if it exists in your campaign. + + + + + Human (Zendikar) + M + 30 + + + + + Description + Source: Plane Shift: Zendikar p. 9 + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: vampire curses, Elvish musical expressions, merfolk scholarly jargon, and so on. + + + + + Kalashtar + M + 30 + Wis 2, Cha 1 + + + + Description + Source: Eberron: Rising from the Last War p. 29, Wayfinder's Guide to Eberron p. 62 + + + Age + Kalashtar mature and age at the same rate as humans. + + + + Alignment + The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit. + + + + Size + Your size is Medium. + + + + Dual Mind + You have advantage on all Wisdom saving throws. + + + + Mental Discipline + You have resistance to psychic damage. + + + + Mind Link + You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. +When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it. + + + + Severed from Dreams + Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep. + + + + Languages + You can speak, read, and write Common, Quori, and one other language of your choice. + + + + + Kalashtar (UA Races of Eberron) + M + 30 + Cha 1, Wis 1 + + + + Description + Source: Unearthed Arcana: Races Of Eberron p. 3 + + + Age + Kalashtar (UA Races of Eberron) develop physically at the same rate as humans do and have similar lifespans. + + + + Alignment + The noble spirit tied to a Kalashtar (UA Races of Eberron) drives it toward lawful and good behavior. Most Kalashtar (UA Races of Eberron) combine self-discipline with compassion for all sentient beings, but some Kalashtar (UA Races of Eberron) resist the virtuous influence of their spirit. + + + + Size + Kalashtar (UA Races of Eberron) are similar in build to humans, though they are typically a few inches taller. Your size is Medium. + + + + Dual Mind + When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur. + + + + Mental Discipline + You have resistance to psychic damage. + + + + Mind Link + You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. +As a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and able to see you. + + + + Psychic Glamour + Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill. + + + + Severed from Dreams + Kalashtar (UA Races of Eberron) sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell. + + + + Languages + You can speak, read, and write Common, Quori, and one other language of your choice. + + + + + Kenku (DMG) + M + 30 + Dex 2 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Ambusher + In the first round of a combat, you have advantage on attack rolls against any creature who is surprised. + + + + Mimicry + You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + + Languages + You can read and write Common and Auran, but you can only speak using your Mimicry trait. + + + + + Kenku + M + 30 + Dex 2, Wis 1 + + + + Description + Source: Volo's Guide to Monsters p. 109, Explorer's Guide to Wildemount p. 177 + + + Age + Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60. + + + + Alignment + Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook. + + + + Size + Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium. + + + + Expert Forgery + You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. + + + + Kenku Training + You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand. + + + + Mimicry + You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. + + + + Languages + You can read and write Common and Auran, but you can only speak using your Mimicry trait. + + + + + Khenra + M + 35 + Dex 2, Str 1 + + + + Description + Source: Plane Shift: Amonkhet p. 17 + + + Age + Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60. + + + + Alignment + Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil. + + + + Size + Khenra have similar builds to humans. Your size is Medium. + + + + Khenra Weapon Training + You have proficiency with the khopesh (longsword), spear, and javelin. + + + + Khenra Twins + If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be frightened. + + + + Languages + You can speak, read, and write Common and Khenra. + + + + + Kobold (DMG) + S + 30 + Dex 2, Str -4 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Pack Tactics + You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. + + + + Sunlight Sensitivity + You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Common and Draconic. + + + + + Kobold + S + 30 + Dex 2 + + + + Description + Source: Volo's Guide to Monsters p. 119 + + + Age + Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so. + + + + Alignment + Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law. + + + + Size + Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Grovel, Cower, and Beg + As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Pack Tactics + You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. + + + + Sunlight Sensitivity + You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. + + + + Languages + You can speak, read, and write Common and Draconic. + + + + + Kor + M + 30 + Dex 2, Wis 1 + Athletics, Acrobatics + + + Description + Source: Plane Shift: Zendikar p. 10 + + + Age + Kor mature at the same rate as humans and live about as long. + + + + Alignment + Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors. + + + + Size + Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium. + + + + Brave + You have advantage on saving throws against being frightened. + + + + Climbing + You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor. + + + + Kor Climbing + You have proficiency in the Athletics and Acrobatics skills. + + + + Languages + You can speak, read, and write Common, and communicate in the silent speech of the Kor. + + + + Lucky + When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + + + Kuo-Toa (DMG) + M + 30 + + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Amphibious + You can breathe air and water. + + + + Otherworldly Perception + You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving. + + + + Slippery + You have advantage on ability checks and saving throws made to escape a grapple. + + + + Sunlight Sensitivity + While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + + Superior Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Undercommon. + + + + + Leonin + M + 35 + Str 1, Con 2 + + + + Description + Source: Mythic Odysseys of Theros p. 20 + + + Age + Leonin mature and age at about the same rate as humans. + + + + Alignment + Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good. + + + + Size + Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Claws + Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Hunter's Instincts + You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival. + + + + Daunting Roar + As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common and Leonin. + + + + + Lizardfolk (DMG) + M + 30 + Str 2, Int -2 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Hold Breath + You can hold your breath for up to 15 minutes at a time. + + + + Natural Armor + Your scales function as natural armor, granting you a +3 bonus to Armor Class. + + + + Languages + You can speak, read, and write Draconic. + + + + + Lizardfolk + M + 30 + Con 2, Wis 1 + + + + Description + Source: Volo's Guide to Monsters p. 111 + + + Age + Lizardfolk reach maturity around age 14 and rarely live longer than 60 years. + + + + Size + Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium. + + + + Alignment + Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices. + + + + Swim Speed + You have a swimming speed of 30 feet. + + + + Bite + Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Cunning Artisan + As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 dart or blowgun needle. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. + + + + Hold Breath + You can hold your breath for up to 15 minutes at a time. + + + + Hunter's Lore + You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. + + + + Natural Armor + You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. + + + + Hungry Jaws + In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common and Draconic. + + + + + Locathah + M + 30 + Str 2, Dex 1 + Athletics, Perception + + + Description + Source: Locathah Rising p. 24 + + + Age + Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years. + + + + Alignment + Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality. + + + + Natural Armor + You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. + + + + Observant & Athletic + You have proficiency in the Athletics and Perception skills. + + + + Leviathan Will + You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. + + + + Limited Amphibiousness + You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating. + + + + Size + Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium. + + + + Language + You can speak, read, and write Aquan and Common. + + + + + Loxodon + M + 30 + Con 2, Wis 1 + + + + Description + Source: Guildmasters' Guide to Ravnica p. 17 + + + Age + Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60. + + + + Alignment + Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good. + + + + Size + Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Loxodon Serenity + You have advantage on saving throws against being charmed or frightened. + + + + Natural Armor + You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. + + + + Trunk + You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. +Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. + + + + Keen Smell + Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell. + + + + Languages + You can speak, read, and write Common and Loxodon. + + + + + Loxodon (UA) + M + 30 + Con 2, Wis 1 + + + + Description + Source: Unearthed Arcana: Races Of Ravnica p. 1 + + + Age + Loxodon (UA)s physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60. + + + + Alignment + Most Loxodon (UA)s are lawful, believing in the value of a peaceful, ordered life. They also tend toward good. + + + + Size + Loxodon (UA)s stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Loxodon Bravery + You have advantage on saving throws against being frightened. + + + + Natural Armor + You have thick, leathery skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. + + + + Mason's Proficiency + You gain proficiency with mason's tools. + + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your normal proficiency bonus to the check, instead of your normal proficiency bonus. + + + + Keen Smell + Thanks to your sensitive trunk, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on smell. + + + + Languages + You can speak, read, and write Common. + + + + + Merfolk (DMG) + M + 10 + + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Amphibious + You can breathe air and water. + + + + Languages + You can speak, read, and write Common and Aquan. + + + + + Merfolk (Ixalan) (Blue) + M + 30 + Cha 1, Int 2 + History, Nature + Intelligence + + Description + Source: Plane Shift: Ixalan p. 12 + + + Cantrip + You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. + + + + Lore of the Waters + You gain proficiency in the History and Nature skills. + + + + Age + Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years. + + + + Alignment + Most merfolk are neutral, living in close harmony with nature. + + + + Size + Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium. + + + + Amphibious + You can breathe air and water. + + + + Swimming + You have a swimming speed of 30 feet. + + + + Languages + You can speak, read, and write Common (if it exists in your campaign), Merfolk, and one additional language of your choice. + + + + + Merfolk (Ixalan) (Green) + M + 30 + Cha 1, Wis 2 + + Wisdom + + Description + Source: Plane Shift: Ixalan p. 12 + + + Cantrip + You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. + + + + Mask of the Wild + You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + + Age + Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years. + + + + Alignment + Most merfolk are neutral, living in close harmony with nature. + + + + Size + Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium. + + + + Amphibious + You can breathe air and water. + + + + Swimming + You have a swimming speed of 30 feet. + + + + Languages + You can speak, read, and write Common (if it exists in your campaign), Merfolk, and one additional language of your choice. + + + + + Merfolk (Zendikar) (Cosi Creed) + M + 30 + Cha 1, Int 1, Cha 2 + Sleight Of Hand, Stealth + Charisma + + Description + Source: Plane Shift: Zendikar p. 13 + + + Cantrip + You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it. + + + + Creed of the Trickster + You have proficiency in the Sleight of Hand and Stealth skills. + + + + Age + Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years. + + + + Alignment + Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings. + + + + Amphibious + You can breathe air and water. + + + + Size + Merfolk are about the same size and build as humans. Your size is Medium. + + + + Swimming + You have a swimming speed of 30 feet. + + + + Languages + You can speak, read, and write Common, Merfolk, and one extra language of your choice. + + + + + Merfolk (Zendikar) (Emeria Creed) + M + 30 + Cha 1, Wis 2 + Deception, Persuasion + Wisdom + + Description + Source: Plane Shift: Zendikar p. 13 + + + Cantrip + You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. + + + + Wind Creed Manipulation + You have proficiency in the Deception and Persuasion skills. + + + + Age + Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years. + + + + Alignment + Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings. + + + + Amphibious + You can breathe air and water. + + + + Size + Merfolk are about the same size and build as humans. Your size is Medium. + + + + Swimming + You have a swimming speed of 30 feet. + + + + Languages + You can speak, read, and write Common, Merfolk, and one extra language of your choice. + + + + + Merfolk (Zendikar) (Ula Creed) + M + 30 + Cha 1, Int 2 + Survival + Intelligence + + Description + Source: Plane Shift: Zendikar p. 13 + + + Cantrip + You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. + + + + Water Creed Navigation + You have proficiency with navigator's tools and in the Survival skill. + + + + Age + Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years. + + + + Alignment + Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings. + + + + Amphibious + You can breathe air and water. + + + + Size + Merfolk are about the same size and build as humans. Your size is Medium. + + + + Swimming + You have a swimming speed of 30 feet. + + + + Languages + You can speak, read, and write Common, Merfolk, and one extra language of your choice. + + + + + Minotaur + M + 30 + Str 2, Con 1 + + + + Description + These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet. +Source: Guildmasters' Guide to Ravnica p. 18 + + + Age + Minotaurs enter adulthood at around the age of 17 and can live up to 150 years. + + + + Alignment + Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments. + + + + Size + Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium. + + + + Horns + Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Goring Rush + Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. + + + + Hammering Horns + Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. + + + + Imposing Presence + You have proficiency in one of the following skills of your choice: Intimidation or Persuasion. + + + + Languages + You can speak, read, and write Common and Minotaur. + + + + + Minotaur (Theros) + M + 30 + Str 2, Con 1 + + + + Description + These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet. +Source: Mythic Odysseys of Theros p. 22 + + + Age + Minotaurs mature and age at about the same rate as humans. + + + + Alignment + Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture and pursue chaotic alignments, while those who remain within the polis and its tyrannical regime tend toward lawful alignments. + + + + Size + Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium. + + + + Horns + Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Goring Rush + Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. + + + + Hammering Horns + Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. + + + + Imposing Presence + You have proficiency in one of the following skills of your choice: Intimidation or Persuasion. + + + + Languages + You can speak, read, and write Common and Minotaur. + + + + + Minotaur (UA) + M + 30 + Str 2, Con 1 + Intimidation + + + Description + In 2015, Minotaur (UA)s appeared as a playtest option in Unearthed Arcana. Here is a revised set of traits for Minotaur (UA) player characters. These traits are suitable for Minotaur (UA)s on Krynn and in other D&D worlds where these people have avoided the demonic influence of Baphomet. +Source: Unearthed Arcana: Centaurs Minotaur (UA)s p. 2 + + + Age + Minotaur (UA)s enter adulthood at around the age of 17 and can live up to 150 years. + + + + Alignment + Most Minotaur (UA)s lean toward lawful alignments. + + + + Size + Minotaur (UA)s average over 6 feet in height, and they have strong, stocky builds. Your size is Medium. + + + + Horns + Your horns are natural melee weapons, with which you're proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier. + + + + Goring Rush + Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. + + + + Hammering Horns + Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you. + + + + Menacing + You have proficiency in the Intimidation skill. + + + + Hybrid Nature + You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. + + + + Languages + You can speak, read, and write Common and Minotaur (UA). + + + + + Minotaur (Amonkhet) + M + 30 + Str 2, Con 1 + Intimidation + + + Description + Source: Plane Shift: Amonkhet p. 19 + + + Age + Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40. + + + + Alignment + Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil. + + + + Size + Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium. + + + + Natural Weapon + You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifier. + + + + Menacing + You gain proficiency in the Intimidation skill. + + + + Relentless Endurance + When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. + + + + Savage Attacks + When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. + + + + Languages + You can speak, read, and write Common and Minotaur. + + + + + Minotaur (Krynn) (UA) + M + 30 + Str 1 + + + + Description + Source: Unearthed Arcana: Waterborne Adventures p. 1 + + + Age + Minotaurs enter adulthood at around the age of 17 and can live up to 150 years. + + + + Alignment + Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil. + + + + Size + Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium. + + + + Conqueror's Virtue + From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1. + + + + Horns + You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. + + + + Goring Rush + When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action. + + + + Hammering Horns + When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone. + + + + Labyrinthine Recall + You can perfectly recall any path you have traveled. + + + + Sea Reaver + You gain proficiency with navigator's tools and vehicles (water). + + + + Languages + You can speak, read, and write Common. + + + + + Naga + M + 30 + Con 2, Int 1 + + + + Description + Source: Plane Shift: Amonkhet p. 21 + + + Age + Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century. + + + + Alignment + Most naga are either neutral or neutral evil in alignment. + + + + Size + Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium. + + + + Speed Burst + By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn. + + + + Natural Weapons + Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. +If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage. +If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target. + + + + Poison Immunity + You are immune to poison damage and can't be poisoned. + + + + Poison Affinity + You gain proficiency with the poisoner's kit. + + + + Languages + You can speak, read, and write Common and Naga. + + + + + Orc (DMG) + M + 30 + Str 2, Int -2 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Aggressive + As a bonus action, you can move up to your speed toward a hostile creature that you can see. + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Common and Orc (DMG). + + + + + Orc + M + 30 + Str 2, Con 1 + + + + Description + Source: Explorer's Guide to Wildemount p. 178 + + + Age + Orcs reach adulthood at age 16, and live up to 80 years. + + + + Alignment + Orcs fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it). + + + + Size + Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Aggressive + As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started. + + + + Primal Intuition + You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Perception, and Survival. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Languages + You can speak, read, and write Common and Orc. + + + + + Orc + M + 30 + Str 2, Con 1 + + + + Description + Source: Eberron: Rising from the Last War p. 31 + + + Age + Orcs reach adulthood at age 12 and live up to 50 years. + + + + Alignment + The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment. + + + + Size + Your size is Medium. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Aggressive + As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started. + + + + Primal Intuition + You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Languages + You can speak, read, and write Common and Orc. + + + + + Orc + M + 30 + Str 2, Con 1 + + + + Description + Source: Volo's Guide to Monsters p. 120 + + + Age + Orcs reach adulthood at age 12 and live up to 50 years. + + + + Alignment + Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil. + + + + Size + Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Aggressive + As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started. + + + + Primal Intuition + You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Languages + You can speak, read, and write Common and Orc. + + + + + Orc (Ixalan) + M + 30 + Str 2, Con 1 + Intimidation + + + Description + Source: Plane Shift: Ixalan p. 15 + + + Age + Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. + + + + Alignment + Most orcs lean toward chaotic alignments, and many serve on pirate ships that encourage an inclination toward evil. + + + + Size + Orcs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium. + + + + Menacing + You gain proficiency in the Intimidation skill. + + + + Relentless Endurance + When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. + + + + Savage Attacks + When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Common (if it exists in your campaign) and Orc. + + + + + Revenant (UA) + M + 30 + Con 1 + + + + Description + Source: Unearthed Arcana: Gothic Heroes p. 1 + + + Revenant Subrace + Having met a cruel and undeserved end, you have returned to the realm of the living. As a Revenant (UA), you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished. +The Revenant (UA) subrace can be applied to any race that has a subrace, and replaces that race's existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below. +Your DM might also allow you to take this subrace for a slain character. In that case, your character rises from the dead with its original subrace replaced (or with the necessary modifications made to its base traits), filled with a determination to seek vengeance or complete its mission. + + + + Racial Adjustments + For races that don't have subrace options, taking on the Revenant (UA) subrace means making changes to your character's base traits, as follows. (This playtest article provides options only for human and dragonborn characters. Any other races which do not have subrace options should not be used with these Revenant (UA) subrace rules.) + + + + Relentless Nature + Your DM assigns a goal to you—typically, one related to your character's death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits: +• If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. +• If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. +• You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. +When your goal is complete, you finally find rest. You die and cannot be restored to life. + + + + + Satyr + M + 35 + Cha 2, Dex 1 + Performance, Persuasion + + + Description + Source: Mythic Odysseys of Theros p. 24 + + + Age + Satyrs mature and age at about the same rate as humans. + + + + Alignment + Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay. + + + + Size + Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium. + + + + Fey + Your creature type is fey, rather than humanoid. + + + + Ram + You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier. + + + + Magic Resistance + You have advantage on saving throws against spells and other magical effects. + + + + Mirthful Leaps + Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. + + + + Reveler + You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice. + + + + Languages + You can speak, read, and write Common and Sylvan. + + + + + Shifter (Beasthide) + M + 30 + Con 2, Str 1 + Athletics + + + Description + Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64 + + + Natural Athlete + You have proficiency in the Athletics skill. + + + + Shifting Feature + Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. +Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + + Shifter (Longtooth) + M + 30 + Str 2, Dex 1 + Intimidation + + + Description + Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64 + + + Fierce + You have proficiency in the Intimidation skill. + + + + Shifting Feature + While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. +Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + + Shifter (Swiftstride) + M + 30 + Dex 2, Cha 1 + Acrobatics + + + Description + Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64 + + + Graceful + You have proficiency in the Acrobatics skill. + + + + Shifting Feature + While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. +Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + + Shifter (Wildhunt) + M + 30 + Wis 2, Dex 1 + Survival + + + Description + Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64 + + + Natural Tracker + You have proficiency in the Survival skill. + + + + Shifting Feature + While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. +Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + + Shifter (UA) (Beasthide) + M + 30 + Dex 1, Con 1 + + + + Description + Source: Unearthed Arcana: Eberron p. 2 + + + Shifting Feature + While shifting, you gain a +1 bonus to AC. + + + + Size + Shifter (UA) (Beasthide)s are about the same size as humans. Your size is Medium + + + + Darkvision + Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. +While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Beasthide) subrace, described below. +You must finish a short or long rest before you can shift again. + + + + Languages + You can speak, read, and write Common and Sylvan. + + + + + Shifter (UA) (Cliffwalk) + M + 30 + Dex 1, Dex 2 + + + + Description + Source: Unearthed Arcana: Eberron p. 2 + + + Shifting Feature + While shifting, you gain a climb speed of 30 feet. + + + + Size + Shifter (UA) (Cliffwalk)s are about the same size as humans. Your size is Medium + + + + Darkvision + Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. +While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Cliffwalk) subrace, described below. +You must finish a short or long rest before you can shift again. + + + + Languages + You can speak, read, and write Common and Sylvan. + + + + + Shifter (UA) (Longstride) + M + 30 + Dex 1, Dex 2 + + + + Description + Source: Unearthed Arcana: Eberron p. 2 + + + Shifting Feature + While shifting, you can use the Dash action as a bonus action. + + + + Size + Shifter (UA) (Longstride)s are about the same size as humans. Your size is Medium + + + + Darkvision + Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. +While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Longstride) subrace, described below. +You must finish a short or long rest before you can shift again. + + + + Languages + You can speak, read, and write Common and Sylvan. + + + + + Shifter (UA) (Longtooth) + M + 30 + Dex 1, Str 1 + + + + Description + Source: Unearthed Arcana: Eberron p. 2 + + + Shifting Feature + While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled. + + + + Size + Shifter (UA) (Longtooth)s are about the same size as humans. Your size is Medium + + + + Darkvision + Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. +While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Longtooth) subrace, described below. +You must finish a short or long rest before you can shift again. + + + + Languages + You can speak, read, and write Common and Sylvan. + + + + + Shifter (UA) (Razorclaw) + M + 30 + Dex 1, Dex 2 + + + + Description + Source: Unearthed Arcana: Eberron p. 2 + + + Shifting Feature + While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage. + + + + Size + Shifter (UA) (Razorclaw)s are about the same size as humans. Your size is Medium + + + + Darkvision + Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. +While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Razorclaw) subrace, described below. +You must finish a short or long rest before you can shift again. + + + + Languages + You can speak, read, and write Common and Sylvan. + + + + + Shifter (UA) (Wildhunt) + M + 30 + Dex 1, Wis 1 + + + + Description + Source: Unearthed Arcana: Eberron p. 3 + + + Shifting Feature + While shifting, you gain advantage on all Wisdom-based checks and saving throws. + + + + Size + Shifter (UA) (Wildhunt)s are about the same size as humans. Your size is Medium + + + + Darkvision + Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Shifting + On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. +While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Wildhunt) subrace, described below. +You must finish a short or long rest before you can shift again. + + + + Languages + You can speak, read, and write Common and Sylvan. + + + + + Shifter (UA Races of Eberron) (Beasthide) + M + 30 + Dex 1, Con 2 + Athletics + + + Description + Source: Unearthed Arcana: Races Of Eberron p. 6 + + + Tough + You have proficiency with the Athletics skill. + + + + Shifting Feature + Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. + + + + Age + Shifter (UA Races of Eberron) (Beasthide)s are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifter (UA Races of Eberron) (Beasthide)s tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive Shifter (UA Races of Eberron) (Beasthide)s toward chaotic alignments. + + + + Size + Shifter (UA Races of Eberron) (Beasthide)s range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency with the Perception skill. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your Shifter (UA Races of Eberron) (Beasthide) subrace, described below. +Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + + Shifter (UA Races of Eberron) (Longtooth) + M + 30 + Dex 1, Str 2 + Intimidation + + + Description + Source: Unearthed Arcana: Races Of Eberron p. 6 + + + Fierce + You have proficiency with the Intimidation skill. + + + + Shifting Feature + While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Age + Shifter (UA Races of Eberron) (Longtooth)s are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifter (UA Races of Eberron) (Longtooth)s tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive Shifter (UA Races of Eberron) (Longtooth)s toward chaotic alignments. + + + + Size + Shifter (UA Races of Eberron) (Longtooth)s range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency with the Perception skill. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your Shifter (UA Races of Eberron) (Longtooth) subrace, described below. +Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + + Shifter (UA Races of Eberron) (Swiftstride) + M + 35 + Dex 1, Dex 2, Cha 1 + Acrobatics + + + Description + Source: Unearthed Arcana: Races Of Eberron p. 6 + + + Graceful + You have proficiency with the Acrobatics skill. + + + + Swift Stride + Your walking speed increases by 5 feet. + + + + Shifting Feature + While shifted, your walking speed increases by 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks. + + + + Age + Shifter (UA Races of Eberron) (Swiftstride)s are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifter (UA Races of Eberron) (Swiftstride)s tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive Shifter (UA Races of Eberron) (Swiftstride)s toward chaotic alignments. + + + + Size + Shifter (UA Races of Eberron) (Swiftstride)s range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency with the Perception skill. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your Shifter (UA Races of Eberron) (Swiftstride) subrace, described below. +Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + + Shifter (UA Races of Eberron) (Wildhunt) + M + 30 + Dex 1, Wis 2 + Survival + + + Description + Source: Unearthed Arcana: Races Of Eberron p. 6 + + + Natural Tracker + You have proficiency with the Survival skill. + + + + Mark the Scent + As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest. + + + + Shifting Feature + While shifted, you have advantage on Wisdom checks. + + + + Age + Shifter (UA Races of Eberron) (Wildhunt)s are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifter (UA Races of Eberron) (Wildhunt)s tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive Shifter (UA Races of Eberron) (Wildhunt)s toward chaotic alignments. + + + + Size + Shifter (UA Races of Eberron) (Wildhunt)s range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium. + + + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Keen Senses + You have proficiency with the Perception skill. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your Shifter (UA Races of Eberron) (Wildhunt) subrace, described below. +Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + + Simic Hybrid + M + 30 + Con 2 + + + + Description + Source: Guildmasters' Guide to Ravnica p. 20 + + + Age + Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon. + + + + Alignment + Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's. + + + + Size + Your size is Medium, within the normal range of your humanoid base race. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Common and your choice of Elvish or Vedalken. + + + + Animal Enhancement + Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. +At 1st level, choose one of the following options: +• Manta Glide: You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. +• Nimble Climber: You have a climbing speed equal to your walking speed. +• Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed. +At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options: +• Grappling Appendage: You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment. +• Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor. +• Acid Spit: As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + + + + Simic Hybrid (UA) + M + 30 + Con 2 + + + + Description + Source: Unearthed Arcana: Races Of Ravnica p. 2 + + + Age + Hybrids begin their lives as adult humans, elves, or vedalken. They exhibit signs of slightly accelerated aging, so their maximum lifespans are probably reduced somewhat, but the Guardian Project has not been operating long enough to observe the full effect of this phenomenon. + + + + Alignment + Most hybrids share the generally neutral outlook of the Simic Combine as a whole. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. However, those who leave the Combine often do so because their philosophical outlook and alignment are more in line with a different guild's. + + + + Size + Your size is Medium, within the normal range of your humanoid base race. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Animal Enhancement + Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. +At 1st level, choose one of the following options: +• Manta Glide: Your ray-like wings can slow your fall and allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. +• Nimble Climber: You have a climbing speed equal to your walking speed. +• Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed. +At 5th level, choose one of the following options, or choose one of the options you didn't take at 1st level: +• Grappling Appendage: You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. Each of these appendages is a natural weapon, which you can use to make unarmed strikes. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment. +• Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor. +• Acid Spit: As an action, you can spray a stream of acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). + + + + Languages + You can speak, read, and write Common and Elvish. + + + + + Siren + M + 25 + Cha 2 + + + + Description + Source: Plane Shift: Ixalan p. 17 + + + Alignment + Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew. + + + + Size + Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium. + + + + Siren's Song + You know the friends cantrip and can cast it without material components. + + + + Flight + You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.) + + + + Languages + You can speak, read, and write Common (if it exists in your campaign) and Siren. + + + + + Skeleton (DMG) + M + 30 + Dex 2, Int -4, Cha -4 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Brittle Bones + You are vulnerable to bludgeoning damage. + + + + Undead Nature + You are immune to poison damage and exhaustion, and you can't be poisoned. You don't require air, food, drink, or sleep. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can't speak, but you can understand the languages you knew in life. + + + + + Tabaxi + M + 30 + Dex 2, Cha 1 + Perception, Stealth + + + Description + Source: Volo's Guide to Monsters p. 113, Explorer's Guide to Wildemount p. 179 + + + Age + Tabaxi have lifespans equivalent to humans. + + + + Alignment + Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses. + + + + Size + Tabaxi are taller on average than humans and relatively slender. Your size is Medium. + + + + Darkvision + You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Feline Agility + Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. + + + + Cat's Claws + Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Cat's Talents + You have proficiency in the Perception and Stealth skills. + + + + Languages + You can speak, read, and write Common and one other language of your choice. + + + + + Tiefling + M + 30 + Cha 2, Int 1 + + Charisma + + Description + Source: Player's Handbook p. 42 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Infernal Legacy + You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Abyssal–UA) + M + 30 + Cha 2, Int 1, Cha 2, Con 1 + + + + Description + Source: Unearthed Arcana: That Old Black Magic p. 1 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Abyssal Fortitude + Your hit point maximum increases by half your level (minimum 1). + + + + Abyssal Arcana + Abyssal Arcana Spells +Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell. +You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot +At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result. +d6 | 1st Level | 3rd Level | 5th Level +1 | Dancing lights | Burning hands | Alter self +2 | True strike | Charm person | Darkness +3 | Light | Magic missile | Invisibility +4 | Message | Cure wounds | Levitate +5 | Spare the dying | Tasha's hideous laughter | Mirror Image +6 | Prestidigitation | Thunderwave | Spider climb + + + + + Languages + You can speak, read, and write Common and Abyssal. + + + + + Tiefling (Asmodeus) + M + 30 + Cha 2, Int 1 + + Charisma + + Description + Source: Mordenkainen's Tome of Foes p. 21 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Infernal Legacy + You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Asmodeus–UA) + M + 30 + Cha 2, Int 1 + + Charisma + + Description + Source: Unearthed Arcana: Fiendish Options p. 1 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Infernal Legacy + You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Baalzebul) + M + 30 + Cha 2, Int 1 + + Charisma + + Description + Source: Mordenkainen's Tome of Foes p. 21 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Maladomini + You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Baalzebul–UA) + M + 30 + Cha 2, Int 1 + + Charisma + + Description + Source: Unearthed Arcana: Fiendish Options p. 1 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Maladomini + You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Dispater) + M + 30 + Cha 2, Int 1, Cha 2, Dex 1 + + Charisma + + Description + Source: Mordenkainen's Tome of Foes p. 21 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Dis + You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Dispater–UA) + M + 30 + Cha 2, Int 1, Cha 2, Dex 1 + + Charisma + + Description + Source: Unearthed Arcana: Fiendish Options p. 1 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Dis + You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Fierna) + M + 30 + Cha 2, Int 1, Cha 2, Wis 1 + + Charisma + + Description + Source: Mordenkainen's Tome of Foes p. 21 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Phlegethos + You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Fierna–UA) + M + 30 + Cha 2, Int 1, Cha 2, Wis 1 + + Charisma + + Description + Source: Unearthed Arcana: Fiendish Options p. 1 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Phlegethos + You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Glasya) + M + 30 + Cha 2, Int 1, Cha 2, Dex 1 + + Charisma + + Description + Source: Mordenkainen's Tome of Foes p. 22 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Malbolge + You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Glasya–UA) + M + 30 + Cha 2, Int 1, Cha 2, Dex 1 + + Charisma + + Description + Source: Unearthed Arcana: Fiendish Options p. 2 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Malbolge + You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Levistus) + M + 30 + Cha 2, Int 1, Cha 2, Con 1 + + Charisma + + Description + Source: Mordenkainen's Tome of Foes p. 22 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Stygia + You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Levistus–UA) + M + 30 + Cha 2, Int 1, Cha 2, Con 1 + + Charisma + + Description + Source: Unearthed Arcana: Fiendish Options p. 2 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Stygia + You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Mammon) + M + 30 + Cha 2, Int 1 + + Charisma + + Description + Source: Mordenkainen's Tome of Foes p. 22 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Minauros + You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Mammon–UA) + M + 30 + Cha 2, Int 1 + + Charisma + + Description + Source: Unearthed Arcana: Fiendish Options p. 2 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Minauros + You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Mephistopheles) + M + 30 + Cha 2, Int 1 + + Charisma + + Description + Source: Mordenkainen's Tome of Foes p. 23 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Cania + You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Mephistopheles–UA) + M + 30 + Cha 2, Int 1 + + Charisma + + Description + Source: Unearthed Arcana: Fiendish Options p. 2 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Cania + You know the mage hand cantrip. When you reach 3rd level, you can cast the magic missile spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the web spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Variant; Devil's Tongue) + M + 30 + Cha 2, Int 1, Int 1 + + Charisma + + Description + Source: Sword Coast Adventurer's Guide p. 118 + + + Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Devil's Tongue + You know the vicious mockery cantrip. When your reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Variant; Hellfire) + M + 30 + Cha 2, Int 1, Int 1 + + Charisma + + Description + Source: Sword Coast Adventurer's Guide p. 118 + + + Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Hellfire + You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Variant; Infernal Legacy) + M + 30 + Cha 2, Int 1, Int 1 + + Charisma + + Description + Source: Sword Coast Adventurer's Guide p. 118 + + + Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Infernal Legacy + You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Variant; Winged) + M + 30 + Cha 2, Int 1, Int 1 + + + + Description + Source: Sword Coast Adventurer's Guide p. 118 + + + Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Winged + You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Zariel) + M + 30 + Cha 2, Int 1, Cha 2, Str 1 + + Charisma + + Description + Source: Mordenkainen's Tome of Foes p. 23 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Avernus + You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tiefling (Zariel–UA) + M + 30 + Cha 2, Int 1, Cha 2, Str 1 + + Charisma + + Description + Source: Unearthed Arcana: Fiendish Options p. 2 + + + Age + Tieflings mature at the same rate as humans but live a few years longer. + + + + Alignment + Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. + + + + Size + Tieflings are about the same size and build as humans. Your size is Medium. + + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hellish Resistance + You have resistance to fire damage. + + + + Legacy of Avernus + You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Infernal. + + + + + Tortle + M + 30 + Str 2, Wis 1 + Survival + + + Description + The Tortle Package is considered part of Xanathar's Guide to Everything for Adventurers League character creation. +Source: The Tortle Package p. 3, Explorer's Guide to Wildemount p. 181 + + + Age + Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years. + + + + Alignment + Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos. + + + + Size + Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium + + + + Claws + Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. + + + + Hold Breath + You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air. + + + + Natural Armor + Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. + + + + Shell Defense + You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell. + + + + Survival Instinct + You gain proficiency in the Survival skill. Tortles have finely honed survival instincts. + + + + Languages + You can speak, read, and write Aquan and Common. + + + + + Triton (Theros) + M + 30 + Str 1, Cha 1, Con 1 + + Charisma + + Description + Source: Mythic Odysseys of Theros p. 26 + + + Age + Tritons reach maturity around age 15 and can live up to 200 years. + + + + Alignment + Tritons tend toward neutrality. Their culture encourages them to be mindful of life's currents, knowing when to harness fate's tides and when to flow along with them. + + + + Size + Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium. + + + + Swim Speed + You have a swimming speed of 30 feet. + + + + Amphibious + You can breathe air and water. + + + + Control Air and Water + A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Emissary of the Sea + Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. + + + + Guardians of the Depths + Adapted to even the most extreme ocean depths, you have resistance to cold damage. + + + + Languages + You can speak, read, and write Common and Primordial. + + + + + Triton + M + 30 + Str 1, Cha 1, Con 1 + + Charisma + + Description + Source: Volo's Guide to Monsters p. 115 + + + Age + Tritons reach maturity around age 15 and can live up to 200 years. + + + + Alignment + Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence. + + + + Size + Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium. + + + + Swim Speed + You have a swimming speed of 30 feet. + + + + Amphibious + You can breathe air and water. + + + + Control Air and Water + A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Emissary of the Sea + Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. + + + + Guardians of the Depths + Adapted to even the most extreme ocean depths, you have resistance to cold damage. + + + + Languages + You can speak, read, and write Common and Primordial. + + + + + Troglodyte (DMG) + M + 30 + Str 2, Con 2, Int -4, Cha -4 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Chameleon Skin + You have advantage on Dexterity (Stealth) checks made to hide. + + + + Stench + Any creature other than a Troglodyte (DMG) that starts its turn within 5 ft. of you must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all Troglodyte (DMG)s for 1 hour. + + + + Sunlight Sensitivity + While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + + Natural Armor + Your thick hide grants you a +1 bonus to Armor Class. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Troglodyte (DMG). + + + + + Vampire (Ixalan) + M + 30 + Cha 2, Wis 1 + + + + Description + Source: Plane Shift: Ixalan p. 14 + + + Age + Vampires don't mature and age in the same way that other races do. + + + + Alignment + Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment. + + + + Size + Vampires are the same size and build as humans. Your size is Medium. + + + + Bloodthirst + You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it's hit point maximum to 0. + + + + Feast of Blood + When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute. + + + + Vampiric Resistance + You have resistance to necrotic damage. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Common (if it exists in your campaign) and Vampire. + + + + + Vampire (Zendikar) + M + 30 + Int 1, Cha 2 + + + + Description + Source: Plane Shift: Zendikar p. 14 + + + Age + Vampires don't mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by Ulamog's influence in the distant reaches of history, or was spawned by a bloodchief from a living human. Most vampires are thus very old, but few have any memory of their earliest years. + + + + Alignment + Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment. + + + + Size + Vampires are about the same size and build as humans. Your size is Medium. + + + + Blood Thirst + You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a zombie. + + + + Darkvision + Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Common and Vampire. + + + + Vampiric Resistance + You have resistance to necrotic damage. + + + + + Vedalken + M + 30 + Int 2, Wis 1 + + + + Description + Source: Guildmasters' Guide to Ravnica p. 21 + + + Age + Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500. + + + + Alignment + Vedalken are usually lawful and non-evil. + + + + Size + Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium. + + + + Vedalken Dispassion + You have advantage on all Intelligence, Wisdom, and Charisma saving throws. + + + + Tireless Precision + You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. +Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total. + + + + Partially Amphibious + By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest. + + + + Languages + You can speak, read, and write Common, Vedalken, and one other language of your choice. + + + + + Vedalken (Kaladesh) + M + 30 + Int 2, Wis 1 + + + + Description + Source: Plane Shift: Kaladesh p. 23 + + + Age + Vedalken (Kaladesh) mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. + + + + Alignment + Vedalken (Kaladesh) are most often lawful and rarely evil. + + + + Size + Vedalken (Kaladesh) are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium. + + + + Languages + You can speak, read, and write Common and Vedalken (Kaladesh). The Vedalken (Kaladesh) language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it. + + + + Vedalken Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + + Aether Lore + Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. + + + + + Vedalken (UA) + M + 30 + Int 2, Wis 1 + + + + Description + Source: Unearthed Arcana: Races Of Ravnica p. 4 + + + Age + Vedalken (UA) mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. + + + + Alignment + Vedalken (UA) are most often lawful and rarely evil. + + + + Size + Vedalken (UA) are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium. + + + + Languages + You can speak, read, and write Common. + + + + Vedalken Dispassion + You have advantage on all Intelligence, Wisdom, and Charisma saving throws. + + + + Tireless Precision + You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. +Whenever you make an ability check with the chosen skill or tool, roll a d4, and add the number rolled to the check's total. + + + + + Verdan + M + 30 + Con 1, Cha 2 + Persuasion + + + Description + Source: Acquisitions Incorporated p. 72 + + + Age + Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation. + + + + Alignment + Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework. + + + + Size + Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature. + + + + Black Blood Healing + The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll. + + + + Limited Telepathy + You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts. + + + + Persuasive + Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill. + + + + Telepathic Insight + Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws. + + + + Language + You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life. + + + + + Viashino (UA) + M + 30 + Dex 2, Str 1 + + + + Description + Source: Unearthed Arcana: Races Of Ravnica p. 5 + + + Age + Viashino (UA) mature quickly, reaching adulthood in their early teens. They live violent lives and rarely die of old age, but they would rarely live past 60 anyway. + + + + Alignment + Viashino (UA) strongly tend toward chaotic alignments. They have no particular inclination toward good or evil. + + + + Size + Viashino (UA) are about as tall as humans, but they have lithe, wiry frames. Your size is Medium. + + + + Bite + Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Lashing Tail + Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Wiry Frame + You gain proficiency in the Acrobatics or the Stealth skill (your choice). + + + + Languages + You can speak, read, and write Common and Draconic. + + + + + Warforged + M + 30 + Con 2 + + + + Description + Source: Eberron: Rising from the Last War p. 35, Wayfinder's Guide to Eberron p. 67 + + + Age + A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects. + + + + Alignment + Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served. + + + + Size + Your size is Medium. + + + + Constructed Resilience + You were created to have remarkable fortitude, represented by the following benefits: +• You have advantage on saving throws against being poisoned, and you have resistance to poison damage. +• You don't need to eat, drink, or breathe. +• You are immune to disease. +• You don't need to sleep, and magic can't put you to sleep. + + + + Sentry's Rest + When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. + + + + Integrated Protection + Your body has built-in defensive layers, which can be enhanced with armor: +• You gain a +1 bonus to Armor Class. +• You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. +• While you live, your armor can't be removed from your body against your will. + + + + Specialized Design + You gain one skill proficiency and one tool proficiency of your choice. + + + + Languages + You can speak, read, and write Common and one other language of your choice. + + + + + Warforged (UA) + M + 30 + Str 1, Con 1 + + + + Description + Source: Unearthed Arcana: Eberron p. 3 + + + Size + Warforged (UA) are generally broader and heavier than humans. Your size is Medium + + + + Composite Plating + Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class. + + + + Living Construct + Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. +Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. + + + + Languages + You can speak, read, and write Common and one other language of your choice. + + + + + Warforged (UA Races of Eberron) (Envoy) + M + 30 + Con 1 + + + + Description + Source: Unearthed Arcana: Races Of Eberron p. 69 + + + Specialized Design + You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. + + + + Integrated Tool + Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool. + + + + Envoys: Specialized Design + As the name implies, most Warforged (UA Races of Eberron) (Envoy) were built to fight in the Last War. The vast majority of Warforged (UA Races of Eberron) (Envoy) are juggernauts or skirmishers—soldiers and scouts who fought under the banner of one of the Five Nations. Warforged (UA Races of Eberron) (Envoy) envoys, however, were designed to perform other functions. As an envoy, you have a skill, a tool proficiency, and a tool that's part of your body. When you make an envoy character, consider the following questions: What is your purpose? How does your skill and your tool reflect that purpose? What form does your integrated tool take? If you have embedded thieves' tools, for instance, are your fingers actually lockpicks, or can you produce keys from various parts of your body? The following characters are examples of Warforged (UA Races of Eberron) (Envoy) with integrated tools. +Lute is a bard with the entertainer background; his namesake instrument folds out of his left arm. +Compass Rose is a wizard with the outlander background. A keen explorer, she uses her built-in cartographer's tools to record the paths she travels. +Masque is an infiltrator. A rogue with the charlatan background and an integrated disguise Kit, she was built to blend in and assassinate. Cannith built six Warforged (UA Races of Eberron) (Envoy) of her design, and Masque has vowed to hunt down and destroy the other five. +In developing your integrated tool, remember that you must have your hands free to use it. Masque, the infiltrator mentioned above, doesn't shapeshift like a changeling; she has to manually adjust her appearance. + + + + Age + A typical Warforged (UA Races of Eberron) (Envoy) is between two and thirty years old. The maximum lifespan of the Warforged (UA Races of Eberron) (Envoy) remains a mystery; so far, Warforged (UA Races of Eberron) (Envoy) have shown no signs of deterioration due to age. + + + + Alignment + Most Warforged (UA Races of Eberron) (Envoy) take comfort in order and discipline, tending toward law and neutrality, but some have absorbed the morality—or lack thereof—of the beings they served with. + + + + Size + Your size is Medium. Most Warforged (UA Races of Eberron) (Envoy) stand between 5 and 6½ feet tall. Build is affected by your subrace. + + + + Warforged Resilience + You were created to have remarkable fortitude, represented by the following benefits: +• You have advantage on saving throws against being poisoned, and you have resistance to poison damage. +• You are immune to disease. +• You don't need to eat, drink, or breathe. +• You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep. + + + + Sentry's Rest + When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. + + + + Integrated Protection + Integrated protection +Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. +You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite. +Mode | Prerequisite | Armor Class +Darkwood core (unarmored) | None | 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) +Composite plating (armor) | Medium armor proficiency | 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus +Heavy plating (armor) | Heavy armor proficiency | 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks + + + + + Languages + You can speak, read, and write Common. + + + + + Warforged (UA Races of Eberron) (Juggernaut) + M + 30 + Con 1, Str 2 + + + + Description + Source: Unearthed Arcana: Races Of Eberron p. 70 + + + Iron Fists + When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Age + A typical Warforged (UA Races of Eberron) (Juggernaut) is between two and thirty years old. The maximum lifespan of the Warforged (UA Races of Eberron) (Juggernaut) remains a mystery; so far, Warforged (UA Races of Eberron) (Juggernaut) have shown no signs of deterioration due to age. + + + + Alignment + Most Warforged (UA Races of Eberron) (Juggernaut) take comfort in order and discipline, tending toward law and neutrality, but some have absorbed the morality—or lack thereof—of the beings they served with. + + + + Size + Your size is Medium. Most Warforged (UA Races of Eberron) (Juggernaut) stand between 5 and 6½ feet tall. Build is affected by your subrace. + + + + Warforged Resilience + You were created to have remarkable fortitude, represented by the following benefits: +• You have advantage on saving throws against being poisoned, and you have resistance to poison damage. +• You are immune to disease. +• You don't need to eat, drink, or breathe. +• You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep. + + + + Sentry's Rest + When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. + + + + Integrated Protection + Integrated protection +Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. +You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite. +Mode | Prerequisite | Armor Class +Darkwood core (unarmored) | None | 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) +Composite plating (armor) | Medium armor proficiency | 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus +Heavy plating (armor) | Heavy armor proficiency | 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks + + + + + Languages + You can speak, read, and write Common. + + + + + Warforged (UA Races of Eberron) (Skirmisher) + M + 35 + Con 1, Dex 2 + + + + Description + Source: Unearthed Arcana: Races Of Eberron p. 70 + + + Swift + Your walking speed increases by 5 feet. + + + + Light Step + When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player's Handbook for information about travel pace.) + + + + Age + A typical Warforged (UA Races of Eberron) (Skirmisher) is between two and thirty years old. The maximum lifespan of the Warforged (UA Races of Eberron) (Skirmisher) remains a mystery; so far, Warforged (UA Races of Eberron) (Skirmisher) have shown no signs of deterioration due to age. + + + + Alignment + Most Warforged (UA Races of Eberron) (Skirmisher) take comfort in order and discipline, tending toward law and neutrality, but some have absorbed the morality—or lack thereof—of the beings they served with. + + + + Size + Your size is Medium. Most Warforged (UA Races of Eberron) (Skirmisher) stand between 5 and 6½ feet tall. Build is affected by your subrace. + + + + Warforged Resilience + You were created to have remarkable fortitude, represented by the following benefits: +• You have advantage on saving throws against being poisoned, and you have resistance to poison damage. +• You are immune to disease. +• You don't need to eat, drink, or breathe. +• You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep. + + + + Sentry's Rest + When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. + + + + Integrated Protection + Integrated protection +Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. +You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite. +Mode | Prerequisite | Armor Class +Darkwood core (unarmored) | None | 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) +Composite plating (armor) | Medium armor proficiency | 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus +Heavy plating (armor) | Heavy armor proficiency | 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks + + + + + Languages + You can speak, read, and write Common. + + + + + Yuan-ti Pureblood + M + 30 + Cha 2, Int 1 + + Charisma + + Description + Source: Volo's Guide to Monsters p. 120 + + + Age + Purebloods mature at the same rate as humans and have lifespans similar in length to theirs. + + + + Alignment + Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil. + + + + Size + Purebloods match humans in average size and weight. Your size is Medium. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Innate Spellcasting + You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells. + + + + Magic Resistance + You have advantage on saving throws against spells and other magical effects. + + + + Poison Immunity + You are immune to poison damage and the poisoned condition. + + + + Languages + You can speak, read, and write Common, Abyssal, and Draconic. + + + + + Zombie (DMG) + M + 30 + Str 1, Con 2, Int -6, Wis -4, Cha -4 + + + + Description + Source: Dungeon Master's Guide p. 282 + + + Undead Fortitude + If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. + + + + Undead Nature + You are immune to poison damage and exhaustion, and you can't be poisoned. You don't require air, food, drink, or sleep. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can't speak, but you can understand the languages you knew in life. + + + + diff --git a/FightClub5eXML/Sources/vehicles.xml b/FightClub5eXML/Sources/vehicles.xml new file mode 100755 index 0000000..f43a734 --- /dev/null +++ b/FightClub5eXML/Sources/vehicles.xml @@ -0,0 +1,1533 @@ + + + + Airship (Unearthed Arcana) + G + vehicle (80 ft. x 20 ft.) + Unaligned + 13 + 300 + 9 miles per hour (216 miles per day) + 14 + 14 + 12 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 300 + + + Hull: + Armor Class: 13 + Hit Points: 300 + + + Control: + Helm + Armor Class: 16 + Hit Points: 50 + Move up to the speed of its elemental engine, with one 90-degree turn. If the helm is destroyed, the Airship (Unearthed Arcana) can't turn. + + + Movement: + Elemental Engine + Armor Class: 18 + Hit Points: 100; -20 ft. speed per 25 damage taken + Locomotion (air): elemental power, speed 80 ft. If the engine is destroyed, the ship immediately crashes. + + + Weapons: + Ballistas (4) + Armor Class: 15 + Hit Points: 50 each + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage. + Weapons:|+6|3d10 + + +Source: Unearthed Arcana: Of Ships And Sea p. 2 + + + + Astral Brig + G + vehicle (90 ft. x 30 ft.) + Unaligned + + 0 + 12 miles per hour (288 miles per day) + - + - + - + - + - + - + + + + + + + + + + + Hit Points + + + + Weapons: + Ballistas (2) + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage. + Weapons:|+6|3d10 + + The astral brig is the standard githyanki military vessel. It requires a crew of five and can transport up to sixty passengers. A brig is 90 feet long and 30 feet wide, with two levels below decks for quarters and storage space. It is equipped with two ballistae, each one operated by a pair of crew members, and has a top speed of 12 miles per hour. +Source: Mordenkainen's Tome of Foes p. 90 + + + + Astral Skiff + H + vehicle (30 ft. x 10 ft.) + Unaligned + + 0 + 15 miles per hour (360 miles per day) + - + - + - + - + - + - + + + + + + + + + + + Hit Points + + + An astral skiff is operated by a crew of three and carries up to a dozen passengers. The githyanki employ this small vessel, 30 feet long and 10 feet wide, for patrols in the Astral Plane and for quick raids in pursuit of specific objects on the Material Plane. A skiff has a top speed of 15 miles per hour. It lacks weapons aside from those carried by its passengers and has a limited amount of storage space. +Source: Mordenkainen's Tome of Foes p. 90 + + + + Battle Balloon + G + vehicle (80 ft. x 20 ft.) + Unaligned + 15 + 500 + 9 miles per hour (216 miles per day) + 18 + 17 + 20 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 500 + + + Hull: + Armor Class: 15 + Hit Points: 500 (damage threshold 15) + + + Control: + Helm + Armor Class: 18 + Hit Points: 50 + Move up to the speed of the ship's propeller, with one 90-degree turn. If the helm is destroyed, the ship can't turn. + + + Control: + Balloon + Armor Class: 12 + Hit Points: 75 + If its balloon is destroyed, a battle balloon cannot maintain altitude. + + + Movement: + Propeller + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 25 damage taken + + + On its turn the battle balloon can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing from the options below. It cannot take any actions if it has no remaining crew. + • Fire Ballista. The battle balloon can fire its harpoon guns. + • Fire Green Flame Arbalester. The battle balloon can fire its green flame arbalester. + • Move. The battle balloon can use its helm to move using its propeller. If the battle balloon enters a Large or smaller creature's space, that creature is automatically pushed to the edge of the battle balloon's space. The creature must also succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage. + ||1d10 + • Harpoon Haul. The battle balloon can pull each target grappled by it up to 30 feet toward the battle balloon. + + + Weapons: + Green Flame Arbalester + Armor Class: 15 + Hit Points: 75 + Ranged Weapon Attack: +8 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it) one target. 16 (3d10) piercing damage and 22 (4d10) fire damage. If the attack misses, the DM determines where the arbalester bolt hits. Each creature within 10 feet of that spot must make a DC 15 Dexterity saving throw to avoid the bolt as it shatters, taking 5 (1d10) piercing damage and 5 (1d10) fire damage on a failed save. + Weapons:|+8|3d10 + Weapons:||1d10 + + + Weapons: + Harpoon Gun (3) + Armor Class: 15 + Hit Points: 50 each + Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. 11 (2d10) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the battle balloon. Each of the battle balloon's harpoon guns can grapple one target. While it has one or more targets grappled with its harpoon gun attack, the battle balloon's speed is not halved. + Weapons:|+8|2d10 + + Through the winter clouds that surround the castle on this desolate hill, you see a shape emerge. Something so gigantic, you can't believe it can actually fly. +Airships are relatively rare in Acquisitions Incorporated, which is thought to hold no more than five in its fleet. But the unparalleled usefulness of these craft in commerce—and in combat—makes the company-standard battle balloon a much-coveted upgrade for any franchise. +Origins and Operations. Professional secrecy and aggressive marketing make it unclear where the airship originated. Some say battle balloons were an original design created by the Heuristic Arcane Research and Development department of Acquisitions Incorporated. But the wizards of Halruaa developed similar skyships in ages past, and the Cult of the Dragon has been seen with flying ships of its own. Still, among the small number of factions and organizations known to possess or build airships, Acquisitions Incorporated might be the best known for its high-profile aerial escapades. It's certain that neither the mages of Halruaa nor the members of the Cult of the Dragon ever crewed a battle balloon with keg robots, or used one to squash a tyrannosaurus flat. +The Hard Cloud. +------ +The Hard Cloud is Acquisitions Incorporated's company flagship, and as such, bears special note. The great battle balloon bristles with armaments, including a vicious dragon-slaying spear at the fore that has seen use more than once. The Hard Cloud is a veteran of numerous combat operations, and it has so far come out in one piece. Beyond the tales told of the vessel's exploits, rumors abound regarding the wondrous vehicle. Is it powered by a bound efreeti, as some have said? Does the hold contain clones of every high-ranking member of Acquisitions Incorporated, including Omin Dran himself? Does the mess, in fact, employ a terrifying ghostly chef? The answers lie below decks, where few have had the opportunity to learn the truth. +------ +Flying Battle Vehicle. The standard design of an Acquisitions Incorporated-grade airship features an enormous balloon covered in a rope net. Trailing lines connect the balloon to the vessel of metal and wood suspended below. In the center of the deck, directly below the balloon, sits a large magic furnace, whose formidable lifting power is rumored to involve trapped elementals. The airship's captain controls the arcane furnace and directs forward thrust by way of a propeller located at the back of the ship, helming the craft with a wheel positioned in the bow. Metal runners below the ship allow a battle balloon to land on the ground. +Options and Armaments. Each franchise or organization customizes the offensive capability of its airships, but most battle balloons feature multiple harpoon guns, perfect for fighting and snaring aerial threats. Battle balloons that see a lot of combat are typically well stocked with other ranged weapons and polearms for ship-to-ship and crew-to-crew fighting. +Whether privately financed or loaned out by Head Office under extraordinarily cautious terms, battle balloons can be customized with unique equipment—different siege weapons, lifting and cargo gear, and so forth—to make each airship unique. However, the most potent weapon featured on most Acquisitions Incorporated battle balloons is the green flame arbalester, a massive ballista whose bolts pulse with arcane power and detonate with formidable explosive force wherever they hit. +Vehicle Rules. +------ +Battle balloons and mechanical beholders are vehicles, and as such, they have special rules associated with them. Most pertinently, a vehicle has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers. The Strength of a vehicle expresses its size and weight. Dexterity represents its ease of handling. A vehicle's Constitution covers its durability and the quality of its construction. Vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. How a vehicle is crewed and what actions it can take on its turn are described in the stat block for the vehicle. +------ +Mobile Franchise Headquarters. A battle balloon is perhaps the most sought-after of the mobile headquarters options available to Acquisitions Incorporated franchises. The versatility of an airship allows for the rapid shipping of goods, mercenaries, and loot. Such a vessel also allows a quick escape from sticky developments and deals gone bad. +Source: Acquisitions Incorporated p. 218 + + + + Demon Grinder + G + vehicle (12,000 lb.) + Unaligned + 19 (19 while motionless) + 200 + 100 ft. + 18 + 10 + 18 + 0 + 0 + 0 + + + + + + fire, poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious + + + Hit Points + 200 (damage threshold 10, mishap threshold 20) + + + Crushing Wheels + The Demon Grinder can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn. + + + Magic Weapons + The Demon Grinder's weapon attacks are magical. + + + Prone Deficiency + If the Demon Grinder rolls over and falls prone, it can't right itself and is incapacitated until flipped upright. + + + Helm (Requires 1 Crew and Grants Three-Quarters Cover) + Drive and steer the Demon Grinder. + + + Chomper (Requires 1 Crew and Grants Half Cover) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 25 (6d6 + 4) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Demon Grinder.Any nonmagical items the target was holding or carrying are destroyed as well. + Chomper (Requires 1 Crew and Grants Half Cover)|+9|6d6+4 + + + Wrecking Ball (Requires 1 Crew and Grants Half Cover) + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 40 (8d8 + 4) bludgeoning damage. Double the damage if the target is an object or a structure. + Wrecking Ball (Requires 1 Crew and Grants Half Cover)|+9|8d8+4 + + + 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover) + Ranged Weapon Attack: +5 to hit, range 120 ft., one target. 9 (2d8) piercing damage. + 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)|+5|2d8 + + A Demon Grinder is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. Iron jaws are mounted on the front of the vehicle, which handles like a garbage truck. +Source: Baldur's Gate: Descent Into Avernus p. 219 + + + + Devil's Ride + L + vehicle (500 lb.) + Unaligned + 23 (19 while motionless) + 30 + 120 ft. + 14 + 18 + 12 + 0 + 0 + 0 + + + + + + fire, poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious + + + Hit Points + 30 (damage threshold 5, mishap threshold 10) + + + Jump + If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement. + + + Prone Deficiency + If the Devil's Ride falls prone, it can't right itself and is incapacitated until pulled upright. + + + Stunt + On its turn, the driver of the Devil's Ride can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil's Ride must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Devil's Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop. + + + Helm (Requires 1 Crew and Grants Half Cover) + Drive and steer the Devil's Ride. + + + Juke + If the Devil's Ride is able to move, the driver can use its reaction to grant the Devil's Ride advantage on a Dexterity saving throw. + + A Devil's Ride is a two-wheeled infernal war machine that handles like a motorcycle. It has spiked wheels, a screaming engine, and a cowl shaped vaguely like a grinning devil's visage, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability. +Source: Baldur's Gate: Descent Into Avernus p. 218 + + + + Galley + G + vehicle (130 ft. x 20 ft.) + Unaligned + 15 + 500 + 4 miles per hour (96 miles per day) + 24 + 4 + 20 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 500 + + + Hull: + Armor Class: 15 + Hit Points: 500 (damage threshold 20) + + + Control: + Helm + Armor Class: 16 + Hit Points: 50 + Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the galley can't turn. + + + Movement: + Oars + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 25 damage taken + + + Movement: + Sails + Armor Class: 12 + Hit Points: 100; -10 ft. speed per 25 damage taken + + + On its turn, the galley can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew. + • Fire Ballistas. The galley can fire its ballista (DMG, ch. 8). + • Fire Mangonels. The galley can fire its mangonel (DMG, ch. 8). + • Move. The galley can use its helm to move with its oars or sails. As part of this move, it can use its naval ram. + + + Weapons: + Ballistas (4) + Armor Class: 15 + Hit Points: 50 each + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage. + Weapons:|+6|3d10 + + + Weapons: + Mangonels (2) + Armor Class: 15 + Hit Points: 100 each + Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage. + Weapons:|+5|5d10 + + + Weapons: + Naval Ram + Armor Class: 20 + Hit Points: 100 (damage threshold 10) + The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the galley. + + Example Galley Crew +A galley requires a crew of eighty to properly sail or row the vessel and might carry extra passengers or soldiers. If the characters are guests on a galley, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics: +• One captain (bandit captain) +• Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (scout) +• Forty-two sailors (commoner) +• Twelve siege engineers (guard) +• Twenty guard +Main Deck +The main deck of the galley has the following features: +• Ballistas. Four ballistas (DMG, ch. 8) are attached to the fore of the deck. Ten ballista arrows are stacked and secured near each. +• Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. +• Naval Ram. The galley's stern features an iron naval ram used for attacking other ships. +• Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the lower deck. +• Railing. A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it. +• Rowboats. Eight rowboats are stacked in two groups of four on this deck. Ropes and pulleys can hoist these boats in and out of the water. +• Timpani. A timpani with two attached mallets sits on the aft of the main deck just before the opening to the lower deck. A crew member plays this instrument while the sailors on the lower deck row, the beat helping to synchronize the rowers' strokes. +• Wheel. The ship's wheel stands at the aft of the deck. +Lower Deck +The cramped lower deck of the galley ship reeks of body odor and has the following features: +• Cargo Holds. Cargo holds at the fore and aft of the lower deck hold crates, barrels, and ammunition secured with rope. +• Oars. Thirty-two benches are built into the deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls. +Source: Ghosts of Saltmarsh p. 187 + + + + Galley (Unearthed Arcana) + G + vehicle (130 ft. x 20 ft.) + Unaligned + 15 + 500 + 4 miles per hour (96 miles per day) + 24 + 4 + 20 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 500 + + + Hull: + Armor Class: 15 + Hit Points: 500 (damage threshold 20) + + + Control: + Helm + Armor Class: 16 + Hit Points: 50 + Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the Galley (Unearthed Arcana) can't turn. + + + Movement: + Sails + Armor Class: 12 + Hit Points: 100; -10 ft. speed per 25 damage taken + Locomotion (water): sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind. + + + Movement: + Oars + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 25 damage taken + Locomotion (water): oars, speed 30 ft. + + + Weapons: + Ballistas (4) + Armor Class: 15 + Hit Points: 50 each + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage. + Weapons:|+6|3d10 + + + Weapons: + Mangonels (2) + Armor Class: 15 + Hit Points: 100 each + Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage. + Weapons:|+5|5d10 + + + Weapons: + Ram + Armor Class: 20 + Hit Points: 100 (damage threshold 10) + The Galley (Unearthed Arcana) has advantage on all saving throws relating to crashing when it crashes into a creature or object, and any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if a vehicle crashes into the Galley (Unearthed Arcana). + + +Source: Unearthed Arcana: Of Ships And Sea p. 2 + + + + Keelboat + G + vehicle (60 ft. x 20 ft.) + Unaligned + 15 + 100 + 3 miles per hour (72 miles per day) + 16 + 7 + 13 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 100 + + + Hull: + Armor Class: 15 + Hit Points: 100 (damage threshold 10) + + + Control: + Helm + Armor Class: 12 + Hit Points: 50 + Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can't turn. + + + Movement: + Oars + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 25 damage taken + + + Movement: + Sails + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 20 damage taken + + + On its turn, the keelboat can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can't take these actions if it has no crew. + • Fire Ballista. The keelboat can fire its ballista (DMG, ch. 8). + • Move. The keelboat can use its helm to move with its oars or sails. + + + Weapons: + Ballista + Armor Class: 15 + Hit Points: 50 + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage. + Weapons:|+6|3d10 + Keelboats typically include a ballista only when they are equipped for combat. + + Example Keelboat Crew +A keelboat requires a single crew member to operate smoothly. If the characters are guests on a keelboat, the crew consists of a single captain who has the statistics of a bandit captain with proficiency with water vehicles. +Keelboat Deck +The deck of the keelboat has the following features: +• Ballista. A ballista (DMG, ch. 8) is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby. +• Oars. The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars. +• Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. +Keelboat Cabin +The keelboat cabin has the following features: +• Footlockers. Beneath each bed is a footlocker. The footlockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage. +• Furnishings. Two beds and a desk with a chair stand at the aft of the cabin. +Source: Ghosts of Saltmarsh p. 188 + + + + Keelboat (Unearthed Arcana) + G + vehicle (60 ft. x 20 ft.) + Unaligned + 15 + 100 + 3 miles per hour (72 miles per day) + 16 + 7 + 13 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 100 + + + Hull: + Armor Class: 15 + Hit Points: 100 (damage threshold 10) + + + Control: + Helm + Armor Class: 12 + Hit Points: 50 + Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the Keelboat (Unearthed Arcana) can't turn. + + + Movement: + Sails + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 20 damage taken + Locomotion (water): sails, speed 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind. + + + Movement: + Oars + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 25 damage taken + Locomotion (water): oars, speed 20 ft. + + + Weapons: + Ballista + Armor Class: 15 + Hit Points: 50 + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage. Keelboat (Unearthed Arcana)s typically include a ballista only when they are equipped for combat. + Weapons:|+6|3d10 + + +Source: Unearthed Arcana: Of Ships And Sea p. 3 + + + + Longship + G + vehicle (70 ft. x 20 ft.) + Unaligned + 15 + 300 + 5 miles per hour (120 miles per day) + 20 + 6 + 17 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 300 + + + Hull: + Armor Class: 15 + Hit Points: 300 (damage threshold 15) + + + Control: + Helm + Armor Class: 16 + Hit Points: 50 + Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the longship can't turn. + + + Movement: + Oars + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 25 damage taken + + + Movement: + Sails + Armor Class: 12 + Hit Points: 100; -10 ft. speed per 25 damage taken + + + On its turn, the longship can take the move action below. It can't take this action if it has no crew. + • Move. The longship can use its helm to move with its oars or sails. + + Example Longship Crew +A longship requires a crew of forty to properly sail or row the vessel and often carries extra passengers or soldiers. If the characters are guests on a longship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics: +• One captain (berserker) +• Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (berserker) +• Thirty-four sailors (commoner) +Longship Deck +The deck of the longship has the following features: +• Oars. Sixteen benches are built into the deck, each with a 15-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Five spare oars hang on the walls. +• Railing. The deck has a 3-foot-high rail covered in wooden shields around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. +Source: Ghosts of Saltmarsh p. 190 + + + + Longship (Unearthed Arcana) + G + vehicle (70 ft. x 20 ft.) + Unaligned + 15 + 300 + 5 miles per hour (120 miles per day) + 20 + 6 + 17 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 300 + + + Hull: + Armor Class: 15 + Hit Points: 300 (damage threshold 15) + + + Control: + Helm + Armor Class: 16 + Hit Points: 50 + Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the Longship (Unearthed Arcana) can't turn. + + + Movement: + Sails + Armor Class: 12 + Hit Points: 100; -10 ft. speed per 25 damage taken + Locomotion (water): sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind. + + + Movement: + Oars + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 25 damage taken + Locomotion (water): oars, speed 20 ft. + + +Source: Unearthed Arcana: Of Ships And Sea p. 4 + + + + Mechanical Beholder + H + vehicle (15 ft. x 15 ft.) + Unaligned + 18 + 200 + 3 miles per hour (72 miles per day) + 18 + 12 + 18 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 200 + + + Hull: + Armor Class: 18 + Hit Points: 200 (damage threshold 10) + + + Control: + Helm + Armor Class: 16 + Hit Points: 25 + Move up to the speed of the ship's magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the helm is destroyed, the mechanical beholder can't move. + + + Movement: + Magical Propulsion Unit + Armor Class: 16 + Hit Points: 100; -5 ft. speed per 25 damage taken + + + On its turn the mechanical beholder can take 1 action. It cannot take any actions if it has no crew. + • Eye Rays. The mechanical beholder can use its eye ray tentacles. + • Move. The mechanical beholder can use its helm to move using its magical propulsion unit. + + + Weapons: + Eye Ray Tentacles (6) + Armor Class: 14 + Hit Points: 50 each + g The mechanical beholder shoots the following magical eye rays at up to three targets that would be visible to the crew and are within 120 feet of it. + • Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. + Weapons:||4d8 + • Enervation Ray. The targeted creature must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. + Weapons:||4d8 + • Paralyzing Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + When you hear the mechanical beholder click to life, it sounds like death itself snapping its fingers. +A mechanical beholder takes the form of an oversized eye tyrant whose central eye is a viewport window. Part conveyance, part laboratory, and part siege engine, the vehicle can transport up to six humanoids through any terrain or medium, including underwater and through solid stone. A complex and often dangerous manipulation of gears, levers, and buttons controlled the original mechanical beholders, but more recent models feature magical controls that respond to voice commands—though not always accurately. +Equipment and Options. The mechanical beholder can be outfitted with a variety of sensors, probes, and gauges, allowing for functions as varied as determining alchemical composition, picking up on magical auras, or making masterfully dry martinis. Its range of armaments includes a disintegration ray modeled after that of its monstrous namesake (which for reasons of liability is advertised as being designed exclusively for waste removal). Portholes and hatches allow characters inside the beholder to make ranged and magical attacks from within it. +Source: Acquisitions Incorporated p. 219 + + + + Planar Raider + H + vehicle (120 ft. x 40 ft.) + Unaligned + + 0 + 12 miles per hour (288 miles per day) + - + - + - + - + - + - + + + + + + + + + + + Hit Points + + + + Weapons: + Ballistas (2) + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage. + Weapons:|+6|3d10 + + + Weapons: + Catapult + Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. 27 (5d10) bludgeoning damage. + Weapons:|+5|5d10 + + The largest of the githyanki ships, the planar raider serves as a mobile headquarters during a major attack on the githyanki's enemies. It needs a crew of ten and can carry more than a hundred passengers. A planar raider can travel up to 12 miles per hour. It is 40 feet wide and 120 feet long, with two levels below decks, and is equipped with three ballistae and a catapult. +Source: Mordenkainen's Tome of Foes p. 90 + + + + Rowboat + L + vehicle (10 ft. x 5 ft.) + Unaligned + 11 + 50 + 3 miles per hour (72 miles per day) + 11 + 8 + 11 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 50 + + + Hull: + Armor Class: 11 + Hit Points: 50 + + + Movement: + Oars + Armor Class: 12 + Hit Points: 25 + + + On its turn, the rowboat can take the move action below. It can't take this action if it has no crew. + • Move. The rowboat can move using its oars. + + The humble rowboat serves to ferry passengers back and forth from larger ships or to navigate lakes and rivers. Due to its simple, versatile design, a rowboat has no decks or typical crew. Weighing 100 pounds, a rowboat is easy to transport and might be carried by larger ships. +Source: Ghosts of Saltmarsh p. 190 + + + + Rowboat (Unearthed Arcana) + L + vehicle (10 ft. x 5 ft.) + Unaligned + 11 + 50 + 3 miles per hour (72 miles per day) + 11 + 8 + 11 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 50 + + + Hull: + Armor Class: 11 + Hit Points: 50 (damage threshold 0) + + + Movement: + Oars + Armor Class: 12 + Hit Points: 25 + Locomotion (water): oars, speed 15 ft. Move up to its speed, with one 90-degree turn. Without oars, the Rowboat (Unearthed Arcana)'s speed is 0. + + +Source: Unearthed Arcana: Of Ships And Sea p. 4 + + + + Sailing Ship + G + vehicle (100 ft. x 20 ft.) + Unaligned + 15 + 300 + 5 miles per hour (120 miles per day) + 20 + 7 + 17 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 300 + + + Hull: + Armor Class: 15 + Hit Points: 300 (damage threshold 15) + + + Control: + Helm + Armor Class: 18 + Hit Points: 50 + Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn. + + + Movement: + Sails + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 25 damage taken + + + On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew. + • Fire Ballista. The ship can fire its ballista (DMG, ch. 8). + • Fire Mangonel. The ship can fire its mangonel (DMG, ch. 8). + • Move. The ship can use its helm to move with its sails. + + + Weapons: + Ballista + Armor Class: 15 + Hit Points: 50 + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage. + Weapons:|+6|3d10 + + + Weapons: + Mangonel + Armor Class: 15 + Hit Points: 100 + Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage. + Weapons:|+5|5d10 + + Example Crew +A sailing ship requires a large crew to properly sail the vessel. If the characters are guests on a sailing ship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics: +• One captain (bandit captain) +• Four other officers: a first mate, a bosun, a quartermaster, and a cook (noble) +• Twenty-five sailors (commoner) +1. Main Deck +The main deck of the ship has the following features: +• Mangonel. Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Each weapon has 10 mangonel stones stacked and secured near it. +• Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8). +• Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. +• Rowboats. Four rowboat are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water. +2. Officers' Quarters +Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders. +3. Captain's Quarters +The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings. +4. Siege Weapon Ammunition +Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows. +5. Supplies +This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship. +6. Forecastle +The forecastle has the following features: +• Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby. +• Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. +7. Quarterdeck +The quarterdeck has the following features: +• Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. +• Wheel. The ship's wheel stands at the aft of the quarterdeck. +8. Oar Deck +Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship. +9. Privy +Benches line the walls of this room. Four holes carved in them house chamber pots. +10. Medical Cabin +Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps. +11. Guest Cabin +This cabin is meant for guests and visiting high-ranking officials along for the journey. +12. Hold +This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies. +13. Armory +The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers. +Source: Ghosts of Saltmarsh p. 192 + + + + Sailing Ship (Unearthed Arcana) + G + vehicle (80 ft. x 20 ft.) + Unaligned + 15 + 300 + 5 miles per hour (120 miles per day) + 20 + 7 + 17 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 300 + + + Hull: + Armor Class: 15 + Hit Points: 300 (damage threshold 15) + + + Control: + Helm + Armor Class: 18 + Hit Points: 50 + Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn. + + + Movement: + Sails + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 25 damage taken + Locomotion (water): sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind. + + + Weapons: + Ballista + Armor Class: 15 + Hit Points: 50 + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage. + Weapons:|+6|3d10 + + + Weapons: + Mangonel + Armor Class: 15 + Hit Points: 100 + Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage. + Weapons:|+5|5d10 + + +Source: Unearthed Arcana: Of Ships And Sea p. 4 + + + + Scavenger + H + vehicle (9,000 lb.) + Unaligned + 20 (19 while motionless) + 150 + 100 ft. + 20 + 12 + 20 + 0 + 0 + 0 + + + + + + fire, poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious + + + Hit Points + 150 (damage threshold 10, mishap threshold 20) + + + Crushing Wheels + The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn. + + + Magic Weapons + The Scavenger's weapon attacks are magical. + + + Prone Deficiency + If the Scavenger rolls over and falls prone, it can't right itself and is incapacitated until flipped upright. + + + Helm (Requires 1 Crew and Grants Three-Quarters Cover) + Drive and steer the Scavenger. + + + Grappling Claw (Requires 1 Crew and Grants Half Cover) + Melee Weapon Attack: +10 to hit, reach 15 ft., one target. The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends.The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it's holding. + + + 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover) + Ranged Weapon Attack: +6 to hit, range 120 ft., one target. 10 (2d8 + 1) piercing damage. + 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)|+6|2d8+1 + + The Scavenger handles like a small bus and is used to sift through battlefield detritus for scrap metal and other materials worth salvaging. Attached to the back of the vehicle is a swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain. +Source: Baldur's Gate: Descent Into Avernus p. 219 + + + + Stahlmaster + L + CREATURE + Unaligned + U (n, k, n, o, w, n) + 67 (9d10+18) + walk 30 ft. + 18 + 10 + 14 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious + + + Pilot + The Stahlmaster requires a Medium humanoid to pilot it. While inside the Stahlmaster, the pilot uses the vehicle's speed and action options and can't take reactions or use bonus actions, and the pilot has total cover. If the Stahlmaster drops to 0 hit points, the pilot is ejected from it and lands prone in an unoccupied space within 5 feet of the vehicle. + + + Multiattack + The Stahlmaster makes two melee attacks, or one melee attack and one ranged attack. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) bludgeoning damage. + Slam|+6|1d10+4 + + + Shoulder-Mounted Crossbow + Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. 6 (1d12) piercing damage. + Shoulder-Mounted Crossbow|+2|1d12 + + +Source: Wildemount: Dangerous Designs p. 235 + + + + Tormentor + H + vehicle (3,000 lb.) + Unaligned + 21 (19 while motionless) + 60 + 100 ft. + 16 + 14 + 14 + 0 + 0 + 0 + + + + + + fire, poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious + + + Hit Points + 60 (damage threshold 10, mishap threshold 20) + + + Crushing Wheels + The Tormentor can move through the space of any Medium or smaller creature.When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone.If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage.This trait can't be used against a particular creature more than once each turn. + + + Prone Deficiency + If the Tormentor rolls over and falls prone, it can't right itself and is incapacitated until flipped upright. + + + Magic Weapons + The Tormentor's weapon attacks are magical. + + + Raking Scythes + When the Tormentor moves within 5 feet of a creature that isn't prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 (2d10 + 2) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw.A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw. + + + (Requires 1 Crew and Grants Three-Quarters Cover) + Drive and steer the Tormentor + + + Harpoon Flinger (Requires 1 Crew and Grants Half Cover) + Ranged Weapon Attack: +7 to hit, range 120 ft., one target. 11 (2d8 + 2) piercing damage. + Harpoon Flinger (Requires 1 Crew and Grants Half Cover)|+7|2d8+2 + + + Juke + If the Tormentor is able to move, the driver can use its reaction to grant the Tormentor advantage on a Dexterity saving throw. + + The Tormentor handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward. +Source: Baldur's Gate: Descent Into Avernus p. 218 + + + + Warship + G + vehicle (100 ft. x 20 ft.) + Unaligned + 15 + 500 + 4 miles per hour (96 miles per day) + 20 + 4 + 20 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 500 + + + Hull: + Armor Class: 15 + Hit Points: 500 (damage threshold 20) + + + Control: + Helm + Armor Class: 18 + Hit Points: 50 + Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the warship can't turn. + + + Movement: + Oars + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 25 damage taken + + + Movement: + Sails + Armor Class: 12 + Hit Points: 100; -10 ft. speed per 25 damage taken + + + On its turn, the warship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew. + • Fire Ballistas. The warship can fire its ballista (DMG, ch. 8). + • Fire Mangonels. The warship can fire its mangonel (DMG, ch. 8). + • Move. The warship can use its helm to move with its oars or sails. As part of this move, it can use its naval ram. + + + Weapons: + Ballistas (2) + Armor Class: 15 + Hit Points: 50 each + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage. + Weapons:|+6|3d10 + + + Weapons: + Mangonels (2) + Armor Class: 15 + Hit Points: 100 each + Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage. + Weapons:|+5|5d10 + + + Weapons: + Naval Ram + Armor Class: 20 + Hit Points: 100 (damage threshold 10) + The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship. + + Example Crew +A warship requires a large crew to properly sail the vessel. Warships carry extra soldiers to fight battles and fire the siege weapons. If the characters are guests on a warship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics: +• One captain (bandit captain) +• Four other officers: a first mate, a bosun, a quartermaster, and a cook (noble) +• Twenty-five sailors (commoner) +A warship typically includes the following additional crew to augment its fighting ability: +• Forty soldiers (guard) +• Eight siege engineers (guard) +• One priest (the ship's surgeon) +1. Main Deck +The main deck of the ship has the following features: +• Mangonel. Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Warships have two mangonels (DMG, ch. 8). Each weapon has 10 mangonel stones stacked and secured near it. +• Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8). +• Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. +• Rowboats. Four rowboat are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water. +2. Officers' Quarters +Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders. +3. Captain's Quarters +The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings. +4. Siege Weapon Ammunition +Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows. +5. Supplies +This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship. +6. Forecastle +The forecastle has the following features: +• Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby. +• Figurehead. Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram. +• Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. +7. Quarterdeck +The quarterdeck has the following features: +• Ballista. On a warship, a ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby. +• Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. +• Wheel. The ship's wheel stands at the aft of the quarterdeck. +8. Oar Deck +Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship. +9. Privy +Benches line the walls of this room. Four holes carved in them house chamber pots. +10. Medical Cabin +Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps. +11. Brig +This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles (see chapter 5 in the Player's Handbook) attached to its frame. +12. Hold +This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies. +13. Armory +The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers. +Source: Ghosts of Saltmarsh p. 194 + + + + Warship (Unearthed Arcana) + G + vehicle (100 ft. x 20 ft.) + Unaligned + 15 + 500 + 4 miles per hour (96 miles per day) + 20 + 4 + 20 + 0 + 0 + 0 + + + + + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious + + + Hit Points + 500 + + + Hull: + Armor Class: 15 + Hit Points: 500 (damage threshold 20) + + + Control: + Helm + Armor Class: 18 + Hit Points: 50 + Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the Warship (Unearthed Arcana) can't turn. + + + Movement: + Sails + Armor Class: 12 + Hit Points: 100; -10 ft. speed per 25 damage taken + Locomotion (water): sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind. + + + Movement: + Oars + Armor Class: 12 + Hit Points: 100; -5 ft. speed per 25 damage taken + Locomotion (water): oars, speed 20 ft. with 80 or more rowers, 10 feet with 40 or more rowers, 5 ft. with 20 or more rowers. + + + Weapons: + Ballistas (2) + Armor Class: 15 + Hit Points: 50 each + Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage. + Weapons:|+6|3d10 + + + Weapons: + Mangonels (2) + Armor Class: 15 + Hit Points: 100 each + Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage. + Weapons:|+5|5d10 + + + Weapons: + Ram + Armor Class: 20 + Hit Points: 100 (damage threshold 10) + The Warship (Unearthed Arcana) has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if another vessel crashes into the Warship (Unearthed Arcana). + + +Source: Unearthed Arcana: Of Ships And Sea p. 5 + + +